babylon.no-module.max.js 5.7 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=effect.js.map
  1265. //# sourceMappingURL=types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /**
  1460. * Gather the list of clipboard event types as constants.
  1461. */
  1462. var ClipboardEventTypes = /** @class */ (function () {
  1463. function ClipboardEventTypes() {
  1464. }
  1465. /**
  1466. * The clipboard event is fired when a copy command is active (pressed).
  1467. */
  1468. ClipboardEventTypes.COPY = 0x01; //
  1469. /**
  1470. * The clipboard event is fired when a cut command is active (pressed).
  1471. */
  1472. ClipboardEventTypes.CUT = 0x02;
  1473. /**
  1474. * The clipboard event is fired when a paste command is active (pressed).
  1475. */
  1476. ClipboardEventTypes.PASTE = 0x03;
  1477. return ClipboardEventTypes;
  1478. }());
  1479. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1480. /**
  1481. * This class is used to store clipboard related info for the onClipboardObservable event.
  1482. */
  1483. var ClipboardInfo = /** @class */ (function () {
  1484. /**
  1485. *Creates an instance of ClipboardInfo.
  1486. * @param {number} type
  1487. * @param {ClipboardEvent} event
  1488. */
  1489. function ClipboardInfo(
  1490. /**
  1491. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1492. */
  1493. type,
  1494. /**
  1495. * Defines the related dom event
  1496. */
  1497. event) {
  1498. this.type = type;
  1499. this.event = event;
  1500. }
  1501. /**
  1502. * Get the clipboard event's type from the keycode.
  1503. * @param keyCode Defines the keyCode for the current keyboard event.
  1504. * @return {number}
  1505. */
  1506. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1507. var charCode = keyCode;
  1508. //TODO: add codes for extended ASCII
  1509. switch (charCode) {
  1510. case 67: return ClipboardEventTypes.COPY;
  1511. case 86: return ClipboardEventTypes.PASTE;
  1512. case 88: return ClipboardEventTypes.CUT;
  1513. default: return -1;
  1514. }
  1515. };
  1516. return ClipboardInfo;
  1517. }());
  1518. BABYLON.ClipboardInfo = ClipboardInfo;
  1519. })(BABYLON || (BABYLON = {}));
  1520. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1521. var BABYLON;
  1522. (function (BABYLON) {
  1523. /** Class used to store color4 gradient */
  1524. var ColorGradient = /** @class */ (function () {
  1525. function ColorGradient() {
  1526. }
  1527. /**
  1528. * Will get a color picked randomly between color1 and color2.
  1529. * If color2 is undefined then color1 will be used
  1530. * @param result defines the target Color4 to store the result in
  1531. */
  1532. ColorGradient.prototype.getColorToRef = function (result) {
  1533. if (!this.color2) {
  1534. result.copyFrom(this.color1);
  1535. return;
  1536. }
  1537. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1538. };
  1539. return ColorGradient;
  1540. }());
  1541. BABYLON.ColorGradient = ColorGradient;
  1542. /** Class used to store color 3 gradient */
  1543. var Color3Gradient = /** @class */ (function () {
  1544. function Color3Gradient() {
  1545. }
  1546. return Color3Gradient;
  1547. }());
  1548. BABYLON.Color3Gradient = Color3Gradient;
  1549. /** Class used to store factor gradient */
  1550. var FactorGradient = /** @class */ (function () {
  1551. function FactorGradient() {
  1552. }
  1553. /**
  1554. * Will get a number picked randomly between factor1 and factor2.
  1555. * If factor2 is undefined then factor1 will be used
  1556. * @returns the picked number
  1557. */
  1558. FactorGradient.prototype.getFactor = function () {
  1559. if (this.factor2 === undefined) {
  1560. return this.factor1;
  1561. }
  1562. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1563. };
  1564. return FactorGradient;
  1565. }());
  1566. BABYLON.FactorGradient = FactorGradient;
  1567. /**
  1568. * @ignore
  1569. * Application error to support additional information when loading a file
  1570. */
  1571. var LoadFileError = /** @class */ (function (_super) {
  1572. __extends(LoadFileError, _super);
  1573. /**
  1574. * Creates a new LoadFileError
  1575. * @param message defines the message of the error
  1576. * @param request defines the optional XHR request
  1577. */
  1578. function LoadFileError(message,
  1579. /** defines the optional XHR request */
  1580. request) {
  1581. var _this = _super.call(this, message) || this;
  1582. _this.request = request;
  1583. _this.name = "LoadFileError";
  1584. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1585. return _this;
  1586. }
  1587. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1588. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1589. // Polyfill for Object.setPrototypeOf if necessary.
  1590. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1591. return LoadFileError;
  1592. }(Error));
  1593. BABYLON.LoadFileError = LoadFileError;
  1594. /**
  1595. * Class used to define a retry strategy when error happens while loading assets
  1596. */
  1597. var RetryStrategy = /** @class */ (function () {
  1598. function RetryStrategy() {
  1599. }
  1600. /**
  1601. * Function used to defines an exponential back off strategy
  1602. * @param maxRetries defines the maximum number of retries (3 by default)
  1603. * @param baseInterval defines the interval between retries
  1604. * @returns the strategy function to use
  1605. */
  1606. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1607. if (maxRetries === void 0) { maxRetries = 3; }
  1608. if (baseInterval === void 0) { baseInterval = 500; }
  1609. return function (url, request, retryIndex) {
  1610. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1611. return -1;
  1612. }
  1613. return Math.pow(2, retryIndex) * baseInterval;
  1614. };
  1615. };
  1616. return RetryStrategy;
  1617. }());
  1618. BABYLON.RetryStrategy = RetryStrategy;
  1619. // Screenshots
  1620. var screenshotCanvas;
  1621. var cloneValue = function (source, destinationObject) {
  1622. if (!source) {
  1623. return null;
  1624. }
  1625. if (source instanceof BABYLON.Mesh) {
  1626. return null;
  1627. }
  1628. if (source instanceof BABYLON.SubMesh) {
  1629. return source.clone(destinationObject);
  1630. }
  1631. else if (source.clone) {
  1632. return source.clone();
  1633. }
  1634. return null;
  1635. };
  1636. /**
  1637. * Class containing a set of static utilities functions
  1638. */
  1639. var Tools = /** @class */ (function () {
  1640. function Tools() {
  1641. }
  1642. /**
  1643. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1644. * @param u defines the coordinate on X axis
  1645. * @param v defines the coordinate on Y axis
  1646. * @param width defines the width of the source data
  1647. * @param height defines the height of the source data
  1648. * @param pixels defines the source byte array
  1649. * @param color defines the output color
  1650. */
  1651. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1652. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1653. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1654. var position = (wrappedU + wrappedV * width) * 4;
  1655. color.r = pixels[position] / 255;
  1656. color.g = pixels[position + 1] / 255;
  1657. color.b = pixels[position + 2] / 255;
  1658. color.a = pixels[position + 3] / 255;
  1659. };
  1660. /**
  1661. * Interpolates between a and b via alpha
  1662. * @param a The lower value (returned when alpha = 0)
  1663. * @param b The upper value (returned when alpha = 1)
  1664. * @param alpha The interpolation-factor
  1665. * @return The mixed value
  1666. */
  1667. Tools.Mix = function (a, b, alpha) {
  1668. return a * (1 - alpha) + b * alpha;
  1669. };
  1670. /**
  1671. * Tries to instantiate a new object from a given class name
  1672. * @param className defines the class name to instantiate
  1673. * @returns the new object or null if the system was not able to do the instantiation
  1674. */
  1675. Tools.Instantiate = function (className) {
  1676. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1677. return Tools.RegisteredExternalClasses[className];
  1678. }
  1679. var arr = className.split(".");
  1680. var fn = (window || this);
  1681. for (var i = 0, len = arr.length; i < len; i++) {
  1682. fn = fn[arr[i]];
  1683. }
  1684. if (typeof fn !== "function") {
  1685. return null;
  1686. }
  1687. return fn;
  1688. };
  1689. /**
  1690. * Provides a slice function that will work even on IE
  1691. * @param data defines the array to slice
  1692. * @param start defines the start of the data (optional)
  1693. * @param end defines the end of the data (optional)
  1694. * @returns the new sliced array
  1695. */
  1696. Tools.Slice = function (data, start, end) {
  1697. if (data.slice) {
  1698. return data.slice(start, end);
  1699. }
  1700. return Array.prototype.slice.call(data, start, end);
  1701. };
  1702. /**
  1703. * Polyfill for setImmediate
  1704. * @param action defines the action to execute after the current execution block
  1705. */
  1706. Tools.SetImmediate = function (action) {
  1707. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1708. window.setImmediate(action);
  1709. }
  1710. else {
  1711. setTimeout(action, 1);
  1712. }
  1713. };
  1714. /**
  1715. * Function indicating if a number is an exponent of 2
  1716. * @param value defines the value to test
  1717. * @returns true if the value is an exponent of 2
  1718. */
  1719. Tools.IsExponentOfTwo = function (value) {
  1720. var count = 1;
  1721. do {
  1722. count *= 2;
  1723. } while (count < value);
  1724. return count === value;
  1725. };
  1726. /**
  1727. * Returns the nearest 32-bit single precision float representation of a Number
  1728. * @param value A Number. If the parameter is of a different type, it will get converted
  1729. * to a number or to NaN if it cannot be converted
  1730. * @returns number
  1731. */
  1732. Tools.FloatRound = function (value) {
  1733. if (Math.fround) {
  1734. return Math.fround(value);
  1735. }
  1736. return (Tools._tmpFloatArray[0] = value);
  1737. };
  1738. /**
  1739. * Find the next highest power of two.
  1740. * @param x Number to start search from.
  1741. * @return Next highest power of two.
  1742. */
  1743. Tools.CeilingPOT = function (x) {
  1744. x--;
  1745. x |= x >> 1;
  1746. x |= x >> 2;
  1747. x |= x >> 4;
  1748. x |= x >> 8;
  1749. x |= x >> 16;
  1750. x++;
  1751. return x;
  1752. };
  1753. /**
  1754. * Find the next lowest power of two.
  1755. * @param x Number to start search from.
  1756. * @return Next lowest power of two.
  1757. */
  1758. Tools.FloorPOT = function (x) {
  1759. x = x | (x >> 1);
  1760. x = x | (x >> 2);
  1761. x = x | (x >> 4);
  1762. x = x | (x >> 8);
  1763. x = x | (x >> 16);
  1764. return x - (x >> 1);
  1765. };
  1766. /**
  1767. * Find the nearest power of two.
  1768. * @param x Number to start search from.
  1769. * @return Next nearest power of two.
  1770. */
  1771. Tools.NearestPOT = function (x) {
  1772. var c = Tools.CeilingPOT(x);
  1773. var f = Tools.FloorPOT(x);
  1774. return (c - x) > (x - f) ? f : c;
  1775. };
  1776. /**
  1777. * Get the closest exponent of two
  1778. * @param value defines the value to approximate
  1779. * @param max defines the maximum value to return
  1780. * @param mode defines how to define the closest value
  1781. * @returns closest exponent of two of the given value
  1782. */
  1783. Tools.GetExponentOfTwo = function (value, max, mode) {
  1784. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1785. var pot;
  1786. switch (mode) {
  1787. case BABYLON.Engine.SCALEMODE_FLOOR:
  1788. pot = Tools.FloorPOT(value);
  1789. break;
  1790. case BABYLON.Engine.SCALEMODE_NEAREST:
  1791. pot = Tools.NearestPOT(value);
  1792. break;
  1793. case BABYLON.Engine.SCALEMODE_CEILING:
  1794. default:
  1795. pot = Tools.CeilingPOT(value);
  1796. break;
  1797. }
  1798. return Math.min(pot, max);
  1799. };
  1800. /**
  1801. * Extracts the filename from a path
  1802. * @param path defines the path to use
  1803. * @returns the filename
  1804. */
  1805. Tools.GetFilename = function (path) {
  1806. var index = path.lastIndexOf("/");
  1807. if (index < 0) {
  1808. return path;
  1809. }
  1810. return path.substring(index + 1);
  1811. };
  1812. /**
  1813. * Extracts the "folder" part of a path (everything before the filename).
  1814. * @param uri The URI to extract the info from
  1815. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1816. * @returns The "folder" part of the path
  1817. */
  1818. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1819. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1820. var index = uri.lastIndexOf("/");
  1821. if (index < 0) {
  1822. if (returnUnchangedIfNoSlash) {
  1823. return uri;
  1824. }
  1825. return "";
  1826. }
  1827. return uri.substring(0, index + 1);
  1828. };
  1829. /**
  1830. * Extracts text content from a DOM element hierarchy
  1831. * @param element defines the root element
  1832. * @returns a string
  1833. */
  1834. Tools.GetDOMTextContent = function (element) {
  1835. var result = "";
  1836. var child = element.firstChild;
  1837. while (child) {
  1838. if (child.nodeType === 3) {
  1839. result += child.textContent;
  1840. }
  1841. child = (child.nextSibling);
  1842. }
  1843. return result;
  1844. };
  1845. /**
  1846. * Convert an angle in radians to degrees
  1847. * @param angle defines the angle to convert
  1848. * @returns the angle in degrees
  1849. */
  1850. Tools.ToDegrees = function (angle) {
  1851. return angle * 180 / Math.PI;
  1852. };
  1853. /**
  1854. * Convert an angle in degrees to radians
  1855. * @param angle defines the angle to convert
  1856. * @returns the angle in radians
  1857. */
  1858. Tools.ToRadians = function (angle) {
  1859. return angle * Math.PI / 180;
  1860. };
  1861. /**
  1862. * Encode a buffer to a base64 string
  1863. * @param buffer defines the buffer to encode
  1864. * @returns the encoded string
  1865. */
  1866. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1867. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1868. var output = "";
  1869. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1870. var i = 0;
  1871. var bytes = new Uint8Array(buffer);
  1872. while (i < bytes.length) {
  1873. chr1 = bytes[i++];
  1874. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1875. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1876. enc1 = chr1 >> 2;
  1877. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1878. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1879. enc4 = chr3 & 63;
  1880. if (isNaN(chr2)) {
  1881. enc3 = enc4 = 64;
  1882. }
  1883. else if (isNaN(chr3)) {
  1884. enc4 = 64;
  1885. }
  1886. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1887. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1888. }
  1889. return "data:image/png;base64," + output;
  1890. };
  1891. /**
  1892. * Extracts minimum and maximum values from a list of indexed positions
  1893. * @param positions defines the positions to use
  1894. * @param indices defines the indices to the positions
  1895. * @param indexStart defines the start index
  1896. * @param indexCount defines the end index
  1897. * @param bias defines bias value to add to the result
  1898. * @return minimum and maximum values
  1899. */
  1900. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1901. if (bias === void 0) { bias = null; }
  1902. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1903. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1904. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1905. var offset = indices[index] * 3;
  1906. var x = positions[offset];
  1907. var y = positions[offset + 1];
  1908. var z = positions[offset + 2];
  1909. minimum.minimizeInPlaceFromFloats(x, y, z);
  1910. maximum.maximizeInPlaceFromFloats(x, y, z);
  1911. }
  1912. if (bias) {
  1913. minimum.x -= minimum.x * bias.x + bias.y;
  1914. minimum.y -= minimum.y * bias.x + bias.y;
  1915. minimum.z -= minimum.z * bias.x + bias.y;
  1916. maximum.x += maximum.x * bias.x + bias.y;
  1917. maximum.y += maximum.y * bias.x + bias.y;
  1918. maximum.z += maximum.z * bias.x + bias.y;
  1919. }
  1920. return {
  1921. minimum: minimum,
  1922. maximum: maximum
  1923. };
  1924. };
  1925. /**
  1926. * Extracts minimum and maximum values from a list of positions
  1927. * @param positions defines the positions to use
  1928. * @param start defines the start index in the positions array
  1929. * @param count defines the number of positions to handle
  1930. * @param bias defines bias value to add to the result
  1931. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1932. * @return minimum and maximum values
  1933. */
  1934. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1935. if (bias === void 0) { bias = null; }
  1936. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1937. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1938. if (!stride) {
  1939. stride = 3;
  1940. }
  1941. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1942. var x = positions[offset];
  1943. var y = positions[offset + 1];
  1944. var z = positions[offset + 2];
  1945. minimum.minimizeInPlaceFromFloats(x, y, z);
  1946. maximum.maximizeInPlaceFromFloats(x, y, z);
  1947. }
  1948. if (bias) {
  1949. minimum.x -= minimum.x * bias.x + bias.y;
  1950. minimum.y -= minimum.y * bias.x + bias.y;
  1951. minimum.z -= minimum.z * bias.x + bias.y;
  1952. maximum.x += maximum.x * bias.x + bias.y;
  1953. maximum.y += maximum.y * bias.x + bias.y;
  1954. maximum.z += maximum.z * bias.x + bias.y;
  1955. }
  1956. return {
  1957. minimum: minimum,
  1958. maximum: maximum
  1959. };
  1960. };
  1961. /**
  1962. * Returns an array if obj is not an array
  1963. * @param obj defines the object to evaluate as an array
  1964. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1965. * @returns either obj directly if obj is an array or a new array containing obj
  1966. */
  1967. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1968. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1969. return null;
  1970. }
  1971. return Array.isArray(obj) ? obj : [obj];
  1972. };
  1973. /**
  1974. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1975. * @param size the number of element to construct and put in the array
  1976. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1977. * @returns a new array filled with new objects
  1978. */
  1979. Tools.BuildArray = function (size, itemBuilder) {
  1980. var a = [];
  1981. for (var i = 0; i < size; ++i) {
  1982. a.push(itemBuilder());
  1983. }
  1984. return a;
  1985. };
  1986. /**
  1987. * Gets the pointer prefix to use
  1988. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1989. */
  1990. Tools.GetPointerPrefix = function () {
  1991. var eventPrefix = "pointer";
  1992. // Check if pointer events are supported
  1993. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1994. eventPrefix = "mouse";
  1995. }
  1996. return eventPrefix;
  1997. };
  1998. /**
  1999. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2000. * @param func - the function to be called
  2001. * @param requester - the object that will request the next frame. Falls back to window.
  2002. * @returns frame number
  2003. */
  2004. Tools.QueueNewFrame = function (func, requester) {
  2005. if (!Tools.IsWindowObjectExist()) {
  2006. return setTimeout(func, 16);
  2007. }
  2008. if (!requester) {
  2009. requester = window;
  2010. }
  2011. if (requester.requestAnimationFrame) {
  2012. return requester.requestAnimationFrame(func);
  2013. }
  2014. else if (requester.msRequestAnimationFrame) {
  2015. return requester.msRequestAnimationFrame(func);
  2016. }
  2017. else if (requester.webkitRequestAnimationFrame) {
  2018. return requester.webkitRequestAnimationFrame(func);
  2019. }
  2020. else if (requester.mozRequestAnimationFrame) {
  2021. return requester.mozRequestAnimationFrame(func);
  2022. }
  2023. else if (requester.oRequestAnimationFrame) {
  2024. return requester.oRequestAnimationFrame(func);
  2025. }
  2026. else {
  2027. return window.setTimeout(func, 16);
  2028. }
  2029. };
  2030. /**
  2031. * Ask the browser to promote the current element to fullscreen rendering mode
  2032. * @param element defines the DOM element to promote
  2033. */
  2034. Tools.RequestFullscreen = function (element) {
  2035. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2036. if (!requestFunction) {
  2037. return;
  2038. }
  2039. requestFunction.call(element);
  2040. };
  2041. /**
  2042. * Asks the browser to exit fullscreen mode
  2043. */
  2044. Tools.ExitFullscreen = function () {
  2045. if (document.exitFullscreen) {
  2046. document.exitFullscreen();
  2047. }
  2048. else if (document.mozCancelFullScreen) {
  2049. document.mozCancelFullScreen();
  2050. }
  2051. else if (document.webkitCancelFullScreen) {
  2052. document.webkitCancelFullScreen();
  2053. }
  2054. else if (document.msCancelFullScreen) {
  2055. document.msCancelFullScreen();
  2056. }
  2057. };
  2058. /**
  2059. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2060. * @param url define the url we are trying
  2061. * @param element define the dom element where to configure the cors policy
  2062. */
  2063. Tools.SetCorsBehavior = function (url, element) {
  2064. if (url && url.indexOf("data:") === 0) {
  2065. return;
  2066. }
  2067. if (Tools.CorsBehavior) {
  2068. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2069. element.crossOrigin = Tools.CorsBehavior;
  2070. }
  2071. else {
  2072. var result = Tools.CorsBehavior(url);
  2073. if (result) {
  2074. element.crossOrigin = result;
  2075. }
  2076. }
  2077. }
  2078. };
  2079. // External files
  2080. /**
  2081. * Removes unwanted characters from an url
  2082. * @param url defines the url to clean
  2083. * @returns the cleaned url
  2084. */
  2085. Tools.CleanUrl = function (url) {
  2086. url = url.replace(/#/mg, "%23");
  2087. return url;
  2088. };
  2089. /**
  2090. * Loads an image as an HTMLImageElement.
  2091. * @param input url string, ArrayBuffer, or Blob to load
  2092. * @param onLoad callback called when the image successfully loads
  2093. * @param onError callback called when the image fails to load
  2094. * @param offlineProvider offline provider for caching
  2095. * @returns the HTMLImageElement of the loaded image
  2096. */
  2097. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2098. var url;
  2099. var usingObjectURL = false;
  2100. if (input instanceof ArrayBuffer) {
  2101. url = URL.createObjectURL(new Blob([input]));
  2102. usingObjectURL = true;
  2103. }
  2104. else if (input instanceof Blob) {
  2105. url = URL.createObjectURL(input);
  2106. usingObjectURL = true;
  2107. }
  2108. else {
  2109. url = Tools.CleanUrl(input);
  2110. url = Tools.PreprocessUrl(input);
  2111. }
  2112. var img = new Image();
  2113. Tools.SetCorsBehavior(url, img);
  2114. var loadHandler = function () {
  2115. if (usingObjectURL && img.src) {
  2116. URL.revokeObjectURL(img.src);
  2117. }
  2118. img.removeEventListener("load", loadHandler);
  2119. img.removeEventListener("error", errorHandler);
  2120. onLoad(img);
  2121. };
  2122. var errorHandler = function (err) {
  2123. if (usingObjectURL && img.src) {
  2124. URL.revokeObjectURL(img.src);
  2125. }
  2126. img.removeEventListener("load", loadHandler);
  2127. img.removeEventListener("error", errorHandler);
  2128. Tools.Error("Error while trying to load image: " + input);
  2129. if (onError) {
  2130. onError("Error while trying to load image: " + input, err);
  2131. }
  2132. };
  2133. img.addEventListener("load", loadHandler);
  2134. img.addEventListener("error", errorHandler);
  2135. var noOfflineSupport = function () {
  2136. img.src = url;
  2137. };
  2138. var loadFromOfflineSupport = function () {
  2139. if (offlineProvider) {
  2140. offlineProvider.loadImage(url, img);
  2141. }
  2142. };
  2143. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2144. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2145. }
  2146. else {
  2147. if (url.indexOf("file:") !== -1) {
  2148. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2149. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2150. try {
  2151. var blobURL;
  2152. try {
  2153. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2154. }
  2155. catch (ex) {
  2156. // Chrome doesn't support oneTimeOnly parameter
  2157. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2158. }
  2159. img.src = blobURL;
  2160. usingObjectURL = true;
  2161. }
  2162. catch (e) {
  2163. img.src = "";
  2164. }
  2165. return img;
  2166. }
  2167. }
  2168. noOfflineSupport();
  2169. }
  2170. return img;
  2171. };
  2172. /**
  2173. * Loads a file
  2174. * @param url url string, ArrayBuffer, or Blob to load
  2175. * @param onSuccess callback called when the file successfully loads
  2176. * @param onProgress callback called while file is loading (if the server supports this mode)
  2177. * @param offlineProvider defines the offline provider for caching
  2178. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2179. * @param onError callback called when the file fails to load
  2180. * @returns a file request object
  2181. */
  2182. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2183. url = Tools.CleanUrl(url);
  2184. url = Tools.PreprocessUrl(url);
  2185. // If file and file input are set
  2186. if (url.indexOf("file:") !== -1) {
  2187. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2188. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2189. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2190. }
  2191. }
  2192. var loadUrl = Tools.BaseUrl + url;
  2193. var aborted = false;
  2194. var fileRequest = {
  2195. onCompleteObservable: new BABYLON.Observable(),
  2196. abort: function () { return aborted = true; },
  2197. };
  2198. var requestFile = function () {
  2199. var request = new XMLHttpRequest();
  2200. var retryHandle = null;
  2201. fileRequest.abort = function () {
  2202. aborted = true;
  2203. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2204. request.abort();
  2205. }
  2206. if (retryHandle !== null) {
  2207. clearTimeout(retryHandle);
  2208. retryHandle = null;
  2209. }
  2210. };
  2211. var retryLoop = function (retryIndex) {
  2212. request.open('GET', loadUrl, true);
  2213. if (useArrayBuffer) {
  2214. request.responseType = "arraybuffer";
  2215. }
  2216. if (onProgress) {
  2217. request.addEventListener("progress", onProgress);
  2218. }
  2219. var onLoadEnd = function () {
  2220. request.removeEventListener("loadend", onLoadEnd);
  2221. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2222. fileRequest.onCompleteObservable.clear();
  2223. };
  2224. request.addEventListener("loadend", onLoadEnd);
  2225. var onReadyStateChange = function () {
  2226. if (aborted) {
  2227. return;
  2228. }
  2229. // In case of undefined state in some browsers.
  2230. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2231. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2232. request.removeEventListener("readystatechange", onReadyStateChange);
  2233. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2234. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2235. return;
  2236. }
  2237. var retryStrategy = Tools.DefaultRetryStrategy;
  2238. if (retryStrategy) {
  2239. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2240. if (waitTime !== -1) {
  2241. // Prevent the request from completing for retry.
  2242. request.removeEventListener("loadend", onLoadEnd);
  2243. request = new XMLHttpRequest();
  2244. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2245. return;
  2246. }
  2247. }
  2248. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2249. if (onError) {
  2250. onError(request, e);
  2251. }
  2252. else {
  2253. throw e;
  2254. }
  2255. }
  2256. };
  2257. request.addEventListener("readystatechange", onReadyStateChange);
  2258. request.send();
  2259. };
  2260. retryLoop(0);
  2261. };
  2262. // Caching all files
  2263. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2264. var noOfflineSupport_1 = function (request) {
  2265. if (request && request.status > 400) {
  2266. if (onError) {
  2267. onError(request);
  2268. }
  2269. }
  2270. else {
  2271. if (!aborted) {
  2272. requestFile();
  2273. }
  2274. }
  2275. };
  2276. var loadFromOfflineSupport = function () {
  2277. // TODO: database needs to support aborting and should return a IFileRequest
  2278. if (aborted) {
  2279. return;
  2280. }
  2281. if (offlineProvider) {
  2282. offlineProvider.loadFile(url, function (data) {
  2283. if (!aborted) {
  2284. onSuccess(data);
  2285. }
  2286. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2287. }, onProgress ? function (event) {
  2288. if (!aborted) {
  2289. onProgress(event);
  2290. }
  2291. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2292. }
  2293. };
  2294. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2295. }
  2296. else {
  2297. requestFile();
  2298. }
  2299. return fileRequest;
  2300. };
  2301. /**
  2302. * Load a script (identified by an url). When the url returns, the
  2303. * content of this file is added into a new script element, attached to the DOM (body element)
  2304. * @param scriptUrl defines the url of the script to laod
  2305. * @param onSuccess defines the callback called when the script is loaded
  2306. * @param onError defines the callback to call if an error occurs
  2307. */
  2308. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2309. if (!Tools.IsWindowObjectExist()) {
  2310. return;
  2311. }
  2312. var head = document.getElementsByTagName('head')[0];
  2313. var script = document.createElement('script');
  2314. script.type = 'text/javascript';
  2315. script.src = scriptUrl;
  2316. script.onload = function () {
  2317. if (onSuccess) {
  2318. onSuccess();
  2319. }
  2320. };
  2321. script.onerror = function (e) {
  2322. if (onError) {
  2323. onError("Unable to load script '" + scriptUrl + "'", e);
  2324. }
  2325. };
  2326. head.appendChild(script);
  2327. };
  2328. /**
  2329. * Loads a file from a blob
  2330. * @param fileToLoad defines the blob to use
  2331. * @param callback defines the callback to call when data is loaded
  2332. * @param progressCallback defines the callback to call during loading process
  2333. * @returns a file request object
  2334. */
  2335. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2336. var reader = new FileReader();
  2337. var request = {
  2338. onCompleteObservable: new BABYLON.Observable(),
  2339. abort: function () { return reader.abort(); },
  2340. };
  2341. reader.onloadend = function (e) {
  2342. request.onCompleteObservable.notifyObservers(request);
  2343. };
  2344. reader.onload = function (e) {
  2345. //target doesn't have result from ts 1.3
  2346. callback(e.target['result']);
  2347. };
  2348. reader.onprogress = progressCallback;
  2349. reader.readAsDataURL(fileToLoad);
  2350. return request;
  2351. };
  2352. /**
  2353. * Loads a file
  2354. * @param fileToLoad defines the file to load
  2355. * @param callback defines the callback to call when data is loaded
  2356. * @param progressCallBack defines the callback to call during loading process
  2357. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2358. * @returns a file request object
  2359. */
  2360. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2361. var reader = new FileReader();
  2362. var request = {
  2363. onCompleteObservable: new BABYLON.Observable(),
  2364. abort: function () { return reader.abort(); },
  2365. };
  2366. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2367. reader.onerror = function (e) {
  2368. Tools.Log("Error while reading file: " + fileToLoad.name);
  2369. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2370. };
  2371. reader.onload = function (e) {
  2372. //target doesn't have result from ts 1.3
  2373. callback(e.target['result']);
  2374. };
  2375. if (progressCallBack) {
  2376. reader.onprogress = progressCallBack;
  2377. }
  2378. if (!useArrayBuffer) {
  2379. // Asynchronous read
  2380. reader.readAsText(fileToLoad);
  2381. }
  2382. else {
  2383. reader.readAsArrayBuffer(fileToLoad);
  2384. }
  2385. return request;
  2386. };
  2387. /**
  2388. * Creates a data url from a given string content
  2389. * @param content defines the content to convert
  2390. * @returns the new data url link
  2391. */
  2392. Tools.FileAsURL = function (content) {
  2393. var fileBlob = new Blob([content]);
  2394. var url = window.URL || window.webkitURL;
  2395. var link = url.createObjectURL(fileBlob);
  2396. return link;
  2397. };
  2398. /**
  2399. * Format the given number to a specific decimal format
  2400. * @param value defines the number to format
  2401. * @param decimals defines the number of decimals to use
  2402. * @returns the formatted string
  2403. */
  2404. Tools.Format = function (value, decimals) {
  2405. if (decimals === void 0) { decimals = 2; }
  2406. return value.toFixed(decimals);
  2407. };
  2408. /**
  2409. * Checks if a given vector is inside a specific range
  2410. * @param v defines the vector to test
  2411. * @param min defines the minimum range
  2412. * @param max defines the maximum range
  2413. */
  2414. Tools.CheckExtends = function (v, min, max) {
  2415. min.minimizeInPlace(v);
  2416. max.maximizeInPlace(v);
  2417. };
  2418. /**
  2419. * Tries to copy an object by duplicating every property
  2420. * @param source defines the source object
  2421. * @param destination defines the target object
  2422. * @param doNotCopyList defines a list of properties to avoid
  2423. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2424. */
  2425. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2426. for (var prop in source) {
  2427. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2428. continue;
  2429. }
  2430. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2431. continue;
  2432. }
  2433. var sourceValue = source[prop];
  2434. var typeOfSourceValue = typeof sourceValue;
  2435. if (typeOfSourceValue === "function") {
  2436. continue;
  2437. }
  2438. try {
  2439. if (typeOfSourceValue === "object") {
  2440. if (sourceValue instanceof Array) {
  2441. destination[prop] = [];
  2442. if (sourceValue.length > 0) {
  2443. if (typeof sourceValue[0] == "object") {
  2444. for (var index = 0; index < sourceValue.length; index++) {
  2445. var clonedValue = cloneValue(sourceValue[index], destination);
  2446. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2447. destination[prop].push(clonedValue);
  2448. }
  2449. }
  2450. }
  2451. else {
  2452. destination[prop] = sourceValue.slice(0);
  2453. }
  2454. }
  2455. }
  2456. else {
  2457. destination[prop] = cloneValue(sourceValue, destination);
  2458. }
  2459. }
  2460. else {
  2461. destination[prop] = sourceValue;
  2462. }
  2463. }
  2464. catch (e) {
  2465. // Just ignore error (it could be because of a read-only property)
  2466. }
  2467. }
  2468. };
  2469. /**
  2470. * Gets a boolean indicating if the given object has no own property
  2471. * @param obj defines the object to test
  2472. * @returns true if object has no own property
  2473. */
  2474. Tools.IsEmpty = function (obj) {
  2475. for (var i in obj) {
  2476. if (obj.hasOwnProperty(i)) {
  2477. return false;
  2478. }
  2479. }
  2480. return true;
  2481. };
  2482. /**
  2483. * Function used to register events at window level
  2484. * @param events defines the events to register
  2485. */
  2486. Tools.RegisterTopRootEvents = function (events) {
  2487. for (var index = 0; index < events.length; index++) {
  2488. var event = events[index];
  2489. window.addEventListener(event.name, event.handler, false);
  2490. try {
  2491. if (window.parent) {
  2492. window.parent.addEventListener(event.name, event.handler, false);
  2493. }
  2494. }
  2495. catch (e) {
  2496. // Silently fails...
  2497. }
  2498. }
  2499. };
  2500. /**
  2501. * Function used to unregister events from window level
  2502. * @param events defines the events to unregister
  2503. */
  2504. Tools.UnregisterTopRootEvents = function (events) {
  2505. for (var index = 0; index < events.length; index++) {
  2506. var event = events[index];
  2507. window.removeEventListener(event.name, event.handler);
  2508. try {
  2509. if (window.parent) {
  2510. window.parent.removeEventListener(event.name, event.handler);
  2511. }
  2512. }
  2513. catch (e) {
  2514. // Silently fails...
  2515. }
  2516. }
  2517. };
  2518. /**
  2519. * Dumps the current bound framebuffer
  2520. * @param width defines the rendering width
  2521. * @param height defines the rendering height
  2522. * @param engine defines the hosting engine
  2523. * @param successCallback defines the callback triggered once the data are available
  2524. * @param mimeType defines the mime type of the result
  2525. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2526. */
  2527. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2528. if (mimeType === void 0) { mimeType = "image/png"; }
  2529. // Read the contents of the framebuffer
  2530. var numberOfChannelsByLine = width * 4;
  2531. var halfHeight = height / 2;
  2532. //Reading datas from WebGL
  2533. var data = engine.readPixels(0, 0, width, height);
  2534. //To flip image on Y axis.
  2535. for (var i = 0; i < halfHeight; i++) {
  2536. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2537. var currentCell = j + i * numberOfChannelsByLine;
  2538. var targetLine = height - i - 1;
  2539. var targetCell = j + targetLine * numberOfChannelsByLine;
  2540. var temp = data[currentCell];
  2541. data[currentCell] = data[targetCell];
  2542. data[targetCell] = temp;
  2543. }
  2544. }
  2545. // Create a 2D canvas to store the result
  2546. if (!screenshotCanvas) {
  2547. screenshotCanvas = document.createElement('canvas');
  2548. }
  2549. screenshotCanvas.width = width;
  2550. screenshotCanvas.height = height;
  2551. var context = screenshotCanvas.getContext('2d');
  2552. if (context) {
  2553. // Copy the pixels to a 2D canvas
  2554. var imageData = context.createImageData(width, height);
  2555. var castData = (imageData.data);
  2556. castData.set(data);
  2557. context.putImageData(imageData, 0, 0);
  2558. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2559. }
  2560. };
  2561. /**
  2562. * Converts the canvas data to blob.
  2563. * This acts as a polyfill for browsers not supporting the to blob function.
  2564. * @param canvas Defines the canvas to extract the data from
  2565. * @param successCallback Defines the callback triggered once the data are available
  2566. * @param mimeType Defines the mime type of the result
  2567. */
  2568. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2569. if (mimeType === void 0) { mimeType = "image/png"; }
  2570. // We need HTMLCanvasElement.toBlob for HD screenshots
  2571. if (!canvas.toBlob) {
  2572. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2573. canvas.toBlob = function (callback, type, quality) {
  2574. var _this = this;
  2575. setTimeout(function () {
  2576. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2577. for (var i = 0; i < len; i++) {
  2578. arr[i] = binStr.charCodeAt(i);
  2579. }
  2580. callback(new Blob([arr]));
  2581. });
  2582. };
  2583. }
  2584. canvas.toBlob(function (blob) {
  2585. successCallback(blob);
  2586. }, mimeType);
  2587. };
  2588. /**
  2589. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2590. * @param successCallback defines the callback triggered once the data are available
  2591. * @param mimeType defines the mime type of the result
  2592. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2593. */
  2594. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2595. if (mimeType === void 0) { mimeType = "image/png"; }
  2596. if (successCallback) {
  2597. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2598. successCallback(base64Image);
  2599. }
  2600. else {
  2601. this.ToBlob(screenshotCanvas, function (blob) {
  2602. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2603. if (("download" in document.createElement("a"))) {
  2604. if (!fileName) {
  2605. var date = new Date();
  2606. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2607. fileName = "screenshot_" + stringDate + ".png";
  2608. }
  2609. Tools.Download(blob, fileName);
  2610. }
  2611. else {
  2612. var url = URL.createObjectURL(blob);
  2613. var newWindow = window.open("");
  2614. if (!newWindow) {
  2615. return;
  2616. }
  2617. var img = newWindow.document.createElement("img");
  2618. img.onload = function () {
  2619. // no longer need to read the blob so it's revoked
  2620. URL.revokeObjectURL(url);
  2621. };
  2622. img.src = url;
  2623. newWindow.document.body.appendChild(img);
  2624. }
  2625. }, mimeType);
  2626. }
  2627. };
  2628. /**
  2629. * Downloads a blob in the browser
  2630. * @param blob defines the blob to download
  2631. * @param fileName defines the name of the downloaded file
  2632. */
  2633. Tools.Download = function (blob, fileName) {
  2634. if (navigator && navigator.msSaveBlob) {
  2635. navigator.msSaveBlob(blob, fileName);
  2636. return;
  2637. }
  2638. var url = window.URL.createObjectURL(blob);
  2639. var a = document.createElement("a");
  2640. document.body.appendChild(a);
  2641. a.style.display = "none";
  2642. a.href = url;
  2643. a.download = fileName;
  2644. a.addEventListener("click", function () {
  2645. if (a.parentElement) {
  2646. a.parentElement.removeChild(a);
  2647. }
  2648. });
  2649. a.click();
  2650. window.URL.revokeObjectURL(url);
  2651. };
  2652. /**
  2653. * Captures a screenshot of the current rendering
  2654. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2655. * @param engine defines the rendering engine
  2656. * @param camera defines the source camera
  2657. * @param size This parameter can be set to a single number or to an object with the
  2658. * following (optional) properties: precision, width, height. If a single number is passed,
  2659. * it will be used for both width and height. If an object is passed, the screenshot size
  2660. * will be derived from the parameters. The precision property is a multiplier allowing
  2661. * rendering at a higher or lower resolution
  2662. * @param successCallback defines the callback receives a single parameter which contains the
  2663. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2664. * src parameter of an <img> to display it
  2665. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2666. * Check your browser for supported MIME types
  2667. */
  2668. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2669. if (mimeType === void 0) { mimeType = "image/png"; }
  2670. var width;
  2671. var height;
  2672. // If a precision value is specified
  2673. if (size.precision) {
  2674. width = Math.round(engine.getRenderWidth() * size.precision);
  2675. height = Math.round(width / engine.getAspectRatio(camera));
  2676. }
  2677. else if (size.width && size.height) {
  2678. width = size.width;
  2679. height = size.height;
  2680. }
  2681. //If passing only width, computing height to keep display canvas ratio.
  2682. else if (size.width && !size.height) {
  2683. width = size.width;
  2684. height = Math.round(width / engine.getAspectRatio(camera));
  2685. }
  2686. //If passing only height, computing width to keep display canvas ratio.
  2687. else if (size.height && !size.width) {
  2688. height = size.height;
  2689. width = Math.round(height * engine.getAspectRatio(camera));
  2690. }
  2691. //Assuming here that "size" parameter is a number
  2692. else if (!isNaN(size)) {
  2693. height = size;
  2694. width = size;
  2695. }
  2696. else {
  2697. Tools.Error("Invalid 'size' parameter !");
  2698. return;
  2699. }
  2700. if (!screenshotCanvas) {
  2701. screenshotCanvas = document.createElement('canvas');
  2702. }
  2703. screenshotCanvas.width = width;
  2704. screenshotCanvas.height = height;
  2705. var renderContext = screenshotCanvas.getContext("2d");
  2706. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2707. var newWidth = width;
  2708. var newHeight = newWidth / ratio;
  2709. if (newHeight > height) {
  2710. newHeight = height;
  2711. newWidth = newHeight * ratio;
  2712. }
  2713. var offsetX = Math.max(0, width - newWidth) / 2;
  2714. var offsetY = Math.max(0, height - newHeight) / 2;
  2715. var renderingCanvas = engine.getRenderingCanvas();
  2716. if (renderContext && renderingCanvas) {
  2717. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2718. }
  2719. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2720. };
  2721. /**
  2722. * Generates an image screenshot from the specified camera.
  2723. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2724. * @param engine The engine to use for rendering
  2725. * @param camera The camera to use for rendering
  2726. * @param size This parameter can be set to a single number or to an object with the
  2727. * following (optional) properties: precision, width, height. If a single number is passed,
  2728. * it will be used for both width and height. If an object is passed, the screenshot size
  2729. * will be derived from the parameters. The precision property is a multiplier allowing
  2730. * rendering at a higher or lower resolution
  2731. * @param successCallback The callback receives a single parameter which contains the
  2732. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2733. * src parameter of an <img> to display it
  2734. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2735. * Check your browser for supported MIME types
  2736. * @param samples Texture samples (default: 1)
  2737. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2738. * @param fileName A name for for the downloaded file.
  2739. */
  2740. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2741. if (mimeType === void 0) { mimeType = "image/png"; }
  2742. if (samples === void 0) { samples = 1; }
  2743. if (antialiasing === void 0) { antialiasing = false; }
  2744. var width;
  2745. var height;
  2746. //If a precision value is specified
  2747. if (size.precision) {
  2748. width = Math.round(engine.getRenderWidth() * size.precision);
  2749. height = Math.round(width / engine.getAspectRatio(camera));
  2750. size = { width: width, height: height };
  2751. }
  2752. else if (size.width && size.height) {
  2753. width = size.width;
  2754. height = size.height;
  2755. }
  2756. //If passing only width, computing height to keep display canvas ratio.
  2757. else if (size.width && !size.height) {
  2758. width = size.width;
  2759. height = Math.round(width / engine.getAspectRatio(camera));
  2760. size = { width: width, height: height };
  2761. }
  2762. //If passing only height, computing width to keep display canvas ratio.
  2763. else if (size.height && !size.width) {
  2764. height = size.height;
  2765. width = Math.round(height * engine.getAspectRatio(camera));
  2766. size = { width: width, height: height };
  2767. }
  2768. //Assuming here that "size" parameter is a number
  2769. else if (!isNaN(size)) {
  2770. height = size;
  2771. width = size;
  2772. }
  2773. else {
  2774. Tools.Error("Invalid 'size' parameter !");
  2775. return;
  2776. }
  2777. var scene = camera.getScene();
  2778. var previousCamera = null;
  2779. if (scene.activeCamera !== camera) {
  2780. previousCamera = scene.activeCamera;
  2781. scene.activeCamera = camera;
  2782. }
  2783. var renderCanvas = engine.getRenderingCanvas();
  2784. if (!renderCanvas) {
  2785. Tools.Error("No rendering canvas found !");
  2786. return;
  2787. }
  2788. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2789. engine.setSize(width, height);
  2790. scene.render();
  2791. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2792. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2793. texture.renderList = null;
  2794. texture.samples = samples;
  2795. if (antialiasing) {
  2796. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2797. }
  2798. texture.onAfterRenderObservable.add(function () {
  2799. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2800. });
  2801. scene.incrementRenderId();
  2802. scene.resetCachedMaterial();
  2803. texture.render(true);
  2804. texture.dispose();
  2805. if (previousCamera) {
  2806. scene.activeCamera = previousCamera;
  2807. }
  2808. engine.setSize(originalSize.width, originalSize.height);
  2809. camera.getProjectionMatrix(true); // Force cache refresh;
  2810. };
  2811. /**
  2812. * Validates if xhr data is correct
  2813. * @param xhr defines the request to validate
  2814. * @param dataType defines the expected data type
  2815. * @returns true if data is correct
  2816. */
  2817. Tools.ValidateXHRData = function (xhr, dataType) {
  2818. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2819. if (dataType === void 0) { dataType = 7; }
  2820. try {
  2821. if (dataType & 1) {
  2822. if (xhr.responseText && xhr.responseText.length > 0) {
  2823. return true;
  2824. }
  2825. else if (dataType === 1) {
  2826. return false;
  2827. }
  2828. }
  2829. if (dataType & 2) {
  2830. // Check header width and height since there is no "TGA" magic number
  2831. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2832. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2833. return true;
  2834. }
  2835. else if (dataType === 2) {
  2836. return false;
  2837. }
  2838. }
  2839. if (dataType & 4) {
  2840. // Check for the "DDS" magic number
  2841. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2842. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2843. return true;
  2844. }
  2845. else {
  2846. return false;
  2847. }
  2848. }
  2849. }
  2850. catch (e) {
  2851. // Global protection
  2852. }
  2853. return false;
  2854. };
  2855. /**
  2856. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2857. * Be aware Math.random() could cause collisions, but:
  2858. * "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"
  2859. * @returns a pseudo random id
  2860. */
  2861. Tools.RandomId = function () {
  2862. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2863. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2864. return v.toString(16);
  2865. });
  2866. };
  2867. /**
  2868. * Test if the given uri is a base64 string
  2869. * @param uri The uri to test
  2870. * @return True if the uri is a base64 string or false otherwise
  2871. */
  2872. Tools.IsBase64 = function (uri) {
  2873. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2874. };
  2875. /**
  2876. * Decode the given base64 uri.
  2877. * @param uri The uri to decode
  2878. * @return The decoded base64 data.
  2879. */
  2880. Tools.DecodeBase64 = function (uri) {
  2881. var decodedString = atob(uri.split(",")[1]);
  2882. var bufferLength = decodedString.length;
  2883. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2884. for (var i = 0; i < bufferLength; i++) {
  2885. bufferView[i] = decodedString.charCodeAt(i);
  2886. }
  2887. return bufferView.buffer;
  2888. };
  2889. Tools._AddLogEntry = function (entry) {
  2890. Tools._LogCache = entry + Tools._LogCache;
  2891. if (Tools.OnNewCacheEntry) {
  2892. Tools.OnNewCacheEntry(entry);
  2893. }
  2894. };
  2895. Tools._FormatMessage = function (message) {
  2896. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2897. var date = new Date();
  2898. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2899. };
  2900. Tools._LogDisabled = function (message) {
  2901. // nothing to do
  2902. };
  2903. Tools._LogEnabled = function (message) {
  2904. var formattedMessage = Tools._FormatMessage(message);
  2905. console.log("BJS - " + formattedMessage);
  2906. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2907. Tools._AddLogEntry(entry);
  2908. };
  2909. Tools._WarnDisabled = function (message) {
  2910. // nothing to do
  2911. };
  2912. Tools._WarnEnabled = function (message) {
  2913. var formattedMessage = Tools._FormatMessage(message);
  2914. console.warn("BJS - " + formattedMessage);
  2915. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2916. Tools._AddLogEntry(entry);
  2917. };
  2918. Tools._ErrorDisabled = function (message) {
  2919. // nothing to do
  2920. };
  2921. Tools._ErrorEnabled = function (message) {
  2922. Tools.errorsCount++;
  2923. var formattedMessage = Tools._FormatMessage(message);
  2924. console.error("BJS - " + formattedMessage);
  2925. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2926. Tools._AddLogEntry(entry);
  2927. };
  2928. Object.defineProperty(Tools, "LogCache", {
  2929. /**
  2930. * Gets current log cache (list of logs)
  2931. */
  2932. get: function () {
  2933. return Tools._LogCache;
  2934. },
  2935. enumerable: true,
  2936. configurable: true
  2937. });
  2938. /**
  2939. * Clears the log cache
  2940. */
  2941. Tools.ClearLogCache = function () {
  2942. Tools._LogCache = "";
  2943. Tools.errorsCount = 0;
  2944. };
  2945. Object.defineProperty(Tools, "LogLevels", {
  2946. /**
  2947. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2948. */
  2949. set: function (level) {
  2950. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2951. Tools.Log = Tools._LogEnabled;
  2952. }
  2953. else {
  2954. Tools.Log = Tools._LogDisabled;
  2955. }
  2956. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2957. Tools.Warn = Tools._WarnEnabled;
  2958. }
  2959. else {
  2960. Tools.Warn = Tools._WarnDisabled;
  2961. }
  2962. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2963. Tools.Error = Tools._ErrorEnabled;
  2964. }
  2965. else {
  2966. Tools.Error = Tools._ErrorDisabled;
  2967. }
  2968. },
  2969. enumerable: true,
  2970. configurable: true
  2971. });
  2972. /**
  2973. * Checks if the loaded document was accessed via `file:`-Protocol.
  2974. * @returns boolean
  2975. */
  2976. Tools.IsFileURL = function () {
  2977. return location.protocol === "file:";
  2978. };
  2979. /**
  2980. * Checks if the window object exists
  2981. * @returns true if the window object exists
  2982. */
  2983. Tools.IsWindowObjectExist = function () {
  2984. return (typeof window) !== "undefined";
  2985. };
  2986. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2987. /**
  2988. * Sets the current performance log level
  2989. */
  2990. set: function (level) {
  2991. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2992. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2993. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2994. return;
  2995. }
  2996. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2997. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2998. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2999. return;
  3000. }
  3001. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3002. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3003. },
  3004. enumerable: true,
  3005. configurable: true
  3006. });
  3007. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3008. };
  3009. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3010. };
  3011. Tools._StartUserMark = function (counterName, condition) {
  3012. if (condition === void 0) { condition = true; }
  3013. if (!Tools._performance) {
  3014. if (!Tools.IsWindowObjectExist()) {
  3015. return;
  3016. }
  3017. Tools._performance = window.performance;
  3018. }
  3019. if (!condition || !Tools._performance.mark) {
  3020. return;
  3021. }
  3022. Tools._performance.mark(counterName + "-Begin");
  3023. };
  3024. Tools._EndUserMark = function (counterName, condition) {
  3025. if (condition === void 0) { condition = true; }
  3026. if (!condition || !Tools._performance.mark) {
  3027. return;
  3028. }
  3029. Tools._performance.mark(counterName + "-End");
  3030. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3031. };
  3032. Tools._StartPerformanceConsole = function (counterName, condition) {
  3033. if (condition === void 0) { condition = true; }
  3034. if (!condition) {
  3035. return;
  3036. }
  3037. Tools._StartUserMark(counterName, condition);
  3038. if (console.time) {
  3039. console.time(counterName);
  3040. }
  3041. };
  3042. Tools._EndPerformanceConsole = function (counterName, condition) {
  3043. if (condition === void 0) { condition = true; }
  3044. if (!condition) {
  3045. return;
  3046. }
  3047. Tools._EndUserMark(counterName, condition);
  3048. if (console.time) {
  3049. console.timeEnd(counterName);
  3050. }
  3051. };
  3052. Object.defineProperty(Tools, "Now", {
  3053. /**
  3054. * Gets either window.performance.now() if supported or Date.now() else
  3055. */
  3056. get: function () {
  3057. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3058. return window.performance.now();
  3059. }
  3060. return Date.now();
  3061. },
  3062. enumerable: true,
  3063. configurable: true
  3064. });
  3065. /**
  3066. * This method will return the name of the class used to create the instance of the given object.
  3067. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3068. * @param object the object to get the class name from
  3069. * @param isType defines if the object is actually a type
  3070. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3071. */
  3072. Tools.GetClassName = function (object, isType) {
  3073. if (isType === void 0) { isType = false; }
  3074. var name = null;
  3075. if (!isType && object.getClassName) {
  3076. name = object.getClassName();
  3077. }
  3078. else {
  3079. if (object instanceof Object) {
  3080. var classObj = isType ? object : Object.getPrototypeOf(object);
  3081. name = classObj.constructor["__bjsclassName__"];
  3082. }
  3083. if (!name) {
  3084. name = typeof object;
  3085. }
  3086. }
  3087. return name;
  3088. };
  3089. /**
  3090. * Gets the first element of an array satisfying a given predicate
  3091. * @param array defines the array to browse
  3092. * @param predicate defines the predicate to use
  3093. * @returns null if not found or the element
  3094. */
  3095. Tools.First = function (array, predicate) {
  3096. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3097. var el = array_1[_i];
  3098. if (predicate(el)) {
  3099. return el;
  3100. }
  3101. }
  3102. return null;
  3103. };
  3104. /**
  3105. * This method will return the name of the full name of the class, including its owning module (if any).
  3106. * 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).
  3107. * @param object the object to get the class name from
  3108. * @param isType defines if the object is actually a type
  3109. * @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.
  3110. * @ignorenaming
  3111. */
  3112. Tools.getFullClassName = function (object, isType) {
  3113. if (isType === void 0) { isType = false; }
  3114. var className = null;
  3115. var moduleName = null;
  3116. if (!isType && object.getClassName) {
  3117. className = object.getClassName();
  3118. }
  3119. else {
  3120. if (object instanceof Object) {
  3121. var classObj = isType ? object : Object.getPrototypeOf(object);
  3122. className = classObj.constructor["__bjsclassName__"];
  3123. moduleName = classObj.constructor["__bjsmoduleName__"];
  3124. }
  3125. if (!className) {
  3126. className = typeof object;
  3127. }
  3128. }
  3129. if (!className) {
  3130. return null;
  3131. }
  3132. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3133. };
  3134. /**
  3135. * Returns a promise that resolves after the given amount of time.
  3136. * @param delay Number of milliseconds to delay
  3137. * @returns Promise that resolves after the given amount of time
  3138. */
  3139. Tools.DelayAsync = function (delay) {
  3140. return new Promise(function (resolve) {
  3141. setTimeout(function () {
  3142. resolve();
  3143. }, delay);
  3144. });
  3145. };
  3146. /**
  3147. * Gets the current gradient from an array of IValueGradient
  3148. * @param ratio defines the current ratio to get
  3149. * @param gradients defines the array of IValueGradient
  3150. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3151. */
  3152. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3153. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3154. var currentGradient = gradients[gradientIndex];
  3155. var nextGradient = gradients[gradientIndex + 1];
  3156. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3157. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3158. updateFunc(currentGradient, nextGradient, scale);
  3159. return;
  3160. }
  3161. }
  3162. // Use last index if over
  3163. var lastIndex = gradients.length - 1;
  3164. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3165. };
  3166. /**
  3167. * Gets or sets the base URL to use to load assets
  3168. */
  3169. Tools.BaseUrl = "";
  3170. /**
  3171. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3172. */
  3173. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3174. /**
  3175. * Default behaviour for cors in the application.
  3176. * It can be a string if the expected behavior is identical in the entire app.
  3177. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3178. */
  3179. Tools.CorsBehavior = "anonymous";
  3180. /**
  3181. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3182. * @ignorenaming
  3183. */
  3184. Tools.UseFallbackTexture = true;
  3185. /**
  3186. * Use this object to register external classes like custom textures or material
  3187. * to allow the laoders to instantiate them
  3188. */
  3189. Tools.RegisteredExternalClasses = {};
  3190. /**
  3191. * Texture content used if a texture cannot loaded
  3192. * @ignorenaming
  3193. */
  3194. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3195. Tools._tmpFloatArray = new Float32Array(1);
  3196. /**
  3197. * Gets or sets a function used to pre-process url before using them to load assets
  3198. */
  3199. Tools.PreprocessUrl = function (url) {
  3200. return url;
  3201. };
  3202. // Logs
  3203. /**
  3204. * No log
  3205. */
  3206. Tools.NoneLogLevel = 0;
  3207. /**
  3208. * Only message logs
  3209. */
  3210. Tools.MessageLogLevel = 1;
  3211. /**
  3212. * Only warning logs
  3213. */
  3214. Tools.WarningLogLevel = 2;
  3215. /**
  3216. * Only error logs
  3217. */
  3218. Tools.ErrorLogLevel = 4;
  3219. /**
  3220. * All logs
  3221. */
  3222. Tools.AllLogLevel = 7;
  3223. Tools._LogCache = "";
  3224. /**
  3225. * Gets a value indicating the number of loading errors
  3226. * @ignorenaming
  3227. */
  3228. Tools.errorsCount = 0;
  3229. /**
  3230. * Log a message to the console
  3231. */
  3232. Tools.Log = Tools._LogEnabled;
  3233. /**
  3234. * Write a warning message to the console
  3235. */
  3236. Tools.Warn = Tools._WarnEnabled;
  3237. /**
  3238. * Write an error message to the console
  3239. */
  3240. Tools.Error = Tools._ErrorEnabled;
  3241. // Performances
  3242. /**
  3243. * No performance log
  3244. */
  3245. Tools.PerformanceNoneLogLevel = 0;
  3246. /**
  3247. * Use user marks to log performance
  3248. */
  3249. Tools.PerformanceUserMarkLogLevel = 1;
  3250. /**
  3251. * Log performance to the console
  3252. */
  3253. Tools.PerformanceConsoleLogLevel = 2;
  3254. /**
  3255. * Starts a performance counter
  3256. */
  3257. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3258. /**
  3259. * Ends a specific performance coutner
  3260. */
  3261. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3262. return Tools;
  3263. }());
  3264. BABYLON.Tools = Tools;
  3265. /**
  3266. * This class is used to track a performance counter which is number based.
  3267. * The user has access to many properties which give statistics of different nature.
  3268. *
  3269. * The implementer can track two kinds of Performance Counter: time and count.
  3270. * 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.
  3271. * 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.
  3272. */
  3273. var PerfCounter = /** @class */ (function () {
  3274. /**
  3275. * Creates a new counter
  3276. */
  3277. function PerfCounter() {
  3278. this._startMonitoringTime = 0;
  3279. this._min = 0;
  3280. this._max = 0;
  3281. this._average = 0;
  3282. this._lastSecAverage = 0;
  3283. this._current = 0;
  3284. this._totalValueCount = 0;
  3285. this._totalAccumulated = 0;
  3286. this._lastSecAccumulated = 0;
  3287. this._lastSecTime = 0;
  3288. this._lastSecValueCount = 0;
  3289. }
  3290. Object.defineProperty(PerfCounter.prototype, "min", {
  3291. /**
  3292. * Returns the smallest value ever
  3293. */
  3294. get: function () {
  3295. return this._min;
  3296. },
  3297. enumerable: true,
  3298. configurable: true
  3299. });
  3300. Object.defineProperty(PerfCounter.prototype, "max", {
  3301. /**
  3302. * Returns the biggest value ever
  3303. */
  3304. get: function () {
  3305. return this._max;
  3306. },
  3307. enumerable: true,
  3308. configurable: true
  3309. });
  3310. Object.defineProperty(PerfCounter.prototype, "average", {
  3311. /**
  3312. * Returns the average value since the performance counter is running
  3313. */
  3314. get: function () {
  3315. return this._average;
  3316. },
  3317. enumerable: true,
  3318. configurable: true
  3319. });
  3320. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3321. /**
  3322. * Returns the average value of the last second the counter was monitored
  3323. */
  3324. get: function () {
  3325. return this._lastSecAverage;
  3326. },
  3327. enumerable: true,
  3328. configurable: true
  3329. });
  3330. Object.defineProperty(PerfCounter.prototype, "current", {
  3331. /**
  3332. * Returns the current value
  3333. */
  3334. get: function () {
  3335. return this._current;
  3336. },
  3337. enumerable: true,
  3338. configurable: true
  3339. });
  3340. Object.defineProperty(PerfCounter.prototype, "total", {
  3341. /**
  3342. * Gets the accumulated total
  3343. */
  3344. get: function () {
  3345. return this._totalAccumulated;
  3346. },
  3347. enumerable: true,
  3348. configurable: true
  3349. });
  3350. Object.defineProperty(PerfCounter.prototype, "count", {
  3351. /**
  3352. * Gets the total value count
  3353. */
  3354. get: function () {
  3355. return this._totalValueCount;
  3356. },
  3357. enumerable: true,
  3358. configurable: true
  3359. });
  3360. /**
  3361. * Call this method to start monitoring a new frame.
  3362. * 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.
  3363. */
  3364. PerfCounter.prototype.fetchNewFrame = function () {
  3365. this._totalValueCount++;
  3366. this._current = 0;
  3367. this._lastSecValueCount++;
  3368. };
  3369. /**
  3370. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3371. * @param newCount the count value to add to the monitored count
  3372. * @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.
  3373. */
  3374. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3375. if (!PerfCounter.Enabled) {
  3376. return;
  3377. }
  3378. this._current += newCount;
  3379. if (fetchResult) {
  3380. this._fetchResult();
  3381. }
  3382. };
  3383. /**
  3384. * Start monitoring this performance counter
  3385. */
  3386. PerfCounter.prototype.beginMonitoring = function () {
  3387. if (!PerfCounter.Enabled) {
  3388. return;
  3389. }
  3390. this._startMonitoringTime = Tools.Now;
  3391. };
  3392. /**
  3393. * Compute the time lapsed since the previous beginMonitoring() call.
  3394. * @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
  3395. */
  3396. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3397. if (newFrame === void 0) { newFrame = true; }
  3398. if (!PerfCounter.Enabled) {
  3399. return;
  3400. }
  3401. if (newFrame) {
  3402. this.fetchNewFrame();
  3403. }
  3404. var currentTime = Tools.Now;
  3405. this._current = currentTime - this._startMonitoringTime;
  3406. if (newFrame) {
  3407. this._fetchResult();
  3408. }
  3409. };
  3410. PerfCounter.prototype._fetchResult = function () {
  3411. this._totalAccumulated += this._current;
  3412. this._lastSecAccumulated += this._current;
  3413. // Min/Max update
  3414. this._min = Math.min(this._min, this._current);
  3415. this._max = Math.max(this._max, this._current);
  3416. this._average = this._totalAccumulated / this._totalValueCount;
  3417. // Reset last sec?
  3418. var now = Tools.Now;
  3419. if ((now - this._lastSecTime) > 1000) {
  3420. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3421. this._lastSecTime = now;
  3422. this._lastSecAccumulated = 0;
  3423. this._lastSecValueCount = 0;
  3424. }
  3425. };
  3426. /**
  3427. * Gets or sets a global boolean to turn on and off all the counters
  3428. */
  3429. PerfCounter.Enabled = true;
  3430. return PerfCounter;
  3431. }());
  3432. BABYLON.PerfCounter = PerfCounter;
  3433. /**
  3434. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3435. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3436. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3437. * @param name The name of the class, case should be preserved
  3438. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3439. */
  3440. function className(name, module) {
  3441. return function (target) {
  3442. target["__bjsclassName__"] = name;
  3443. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3444. };
  3445. }
  3446. BABYLON.className = className;
  3447. /**
  3448. * An implementation of a loop for asynchronous functions.
  3449. */
  3450. var AsyncLoop = /** @class */ (function () {
  3451. /**
  3452. * Constructor.
  3453. * @param iterations the number of iterations.
  3454. * @param func the function to run each iteration
  3455. * @param successCallback the callback that will be called upon succesful execution
  3456. * @param offset starting offset.
  3457. */
  3458. function AsyncLoop(
  3459. /**
  3460. * Defines the number of iterations for the loop
  3461. */
  3462. iterations, func, successCallback, offset) {
  3463. if (offset === void 0) { offset = 0; }
  3464. this.iterations = iterations;
  3465. this.index = offset - 1;
  3466. this._done = false;
  3467. this._fn = func;
  3468. this._successCallback = successCallback;
  3469. }
  3470. /**
  3471. * Execute the next iteration. Must be called after the last iteration was finished.
  3472. */
  3473. AsyncLoop.prototype.executeNext = function () {
  3474. if (!this._done) {
  3475. if (this.index + 1 < this.iterations) {
  3476. ++this.index;
  3477. this._fn(this);
  3478. }
  3479. else {
  3480. this.breakLoop();
  3481. }
  3482. }
  3483. };
  3484. /**
  3485. * Break the loop and run the success callback.
  3486. */
  3487. AsyncLoop.prototype.breakLoop = function () {
  3488. this._done = true;
  3489. this._successCallback();
  3490. };
  3491. /**
  3492. * Create and run an async loop.
  3493. * @param iterations the number of iterations.
  3494. * @param fn the function to run each iteration
  3495. * @param successCallback the callback that will be called upon succesful execution
  3496. * @param offset starting offset.
  3497. * @returns the created async loop object
  3498. */
  3499. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3500. if (offset === void 0) { offset = 0; }
  3501. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3502. loop.executeNext();
  3503. return loop;
  3504. };
  3505. /**
  3506. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3507. * @param iterations total number of iterations
  3508. * @param syncedIterations number of synchronous iterations in each async iteration.
  3509. * @param fn the function to call each iteration.
  3510. * @param callback a success call back that will be called when iterating stops.
  3511. * @param breakFunction a break condition (optional)
  3512. * @param timeout timeout settings for the setTimeout function. default - 0.
  3513. * @returns the created async loop object
  3514. */
  3515. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3516. if (timeout === void 0) { timeout = 0; }
  3517. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3518. if (breakFunction && breakFunction()) {
  3519. loop.breakLoop();
  3520. }
  3521. else {
  3522. setTimeout(function () {
  3523. for (var i = 0; i < syncedIterations; ++i) {
  3524. var iteration = (loop.index * syncedIterations) + i;
  3525. if (iteration >= iterations) {
  3526. break;
  3527. }
  3528. fn(iteration);
  3529. if (breakFunction && breakFunction()) {
  3530. loop.breakLoop();
  3531. break;
  3532. }
  3533. }
  3534. loop.executeNext();
  3535. }, timeout);
  3536. }
  3537. }, callback);
  3538. };
  3539. return AsyncLoop;
  3540. }());
  3541. BABYLON.AsyncLoop = AsyncLoop;
  3542. })(BABYLON || (BABYLON = {}));
  3543. //# sourceMappingURL=tools.js.map
  3544. var BABYLON;
  3545. (function (BABYLON) {
  3546. /**
  3547. * Constant used to convert a value to gamma space
  3548. * @ignorenaming
  3549. */
  3550. BABYLON.ToGammaSpace = 1 / 2.2;
  3551. /**
  3552. * Constant used to convert a value to linear space
  3553. * @ignorenaming
  3554. */
  3555. BABYLON.ToLinearSpace = 2.2;
  3556. /**
  3557. * Constant used to define the minimal number value in Babylon.js
  3558. * @ignorenaming
  3559. */
  3560. BABYLON.Epsilon = 0.001;
  3561. /**
  3562. * Class used to hold a RBG color
  3563. */
  3564. var Color3 = /** @class */ (function () {
  3565. /**
  3566. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3567. * @param r defines the red component (between 0 and 1, default is 0)
  3568. * @param g defines the green component (between 0 and 1, default is 0)
  3569. * @param b defines the blue component (between 0 and 1, default is 0)
  3570. */
  3571. function Color3(
  3572. /**
  3573. * Defines the red component (between 0 and 1, default is 0)
  3574. */
  3575. r,
  3576. /**
  3577. * Defines the green component (between 0 and 1, default is 0)
  3578. */
  3579. g,
  3580. /**
  3581. * Defines the blue component (between 0 and 1, default is 0)
  3582. */
  3583. b) {
  3584. if (r === void 0) { r = 0; }
  3585. if (g === void 0) { g = 0; }
  3586. if (b === void 0) { b = 0; }
  3587. this.r = r;
  3588. this.g = g;
  3589. this.b = b;
  3590. }
  3591. /**
  3592. * Creates a string with the Color3 current values
  3593. * @returns the string representation of the Color3 object
  3594. */
  3595. Color3.prototype.toString = function () {
  3596. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3597. };
  3598. /**
  3599. * Returns the string "Color3"
  3600. * @returns "Color3"
  3601. */
  3602. Color3.prototype.getClassName = function () {
  3603. return "Color3";
  3604. };
  3605. /**
  3606. * Compute the Color3 hash code
  3607. * @returns an unique number that can be used to hash Color3 objects
  3608. */
  3609. Color3.prototype.getHashCode = function () {
  3610. var hash = this.r || 0;
  3611. hash = (hash * 397) ^ (this.g || 0);
  3612. hash = (hash * 397) ^ (this.b || 0);
  3613. return hash;
  3614. };
  3615. // Operators
  3616. /**
  3617. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3618. * @param array defines the array where to store the r,g,b components
  3619. * @param index defines an optional index in the target array to define where to start storing values
  3620. * @returns the current Color3 object
  3621. */
  3622. Color3.prototype.toArray = function (array, index) {
  3623. if (index === void 0) { index = 0; }
  3624. array[index] = this.r;
  3625. array[index + 1] = this.g;
  3626. array[index + 2] = this.b;
  3627. return this;
  3628. };
  3629. /**
  3630. * Returns a new Color4 object from the current Color3 and the given alpha
  3631. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3632. * @returns a new Color4 object
  3633. */
  3634. Color3.prototype.toColor4 = function (alpha) {
  3635. if (alpha === void 0) { alpha = 1; }
  3636. return new Color4(this.r, this.g, this.b, alpha);
  3637. };
  3638. /**
  3639. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3640. * @returns the new array
  3641. */
  3642. Color3.prototype.asArray = function () {
  3643. var result = new Array();
  3644. this.toArray(result, 0);
  3645. return result;
  3646. };
  3647. /**
  3648. * Returns the luminance value
  3649. * @returns a float value
  3650. */
  3651. Color3.prototype.toLuminance = function () {
  3652. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3653. };
  3654. /**
  3655. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3656. * @param otherColor defines the second operand
  3657. * @returns the new Color3 object
  3658. */
  3659. Color3.prototype.multiply = function (otherColor) {
  3660. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3661. };
  3662. /**
  3663. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3664. * @param otherColor defines the second operand
  3665. * @param result defines the Color3 object where to store the result
  3666. * @returns the current Color3
  3667. */
  3668. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3669. result.r = this.r * otherColor.r;
  3670. result.g = this.g * otherColor.g;
  3671. result.b = this.b * otherColor.b;
  3672. return this;
  3673. };
  3674. /**
  3675. * Determines equality between Color3 objects
  3676. * @param otherColor defines the second operand
  3677. * @returns true if the rgb values are equal to the given ones
  3678. */
  3679. Color3.prototype.equals = function (otherColor) {
  3680. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3681. };
  3682. /**
  3683. * Determines equality between the current Color3 object and a set of r,b,g values
  3684. * @param r defines the red component to check
  3685. * @param g defines the green component to check
  3686. * @param b defines the blue component to check
  3687. * @returns true if the rgb values are equal to the given ones
  3688. */
  3689. Color3.prototype.equalsFloats = function (r, g, b) {
  3690. return this.r === r && this.g === g && this.b === b;
  3691. };
  3692. /**
  3693. * Multiplies in place each rgb value by scale
  3694. * @param scale defines the scaling factor
  3695. * @returns the updated Color3
  3696. */
  3697. Color3.prototype.scale = function (scale) {
  3698. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3699. };
  3700. /**
  3701. * Multiplies the rgb values by scale and stores the result into "result"
  3702. * @param scale defines the scaling factor
  3703. * @param result defines the Color3 object where to store the result
  3704. * @returns the unmodified current Color3
  3705. */
  3706. Color3.prototype.scaleToRef = function (scale, result) {
  3707. result.r = this.r * scale;
  3708. result.g = this.g * scale;
  3709. result.b = this.b * scale;
  3710. return this;
  3711. };
  3712. /**
  3713. * Scale the current Color3 values by a factor and add the result to a given Color3
  3714. * @param scale defines the scale factor
  3715. * @param result defines color to store the result into
  3716. * @returns the unmodified current Color3
  3717. */
  3718. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3719. result.r += this.r * scale;
  3720. result.g += this.g * scale;
  3721. result.b += this.b * scale;
  3722. return this;
  3723. };
  3724. /**
  3725. * Clamps the rgb values by the min and max values and stores the result into "result"
  3726. * @param min defines minimum clamping value (default is 0)
  3727. * @param max defines maximum clamping value (default is 1)
  3728. * @param result defines color to store the result into
  3729. * @returns the original Color3
  3730. */
  3731. Color3.prototype.clampToRef = function (min, max, result) {
  3732. if (min === void 0) { min = 0; }
  3733. if (max === void 0) { max = 1; }
  3734. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3735. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3736. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3737. return this;
  3738. };
  3739. /**
  3740. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3741. * @param otherColor defines the second operand
  3742. * @returns the new Color3
  3743. */
  3744. Color3.prototype.add = function (otherColor) {
  3745. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3746. };
  3747. /**
  3748. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3749. * @param otherColor defines the second operand
  3750. * @param result defines Color3 object to store the result into
  3751. * @returns the unmodified current Color3
  3752. */
  3753. Color3.prototype.addToRef = function (otherColor, result) {
  3754. result.r = this.r + otherColor.r;
  3755. result.g = this.g + otherColor.g;
  3756. result.b = this.b + otherColor.b;
  3757. return this;
  3758. };
  3759. /**
  3760. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3761. * @param otherColor defines the second operand
  3762. * @returns the new Color3
  3763. */
  3764. Color3.prototype.subtract = function (otherColor) {
  3765. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3766. };
  3767. /**
  3768. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3769. * @param otherColor defines the second operand
  3770. * @param result defines Color3 object to store the result into
  3771. * @returns the unmodified current Color3
  3772. */
  3773. Color3.prototype.subtractToRef = function (otherColor, result) {
  3774. result.r = this.r - otherColor.r;
  3775. result.g = this.g - otherColor.g;
  3776. result.b = this.b - otherColor.b;
  3777. return this;
  3778. };
  3779. /**
  3780. * Copy the current object
  3781. * @returns a new Color3 copied the current one
  3782. */
  3783. Color3.prototype.clone = function () {
  3784. return new Color3(this.r, this.g, this.b);
  3785. };
  3786. /**
  3787. * Copies the rgb values from the source in the current Color3
  3788. * @param source defines the source Color3 object
  3789. * @returns the updated Color3 object
  3790. */
  3791. Color3.prototype.copyFrom = function (source) {
  3792. this.r = source.r;
  3793. this.g = source.g;
  3794. this.b = source.b;
  3795. return this;
  3796. };
  3797. /**
  3798. * Updates the Color3 rgb values from the given floats
  3799. * @param r defines the red component to read from
  3800. * @param g defines the green component to read from
  3801. * @param b defines the blue component to read from
  3802. * @returns the current Color3 object
  3803. */
  3804. Color3.prototype.copyFromFloats = function (r, g, b) {
  3805. this.r = r;
  3806. this.g = g;
  3807. this.b = b;
  3808. return this;
  3809. };
  3810. /**
  3811. * Updates the Color3 rgb values from the given floats
  3812. * @param r defines the red component to read from
  3813. * @param g defines the green component to read from
  3814. * @param b defines the blue component to read from
  3815. * @returns the current Color3 object
  3816. */
  3817. Color3.prototype.set = function (r, g, b) {
  3818. return this.copyFromFloats(r, g, b);
  3819. };
  3820. /**
  3821. * Compute the Color3 hexadecimal code as a string
  3822. * @returns a string containing the hexadecimal representation of the Color3 object
  3823. */
  3824. Color3.prototype.toHexString = function () {
  3825. var intR = (this.r * 255) | 0;
  3826. var intG = (this.g * 255) | 0;
  3827. var intB = (this.b * 255) | 0;
  3828. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3829. };
  3830. /**
  3831. * Computes a new Color3 converted from the current one to linear space
  3832. * @returns a new Color3 object
  3833. */
  3834. Color3.prototype.toLinearSpace = function () {
  3835. var convertedColor = new Color3();
  3836. this.toLinearSpaceToRef(convertedColor);
  3837. return convertedColor;
  3838. };
  3839. /**
  3840. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3841. * @param convertedColor defines the Color3 object where to store the linear space version
  3842. * @returns the unmodified Color3
  3843. */
  3844. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3845. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3846. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3847. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3848. return this;
  3849. };
  3850. /**
  3851. * Computes a new Color3 converted from the current one to gamma space
  3852. * @returns a new Color3 object
  3853. */
  3854. Color3.prototype.toGammaSpace = function () {
  3855. var convertedColor = new Color3();
  3856. this.toGammaSpaceToRef(convertedColor);
  3857. return convertedColor;
  3858. };
  3859. /**
  3860. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3861. * @param convertedColor defines the Color3 object where to store the gamma space version
  3862. * @returns the unmodified Color3
  3863. */
  3864. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3865. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3866. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3867. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3868. return this;
  3869. };
  3870. // Statics
  3871. /**
  3872. * Creates a new Color3 from the string containing valid hexadecimal values
  3873. * @param hex defines a string containing valid hexadecimal values
  3874. * @returns a new Color3 object
  3875. */
  3876. Color3.FromHexString = function (hex) {
  3877. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3878. return new Color3(0, 0, 0);
  3879. }
  3880. var r = parseInt(hex.substring(1, 3), 16);
  3881. var g = parseInt(hex.substring(3, 5), 16);
  3882. var b = parseInt(hex.substring(5, 7), 16);
  3883. return Color3.FromInts(r, g, b);
  3884. };
  3885. /**
  3886. * Creates a new Vector3 from the starting index of the given array
  3887. * @param array defines the source array
  3888. * @param offset defines an offset in the source array
  3889. * @returns a new Color3 object
  3890. */
  3891. Color3.FromArray = function (array, offset) {
  3892. if (offset === void 0) { offset = 0; }
  3893. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3894. };
  3895. /**
  3896. * Creates a new Color3 from integer values (< 256)
  3897. * @param r defines the red component to read from (value between 0 and 255)
  3898. * @param g defines the green component to read from (value between 0 and 255)
  3899. * @param b defines the blue component to read from (value between 0 and 255)
  3900. * @returns a new Color3 object
  3901. */
  3902. Color3.FromInts = function (r, g, b) {
  3903. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3904. };
  3905. /**
  3906. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3907. * @param start defines the start Color3 value
  3908. * @param end defines the end Color3 value
  3909. * @param amount defines the gradient value between start and end
  3910. * @returns a new Color3 object
  3911. */
  3912. Color3.Lerp = function (start, end, amount) {
  3913. var result = new Color3(0.0, 0.0, 0.0);
  3914. Color3.LerpToRef(start, end, amount, result);
  3915. return result;
  3916. };
  3917. /**
  3918. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3919. * @param left defines the start value
  3920. * @param right defines the end value
  3921. * @param amount defines the gradient factor
  3922. * @param result defines the Color3 object where to store the result
  3923. */
  3924. Color3.LerpToRef = function (left, right, amount, result) {
  3925. result.r = left.r + ((right.r - left.r) * amount);
  3926. result.g = left.g + ((right.g - left.g) * amount);
  3927. result.b = left.b + ((right.b - left.b) * amount);
  3928. };
  3929. /**
  3930. * Returns a Color3 value containing a red color
  3931. * @returns a new Color3 object
  3932. */
  3933. Color3.Red = function () { return new Color3(1, 0, 0); };
  3934. /**
  3935. * Returns a Color3 value containing a green color
  3936. * @returns a new Color3 object
  3937. */
  3938. Color3.Green = function () { return new Color3(0, 1, 0); };
  3939. /**
  3940. * Returns a Color3 value containing a blue color
  3941. * @returns a new Color3 object
  3942. */
  3943. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3944. /**
  3945. * Returns a Color3 value containing a black color
  3946. * @returns a new Color3 object
  3947. */
  3948. Color3.Black = function () { return new Color3(0, 0, 0); };
  3949. /**
  3950. * Returns a Color3 value containing a white color
  3951. * @returns a new Color3 object
  3952. */
  3953. Color3.White = function () { return new Color3(1, 1, 1); };
  3954. /**
  3955. * Returns a Color3 value containing a purple color
  3956. * @returns a new Color3 object
  3957. */
  3958. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3959. /**
  3960. * Returns a Color3 value containing a magenta color
  3961. * @returns a new Color3 object
  3962. */
  3963. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3964. /**
  3965. * Returns a Color3 value containing a yellow color
  3966. * @returns a new Color3 object
  3967. */
  3968. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3969. /**
  3970. * Returns a Color3 value containing a gray color
  3971. * @returns a new Color3 object
  3972. */
  3973. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3974. /**
  3975. * Returns a Color3 value containing a teal color
  3976. * @returns a new Color3 object
  3977. */
  3978. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3979. /**
  3980. * Returns a Color3 value containing a random color
  3981. * @returns a new Color3 object
  3982. */
  3983. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3984. return Color3;
  3985. }());
  3986. BABYLON.Color3 = Color3;
  3987. /**
  3988. * Class used to hold a RBGA color
  3989. */
  3990. var Color4 = /** @class */ (function () {
  3991. /**
  3992. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3993. * @param r defines the red component (between 0 and 1, default is 0)
  3994. * @param g defines the green component (between 0 and 1, default is 0)
  3995. * @param b defines the blue component (between 0 and 1, default is 0)
  3996. * @param a defines the alpha component (between 0 and 1, default is 1)
  3997. */
  3998. function Color4(
  3999. /**
  4000. * Defines the red component (between 0 and 1, default is 0)
  4001. */
  4002. r,
  4003. /**
  4004. * Defines the green component (between 0 and 1, default is 0)
  4005. */
  4006. g,
  4007. /**
  4008. * Defines the blue component (between 0 and 1, default is 0)
  4009. */
  4010. b,
  4011. /**
  4012. * Defines the alpha component (between 0 and 1, default is 1)
  4013. */
  4014. a) {
  4015. if (r === void 0) { r = 0; }
  4016. if (g === void 0) { g = 0; }
  4017. if (b === void 0) { b = 0; }
  4018. if (a === void 0) { a = 1; }
  4019. this.r = r;
  4020. this.g = g;
  4021. this.b = b;
  4022. this.a = a;
  4023. }
  4024. // Operators
  4025. /**
  4026. * Adds in place the given Color4 values to the current Color4 object
  4027. * @param right defines the second operand
  4028. * @returns the current updated Color4 object
  4029. */
  4030. Color4.prototype.addInPlace = function (right) {
  4031. this.r += right.r;
  4032. this.g += right.g;
  4033. this.b += right.b;
  4034. this.a += right.a;
  4035. return this;
  4036. };
  4037. /**
  4038. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4039. * @returns the new array
  4040. */
  4041. Color4.prototype.asArray = function () {
  4042. var result = new Array();
  4043. this.toArray(result, 0);
  4044. return result;
  4045. };
  4046. /**
  4047. * Stores from the starting index in the given array the Color4 successive values
  4048. * @param array defines the array where to store the r,g,b components
  4049. * @param index defines an optional index in the target array to define where to start storing values
  4050. * @returns the current Color4 object
  4051. */
  4052. Color4.prototype.toArray = function (array, index) {
  4053. if (index === void 0) { index = 0; }
  4054. array[index] = this.r;
  4055. array[index + 1] = this.g;
  4056. array[index + 2] = this.b;
  4057. array[index + 3] = this.a;
  4058. return this;
  4059. };
  4060. /**
  4061. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4062. * @param right defines the second operand
  4063. * @returns a new Color4 object
  4064. */
  4065. Color4.prototype.add = function (right) {
  4066. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4067. };
  4068. /**
  4069. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4070. * @param right defines the second operand
  4071. * @returns a new Color4 object
  4072. */
  4073. Color4.prototype.subtract = function (right) {
  4074. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4075. };
  4076. /**
  4077. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4078. * @param right defines the second operand
  4079. * @param result defines the Color4 object where to store the result
  4080. * @returns the current Color4 object
  4081. */
  4082. Color4.prototype.subtractToRef = function (right, result) {
  4083. result.r = this.r - right.r;
  4084. result.g = this.g - right.g;
  4085. result.b = this.b - right.b;
  4086. result.a = this.a - right.a;
  4087. return this;
  4088. };
  4089. /**
  4090. * Creates a new Color4 with the current Color4 values multiplied by scale
  4091. * @param scale defines the scaling factor to apply
  4092. * @returns a new Color4 object
  4093. */
  4094. Color4.prototype.scale = function (scale) {
  4095. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4096. };
  4097. /**
  4098. * Multiplies the current Color4 values by scale and stores the result in "result"
  4099. * @param scale defines the scaling factor to apply
  4100. * @param result defines the Color4 object where to store the result
  4101. * @returns the current unmodified Color4
  4102. */
  4103. Color4.prototype.scaleToRef = function (scale, result) {
  4104. result.r = this.r * scale;
  4105. result.g = this.g * scale;
  4106. result.b = this.b * scale;
  4107. result.a = this.a * scale;
  4108. return this;
  4109. };
  4110. /**
  4111. * Scale the current Color4 values by a factor and add the result to a given Color4
  4112. * @param scale defines the scale factor
  4113. * @param result defines the Color4 object where to store the result
  4114. * @returns the unmodified current Color4
  4115. */
  4116. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4117. result.r += this.r * scale;
  4118. result.g += this.g * scale;
  4119. result.b += this.b * scale;
  4120. result.a += this.a * scale;
  4121. return this;
  4122. };
  4123. /**
  4124. * Clamps the rgb values by the min and max values and stores the result into "result"
  4125. * @param min defines minimum clamping value (default is 0)
  4126. * @param max defines maximum clamping value (default is 1)
  4127. * @param result defines color to store the result into.
  4128. * @returns the cuurent Color4
  4129. */
  4130. Color4.prototype.clampToRef = function (min, max, result) {
  4131. if (min === void 0) { min = 0; }
  4132. if (max === void 0) { max = 1; }
  4133. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4134. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4135. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4136. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4137. return this;
  4138. };
  4139. /**
  4140. * Multipy an Color4 value by another and return a new Color4 object
  4141. * @param color defines the Color4 value to multiply by
  4142. * @returns a new Color4 object
  4143. */
  4144. Color4.prototype.multiply = function (color) {
  4145. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4146. };
  4147. /**
  4148. * Multipy a Color4 value by another and push the result in a reference value
  4149. * @param color defines the Color4 value to multiply by
  4150. * @param result defines the Color4 to fill the result in
  4151. * @returns the result Color4
  4152. */
  4153. Color4.prototype.multiplyToRef = function (color, result) {
  4154. result.r = this.r * color.r;
  4155. result.g = this.g * color.g;
  4156. result.b = this.b * color.b;
  4157. result.a = this.a * color.a;
  4158. return result;
  4159. };
  4160. /**
  4161. * Creates a string with the Color4 current values
  4162. * @returns the string representation of the Color4 object
  4163. */
  4164. Color4.prototype.toString = function () {
  4165. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4166. };
  4167. /**
  4168. * Returns the string "Color4"
  4169. * @returns "Color4"
  4170. */
  4171. Color4.prototype.getClassName = function () {
  4172. return "Color4";
  4173. };
  4174. /**
  4175. * Compute the Color4 hash code
  4176. * @returns an unique number that can be used to hash Color4 objects
  4177. */
  4178. Color4.prototype.getHashCode = function () {
  4179. var hash = this.r || 0;
  4180. hash = (hash * 397) ^ (this.g || 0);
  4181. hash = (hash * 397) ^ (this.b || 0);
  4182. hash = (hash * 397) ^ (this.a || 0);
  4183. return hash;
  4184. };
  4185. /**
  4186. * Creates a new Color4 copied from the current one
  4187. * @returns a new Color4 object
  4188. */
  4189. Color4.prototype.clone = function () {
  4190. return new Color4(this.r, this.g, this.b, this.a);
  4191. };
  4192. /**
  4193. * Copies the given Color4 values into the current one
  4194. * @param source defines the source Color4 object
  4195. * @returns the current updated Color4 object
  4196. */
  4197. Color4.prototype.copyFrom = function (source) {
  4198. this.r = source.r;
  4199. this.g = source.g;
  4200. this.b = source.b;
  4201. this.a = source.a;
  4202. return this;
  4203. };
  4204. /**
  4205. * Copies the given float values into the current one
  4206. * @param r defines the red component to read from
  4207. * @param g defines the green component to read from
  4208. * @param b defines the blue component to read from
  4209. * @param a defines the alpha component to read from
  4210. * @returns the current updated Color4 object
  4211. */
  4212. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4213. this.r = r;
  4214. this.g = g;
  4215. this.b = b;
  4216. this.a = a;
  4217. return this;
  4218. };
  4219. /**
  4220. * Copies the given float values into the current one
  4221. * @param r defines the red component to read from
  4222. * @param g defines the green component to read from
  4223. * @param b defines the blue component to read from
  4224. * @param a defines the alpha component to read from
  4225. * @returns the current updated Color4 object
  4226. */
  4227. Color4.prototype.set = function (r, g, b, a) {
  4228. return this.copyFromFloats(r, g, b, a);
  4229. };
  4230. /**
  4231. * Compute the Color4 hexadecimal code as a string
  4232. * @returns a string containing the hexadecimal representation of the Color4 object
  4233. */
  4234. Color4.prototype.toHexString = function () {
  4235. var intR = (this.r * 255) | 0;
  4236. var intG = (this.g * 255) | 0;
  4237. var intB = (this.b * 255) | 0;
  4238. var intA = (this.a * 255) | 0;
  4239. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4240. };
  4241. /**
  4242. * Computes a new Color4 converted from the current one to linear space
  4243. * @returns a new Color4 object
  4244. */
  4245. Color4.prototype.toLinearSpace = function () {
  4246. var convertedColor = new Color4();
  4247. this.toLinearSpaceToRef(convertedColor);
  4248. return convertedColor;
  4249. };
  4250. /**
  4251. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4252. * @param convertedColor defines the Color4 object where to store the linear space version
  4253. * @returns the unmodified Color4
  4254. */
  4255. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4256. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4257. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4258. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4259. convertedColor.a = this.a;
  4260. return this;
  4261. };
  4262. /**
  4263. * Computes a new Color4 converted from the current one to gamma space
  4264. * @returns a new Color4 object
  4265. */
  4266. Color4.prototype.toGammaSpace = function () {
  4267. var convertedColor = new Color4();
  4268. this.toGammaSpaceToRef(convertedColor);
  4269. return convertedColor;
  4270. };
  4271. /**
  4272. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4273. * @param convertedColor defines the Color4 object where to store the gamma space version
  4274. * @returns the unmodified Color4
  4275. */
  4276. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4277. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4278. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4279. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4280. convertedColor.a = this.a;
  4281. return this;
  4282. };
  4283. // Statics
  4284. /**
  4285. * Creates a new Color4 from the string containing valid hexadecimal values
  4286. * @param hex defines a string containing valid hexadecimal values
  4287. * @returns a new Color4 object
  4288. */
  4289. Color4.FromHexString = function (hex) {
  4290. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4291. return new Color4(0.0, 0.0, 0.0, 0.0);
  4292. }
  4293. var r = parseInt(hex.substring(1, 3), 16);
  4294. var g = parseInt(hex.substring(3, 5), 16);
  4295. var b = parseInt(hex.substring(5, 7), 16);
  4296. var a = parseInt(hex.substring(7, 9), 16);
  4297. return Color4.FromInts(r, g, b, a);
  4298. };
  4299. /**
  4300. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4301. * @param left defines the start value
  4302. * @param right defines the end value
  4303. * @param amount defines the gradient factor
  4304. * @returns a new Color4 object
  4305. */
  4306. Color4.Lerp = function (left, right, amount) {
  4307. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4308. Color4.LerpToRef(left, right, amount, result);
  4309. return result;
  4310. };
  4311. /**
  4312. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4313. * @param left defines the start value
  4314. * @param right defines the end value
  4315. * @param amount defines the gradient factor
  4316. * @param result defines the Color4 object where to store data
  4317. */
  4318. Color4.LerpToRef = function (left, right, amount, result) {
  4319. result.r = left.r + (right.r - left.r) * amount;
  4320. result.g = left.g + (right.g - left.g) * amount;
  4321. result.b = left.b + (right.b - left.b) * amount;
  4322. result.a = left.a + (right.a - left.a) * amount;
  4323. };
  4324. /**
  4325. * Creates a new Color4 from a Color3 and an alpha value
  4326. * @param color3 defines the source Color3 to read from
  4327. * @param alpha defines the alpha component (1.0 by default)
  4328. * @returns a new Color4 object
  4329. */
  4330. Color4.FromColor3 = function (color3, alpha) {
  4331. if (alpha === void 0) { alpha = 1.0; }
  4332. return new Color4(color3.r, color3.g, color3.b, alpha);
  4333. };
  4334. /**
  4335. * Creates a new Color4 from the starting index element of the given array
  4336. * @param array defines the source array to read from
  4337. * @param offset defines the offset in the source array
  4338. * @returns a new Color4 object
  4339. */
  4340. Color4.FromArray = function (array, offset) {
  4341. if (offset === void 0) { offset = 0; }
  4342. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4343. };
  4344. /**
  4345. * Creates a new Color3 from integer values (< 256)
  4346. * @param r defines the red component to read from (value between 0 and 255)
  4347. * @param g defines the green component to read from (value between 0 and 255)
  4348. * @param b defines the blue component to read from (value between 0 and 255)
  4349. * @param a defines the alpha component to read from (value between 0 and 255)
  4350. * @returns a new Color3 object
  4351. */
  4352. Color4.FromInts = function (r, g, b, a) {
  4353. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4354. };
  4355. /**
  4356. * Check the content of a given array and convert it to an array containing RGBA data
  4357. * If the original array was already containing count * 4 values then it is returned directly
  4358. * @param colors defines the array to check
  4359. * @param count defines the number of RGBA data to expect
  4360. * @returns an array containing count * 4 values (RGBA)
  4361. */
  4362. Color4.CheckColors4 = function (colors, count) {
  4363. // Check if color3 was used
  4364. if (colors.length === count * 3) {
  4365. var colors4 = [];
  4366. for (var index = 0; index < colors.length; index += 3) {
  4367. var newIndex = (index / 3) * 4;
  4368. colors4[newIndex] = colors[index];
  4369. colors4[newIndex + 1] = colors[index + 1];
  4370. colors4[newIndex + 2] = colors[index + 2];
  4371. colors4[newIndex + 3] = 1.0;
  4372. }
  4373. return colors4;
  4374. }
  4375. return colors;
  4376. };
  4377. return Color4;
  4378. }());
  4379. BABYLON.Color4 = Color4;
  4380. /**
  4381. * Class representing a vector containing 2 coordinates
  4382. */
  4383. var Vector2 = /** @class */ (function () {
  4384. /**
  4385. * Creates a new Vector2 from the given x and y coordinates
  4386. * @param x defines the first coordinate
  4387. * @param y defines the second coordinate
  4388. */
  4389. function Vector2(
  4390. /** defines the first coordinate */
  4391. x,
  4392. /** defines the second coordinate */
  4393. y) {
  4394. if (x === void 0) { x = 0; }
  4395. if (y === void 0) { y = 0; }
  4396. this.x = x;
  4397. this.y = y;
  4398. }
  4399. /**
  4400. * Gets a string with the Vector2 coordinates
  4401. * @returns a string with the Vector2 coordinates
  4402. */
  4403. Vector2.prototype.toString = function () {
  4404. return "{X: " + this.x + " Y:" + this.y + "}";
  4405. };
  4406. /**
  4407. * Gets class name
  4408. * @returns the string "Vector2"
  4409. */
  4410. Vector2.prototype.getClassName = function () {
  4411. return "Vector2";
  4412. };
  4413. /**
  4414. * Gets current vector hash code
  4415. * @returns the Vector2 hash code as a number
  4416. */
  4417. Vector2.prototype.getHashCode = function () {
  4418. var hash = this.x || 0;
  4419. hash = (hash * 397) ^ (this.y || 0);
  4420. return hash;
  4421. };
  4422. // Operators
  4423. /**
  4424. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4425. * @param array defines the source array
  4426. * @param index defines the offset in source array
  4427. * @returns the current Vector2
  4428. */
  4429. Vector2.prototype.toArray = function (array, index) {
  4430. if (index === void 0) { index = 0; }
  4431. array[index] = this.x;
  4432. array[index + 1] = this.y;
  4433. return this;
  4434. };
  4435. /**
  4436. * Copy the current vector to an array
  4437. * @returns a new array with 2 elements: the Vector2 coordinates.
  4438. */
  4439. Vector2.prototype.asArray = function () {
  4440. var result = new Array();
  4441. this.toArray(result, 0);
  4442. return result;
  4443. };
  4444. /**
  4445. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4446. * @param source defines the source Vector2
  4447. * @returns the current updated Vector2
  4448. */
  4449. Vector2.prototype.copyFrom = function (source) {
  4450. this.x = source.x;
  4451. this.y = source.y;
  4452. return this;
  4453. };
  4454. /**
  4455. * Sets the Vector2 coordinates with the given floats
  4456. * @param x defines the first coordinate
  4457. * @param y defines the second coordinate
  4458. * @returns the current updated Vector2
  4459. */
  4460. Vector2.prototype.copyFromFloats = function (x, y) {
  4461. this.x = x;
  4462. this.y = y;
  4463. return this;
  4464. };
  4465. /**
  4466. * Sets the Vector2 coordinates with the given floats
  4467. * @param x defines the first coordinate
  4468. * @param y defines the second coordinate
  4469. * @returns the current updated Vector2
  4470. */
  4471. Vector2.prototype.set = function (x, y) {
  4472. return this.copyFromFloats(x, y);
  4473. };
  4474. /**
  4475. * Add another vector with the current one
  4476. * @param otherVector defines the other vector
  4477. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4478. */
  4479. Vector2.prototype.add = function (otherVector) {
  4480. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4481. };
  4482. /**
  4483. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4484. * @param otherVector defines the other vector
  4485. * @param result defines the target vector
  4486. * @returns the unmodified current Vector2
  4487. */
  4488. Vector2.prototype.addToRef = function (otherVector, result) {
  4489. result.x = this.x + otherVector.x;
  4490. result.y = this.y + otherVector.y;
  4491. return this;
  4492. };
  4493. /**
  4494. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4495. * @param otherVector defines the other vector
  4496. * @returns the current updated Vector2
  4497. */
  4498. Vector2.prototype.addInPlace = function (otherVector) {
  4499. this.x += otherVector.x;
  4500. this.y += otherVector.y;
  4501. return this;
  4502. };
  4503. /**
  4504. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4505. * @param otherVector defines the other vector
  4506. * @returns a new Vector2
  4507. */
  4508. Vector2.prototype.addVector3 = function (otherVector) {
  4509. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4510. };
  4511. /**
  4512. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4513. * @param otherVector defines the other vector
  4514. * @returns a new Vector2
  4515. */
  4516. Vector2.prototype.subtract = function (otherVector) {
  4517. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4518. };
  4519. /**
  4520. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4521. * @param otherVector defines the other vector
  4522. * @param result defines the target vector
  4523. * @returns the unmodified current Vector2
  4524. */
  4525. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4526. result.x = this.x - otherVector.x;
  4527. result.y = this.y - otherVector.y;
  4528. return this;
  4529. };
  4530. /**
  4531. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4532. * @param otherVector defines the other vector
  4533. * @returns the current updated Vector2
  4534. */
  4535. Vector2.prototype.subtractInPlace = function (otherVector) {
  4536. this.x -= otherVector.x;
  4537. this.y -= otherVector.y;
  4538. return this;
  4539. };
  4540. /**
  4541. * Multiplies in place the current Vector2 coordinates by the given ones
  4542. * @param otherVector defines the other vector
  4543. * @returns the current updated Vector2
  4544. */
  4545. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4546. this.x *= otherVector.x;
  4547. this.y *= otherVector.y;
  4548. return this;
  4549. };
  4550. /**
  4551. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4552. * @param otherVector defines the other vector
  4553. * @returns a new Vector2
  4554. */
  4555. Vector2.prototype.multiply = function (otherVector) {
  4556. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4557. };
  4558. /**
  4559. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4560. * @param otherVector defines the other vector
  4561. * @param result defines the target vector
  4562. * @returns the unmodified current Vector2
  4563. */
  4564. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4565. result.x = this.x * otherVector.x;
  4566. result.y = this.y * otherVector.y;
  4567. return this;
  4568. };
  4569. /**
  4570. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4571. * @param x defines the first coordinate
  4572. * @param y defines the second coordinate
  4573. * @returns a new Vector2
  4574. */
  4575. Vector2.prototype.multiplyByFloats = function (x, y) {
  4576. return new Vector2(this.x * x, this.y * y);
  4577. };
  4578. /**
  4579. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4580. * @param otherVector defines the other vector
  4581. * @returns a new Vector2
  4582. */
  4583. Vector2.prototype.divide = function (otherVector) {
  4584. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4585. };
  4586. /**
  4587. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4588. * @param otherVector defines the other vector
  4589. * @param result defines the target vector
  4590. * @returns the unmodified current Vector2
  4591. */
  4592. Vector2.prototype.divideToRef = function (otherVector, result) {
  4593. result.x = this.x / otherVector.x;
  4594. result.y = this.y / otherVector.y;
  4595. return this;
  4596. };
  4597. /**
  4598. * Divides the current Vector2 coordinates by the given ones
  4599. * @param otherVector defines the other vector
  4600. * @returns the current updated Vector2
  4601. */
  4602. Vector2.prototype.divideInPlace = function (otherVector) {
  4603. return this.divideToRef(otherVector, this);
  4604. };
  4605. /**
  4606. * Gets a new Vector2 with current Vector2 negated coordinates
  4607. * @returns a new Vector2
  4608. */
  4609. Vector2.prototype.negate = function () {
  4610. return new Vector2(-this.x, -this.y);
  4611. };
  4612. /**
  4613. * Multiply the Vector2 coordinates by scale
  4614. * @param scale defines the scaling factor
  4615. * @returns the current updated Vector2
  4616. */
  4617. Vector2.prototype.scaleInPlace = function (scale) {
  4618. this.x *= scale;
  4619. this.y *= scale;
  4620. return this;
  4621. };
  4622. /**
  4623. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4624. * @param scale defines the scaling factor
  4625. * @returns a new Vector2
  4626. */
  4627. Vector2.prototype.scale = function (scale) {
  4628. var result = new Vector2(0, 0);
  4629. this.scaleToRef(scale, result);
  4630. return result;
  4631. };
  4632. /**
  4633. * Scale the current Vector2 values by a factor to a given Vector2
  4634. * @param scale defines the scale factor
  4635. * @param result defines the Vector2 object where to store the result
  4636. * @returns the unmodified current Vector2
  4637. */
  4638. Vector2.prototype.scaleToRef = function (scale, result) {
  4639. result.x = this.x * scale;
  4640. result.y = this.y * scale;
  4641. return this;
  4642. };
  4643. /**
  4644. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4645. * @param scale defines the scale factor
  4646. * @param result defines the Vector2 object where to store the result
  4647. * @returns the unmodified current Vector2
  4648. */
  4649. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4650. result.x += this.x * scale;
  4651. result.y += this.y * scale;
  4652. return this;
  4653. };
  4654. /**
  4655. * Gets a boolean if two vectors are equals
  4656. * @param otherVector defines the other vector
  4657. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4658. */
  4659. Vector2.prototype.equals = function (otherVector) {
  4660. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4661. };
  4662. /**
  4663. * Gets a boolean if two vectors are equals (using an epsilon value)
  4664. * @param otherVector defines the other vector
  4665. * @param epsilon defines the minimal distance to consider equality
  4666. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4667. */
  4668. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4669. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4670. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4671. };
  4672. /**
  4673. * Gets a new Vector2 from current Vector2 floored values
  4674. * @returns a new Vector2
  4675. */
  4676. Vector2.prototype.floor = function () {
  4677. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4678. };
  4679. /**
  4680. * Gets a new Vector2 from current Vector2 floored values
  4681. * @returns a new Vector2
  4682. */
  4683. Vector2.prototype.fract = function () {
  4684. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4685. };
  4686. // Properties
  4687. /**
  4688. * Gets the length of the vector
  4689. * @returns the vector length (float)
  4690. */
  4691. Vector2.prototype.length = function () {
  4692. return Math.sqrt(this.x * this.x + this.y * this.y);
  4693. };
  4694. /**
  4695. * Gets the vector squared length
  4696. * @returns the vector squared length (float)
  4697. */
  4698. Vector2.prototype.lengthSquared = function () {
  4699. return (this.x * this.x + this.y * this.y);
  4700. };
  4701. // Methods
  4702. /**
  4703. * Normalize the vector
  4704. * @returns the current updated Vector2
  4705. */
  4706. Vector2.prototype.normalize = function () {
  4707. var len = this.length();
  4708. if (len === 0) {
  4709. return this;
  4710. }
  4711. var num = 1.0 / len;
  4712. this.x *= num;
  4713. this.y *= num;
  4714. return this;
  4715. };
  4716. /**
  4717. * Gets a new Vector2 copied from the Vector2
  4718. * @returns a new Vector2
  4719. */
  4720. Vector2.prototype.clone = function () {
  4721. return new Vector2(this.x, this.y);
  4722. };
  4723. // Statics
  4724. /**
  4725. * Gets a new Vector2(0, 0)
  4726. * @returns a new Vector2
  4727. */
  4728. Vector2.Zero = function () {
  4729. return new Vector2(0, 0);
  4730. };
  4731. /**
  4732. * Gets a new Vector2(1, 1)
  4733. * @returns a new Vector2
  4734. */
  4735. Vector2.One = function () {
  4736. return new Vector2(1, 1);
  4737. };
  4738. /**
  4739. * Gets a new Vector2 set from the given index element of the given array
  4740. * @param array defines the data source
  4741. * @param offset defines the offset in the data source
  4742. * @returns a new Vector2
  4743. */
  4744. Vector2.FromArray = function (array, offset) {
  4745. if (offset === void 0) { offset = 0; }
  4746. return new Vector2(array[offset], array[offset + 1]);
  4747. };
  4748. /**
  4749. * Sets "result" from the given index element of the given array
  4750. * @param array defines the data source
  4751. * @param offset defines the offset in the data source
  4752. * @param result defines the target vector
  4753. */
  4754. Vector2.FromArrayToRef = function (array, offset, result) {
  4755. result.x = array[offset];
  4756. result.y = array[offset + 1];
  4757. };
  4758. /**
  4759. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4760. * @param value1 defines 1st point of control
  4761. * @param value2 defines 2nd point of control
  4762. * @param value3 defines 3rd point of control
  4763. * @param value4 defines 4th point of control
  4764. * @param amount defines the interpolation factor
  4765. * @returns a new Vector2
  4766. */
  4767. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4768. var squared = amount * amount;
  4769. var cubed = amount * squared;
  4770. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4771. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4772. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4773. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4774. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4775. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4776. return new Vector2(x, y);
  4777. };
  4778. /**
  4779. * 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".
  4780. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4781. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4782. * @param value defines the value to clamp
  4783. * @param min defines the lower limit
  4784. * @param max defines the upper limit
  4785. * @returns a new Vector2
  4786. */
  4787. Vector2.Clamp = function (value, min, max) {
  4788. var x = value.x;
  4789. x = (x > max.x) ? max.x : x;
  4790. x = (x < min.x) ? min.x : x;
  4791. var y = value.y;
  4792. y = (y > max.y) ? max.y : y;
  4793. y = (y < min.y) ? min.y : y;
  4794. return new Vector2(x, y);
  4795. };
  4796. /**
  4797. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4798. * @param value1 defines the 1st control point
  4799. * @param tangent1 defines the outgoing tangent
  4800. * @param value2 defines the 2nd control point
  4801. * @param tangent2 defines the incoming tangent
  4802. * @param amount defines the interpolation factor
  4803. * @returns a new Vector2
  4804. */
  4805. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4806. var squared = amount * amount;
  4807. var cubed = amount * squared;
  4808. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4809. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4810. var part3 = (cubed - (2.0 * squared)) + amount;
  4811. var part4 = cubed - squared;
  4812. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4813. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4814. return new Vector2(x, y);
  4815. };
  4816. /**
  4817. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4818. * @param start defines the start vector
  4819. * @param end defines the end vector
  4820. * @param amount defines the interpolation factor
  4821. * @returns a new Vector2
  4822. */
  4823. Vector2.Lerp = function (start, end, amount) {
  4824. var x = start.x + ((end.x - start.x) * amount);
  4825. var y = start.y + ((end.y - start.y) * amount);
  4826. return new Vector2(x, y);
  4827. };
  4828. /**
  4829. * Gets the dot product of the vector "left" and the vector "right"
  4830. * @param left defines first vector
  4831. * @param right defines second vector
  4832. * @returns the dot product (float)
  4833. */
  4834. Vector2.Dot = function (left, right) {
  4835. return left.x * right.x + left.y * right.y;
  4836. };
  4837. /**
  4838. * Returns a new Vector2 equal to the normalized given vector
  4839. * @param vector defines the vector to normalize
  4840. * @returns a new Vector2
  4841. */
  4842. Vector2.Normalize = function (vector) {
  4843. var newVector = vector.clone();
  4844. newVector.normalize();
  4845. return newVector;
  4846. };
  4847. /**
  4848. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4849. * @param left defines 1st vector
  4850. * @param right defines 2nd vector
  4851. * @returns a new Vector2
  4852. */
  4853. Vector2.Minimize = function (left, right) {
  4854. var x = (left.x < right.x) ? left.x : right.x;
  4855. var y = (left.y < right.y) ? left.y : right.y;
  4856. return new Vector2(x, y);
  4857. };
  4858. /**
  4859. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4860. * @param left defines 1st vector
  4861. * @param right defines 2nd vector
  4862. * @returns a new Vector2
  4863. */
  4864. Vector2.Maximize = function (left, right) {
  4865. var x = (left.x > right.x) ? left.x : right.x;
  4866. var y = (left.y > right.y) ? left.y : right.y;
  4867. return new Vector2(x, y);
  4868. };
  4869. /**
  4870. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4871. * @param vector defines the vector to transform
  4872. * @param transformation defines the matrix to apply
  4873. * @returns a new Vector2
  4874. */
  4875. Vector2.Transform = function (vector, transformation) {
  4876. var r = Vector2.Zero();
  4877. Vector2.TransformToRef(vector, transformation, r);
  4878. return r;
  4879. };
  4880. /**
  4881. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4882. * @param vector defines the vector to transform
  4883. * @param transformation defines the matrix to apply
  4884. * @param result defines the target vector
  4885. */
  4886. Vector2.TransformToRef = function (vector, transformation, result) {
  4887. var m = transformation.m;
  4888. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4889. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4890. result.x = x;
  4891. result.y = y;
  4892. };
  4893. /**
  4894. * Determines if a given vector is included in a triangle
  4895. * @param p defines the vector to test
  4896. * @param p0 defines 1st triangle point
  4897. * @param p1 defines 2nd triangle point
  4898. * @param p2 defines 3rd triangle point
  4899. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4900. */
  4901. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4902. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4903. var sign = a < 0 ? -1 : 1;
  4904. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4905. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4906. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4907. };
  4908. /**
  4909. * Gets the distance between the vectors "value1" and "value2"
  4910. * @param value1 defines first vector
  4911. * @param value2 defines second vector
  4912. * @returns the distance between vectors
  4913. */
  4914. Vector2.Distance = function (value1, value2) {
  4915. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4916. };
  4917. /**
  4918. * Returns the squared distance between the vectors "value1" and "value2"
  4919. * @param value1 defines first vector
  4920. * @param value2 defines second vector
  4921. * @returns the squared distance between vectors
  4922. */
  4923. Vector2.DistanceSquared = function (value1, value2) {
  4924. var x = value1.x - value2.x;
  4925. var y = value1.y - value2.y;
  4926. return (x * x) + (y * y);
  4927. };
  4928. /**
  4929. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4930. * @param value1 defines first vector
  4931. * @param value2 defines second vector
  4932. * @returns a new Vector2
  4933. */
  4934. Vector2.Center = function (value1, value2) {
  4935. var center = value1.add(value2);
  4936. center.scaleInPlace(0.5);
  4937. return center;
  4938. };
  4939. /**
  4940. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4941. * @param p defines the middle point
  4942. * @param segA defines one point of the segment
  4943. * @param segB defines the other point of the segment
  4944. * @returns the shortest distance
  4945. */
  4946. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4947. var l2 = Vector2.DistanceSquared(segA, segB);
  4948. if (l2 === 0.0) {
  4949. return Vector2.Distance(p, segA);
  4950. }
  4951. var v = segB.subtract(segA);
  4952. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4953. var proj = segA.add(v.multiplyByFloats(t, t));
  4954. return Vector2.Distance(p, proj);
  4955. };
  4956. return Vector2;
  4957. }());
  4958. BABYLON.Vector2 = Vector2;
  4959. /**
  4960. * Classed used to store (x,y,z) vector representation
  4961. * A Vector3 is the main object used in 3D geometry
  4962. * It can represent etiher the coordinates of a point the space, either a direction
  4963. * Reminder: Babylon.js uses a left handed forward facing system
  4964. */
  4965. var Vector3 = /** @class */ (function () {
  4966. /**
  4967. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4968. * @param x defines the first coordinates (on X axis)
  4969. * @param y defines the second coordinates (on Y axis)
  4970. * @param z defines the third coordinates (on Z axis)
  4971. */
  4972. function Vector3(
  4973. /**
  4974. * Defines the first coordinates (on X axis)
  4975. */
  4976. x,
  4977. /**
  4978. * Defines the second coordinates (on Y axis)
  4979. */
  4980. y,
  4981. /**
  4982. * Defines the third coordinates (on Z axis)
  4983. */
  4984. z) {
  4985. if (x === void 0) { x = 0; }
  4986. if (y === void 0) { y = 0; }
  4987. if (z === void 0) { z = 0; }
  4988. this.x = x;
  4989. this.y = y;
  4990. this.z = z;
  4991. }
  4992. /**
  4993. * Creates a string representation of the Vector3
  4994. * @returns a string with the Vector3 coordinates.
  4995. */
  4996. Vector3.prototype.toString = function () {
  4997. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4998. };
  4999. /**
  5000. * Gets the class name
  5001. * @returns the string "Vector3"
  5002. */
  5003. Vector3.prototype.getClassName = function () {
  5004. return "Vector3";
  5005. };
  5006. /**
  5007. * Creates the Vector3 hash code
  5008. * @returns a number which tends to be unique between Vector3 instances
  5009. */
  5010. Vector3.prototype.getHashCode = function () {
  5011. var hash = this.x || 0;
  5012. hash = (hash * 397) ^ (this.y || 0);
  5013. hash = (hash * 397) ^ (this.z || 0);
  5014. return hash;
  5015. };
  5016. // Operators
  5017. /**
  5018. * Creates an array containing three elements : the coordinates of the Vector3
  5019. * @returns a new array of numbers
  5020. */
  5021. Vector3.prototype.asArray = function () {
  5022. var result = [];
  5023. this.toArray(result, 0);
  5024. return result;
  5025. };
  5026. /**
  5027. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5028. * @param array defines the destination array
  5029. * @param index defines the offset in the destination array
  5030. * @returns the current Vector3
  5031. */
  5032. Vector3.prototype.toArray = function (array, index) {
  5033. if (index === void 0) { index = 0; }
  5034. array[index] = this.x;
  5035. array[index + 1] = this.y;
  5036. array[index + 2] = this.z;
  5037. return this;
  5038. };
  5039. /**
  5040. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5041. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5042. */
  5043. Vector3.prototype.toQuaternion = function () {
  5044. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5045. };
  5046. /**
  5047. * Adds the given vector to the current Vector3
  5048. * @param otherVector defines the second operand
  5049. * @returns the current updated Vector3
  5050. */
  5051. Vector3.prototype.addInPlace = function (otherVector) {
  5052. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5053. };
  5054. /**
  5055. * Adds the given coordinates to the current Vector3
  5056. * @param x defines the x coordinate of the operand
  5057. * @param y defines the y coordinate of the operand
  5058. * @param z defines the z coordinate of the operand
  5059. * @returns the current updated Vector3
  5060. */
  5061. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5062. this.x += x;
  5063. this.y += y;
  5064. this.z += z;
  5065. return this;
  5066. };
  5067. /**
  5068. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5069. * @param otherVector defines the second operand
  5070. * @returns the resulting Vector3
  5071. */
  5072. Vector3.prototype.add = function (otherVector) {
  5073. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5074. };
  5075. /**
  5076. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5077. * @param otherVector defines the second operand
  5078. * @param result defines the Vector3 object where to store the result
  5079. * @returns the current Vector3
  5080. */
  5081. Vector3.prototype.addToRef = function (otherVector, result) {
  5082. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5083. };
  5084. /**
  5085. * Subtract the given vector from the current Vector3
  5086. * @param otherVector defines the second operand
  5087. * @returns the current updated Vector3
  5088. */
  5089. Vector3.prototype.subtractInPlace = function (otherVector) {
  5090. this.x -= otherVector.x;
  5091. this.y -= otherVector.y;
  5092. this.z -= otherVector.z;
  5093. return this;
  5094. };
  5095. /**
  5096. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5097. * @param otherVector defines the second operand
  5098. * @returns the resulting Vector3
  5099. */
  5100. Vector3.prototype.subtract = function (otherVector) {
  5101. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5102. };
  5103. /**
  5104. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5105. * @param otherVector defines the second operand
  5106. * @param result defines the Vector3 object where to store the result
  5107. * @returns the current Vector3
  5108. */
  5109. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5110. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5111. };
  5112. /**
  5113. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5114. * @param x defines the x coordinate of the operand
  5115. * @param y defines the y coordinate of the operand
  5116. * @param z defines the z coordinate of the operand
  5117. * @returns the resulting Vector3
  5118. */
  5119. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5120. return new Vector3(this.x - x, this.y - y, this.z - z);
  5121. };
  5122. /**
  5123. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5124. * @param x defines the x coordinate of the operand
  5125. * @param y defines the y coordinate of the operand
  5126. * @param z defines the z coordinate of the operand
  5127. * @param result defines the Vector3 object where to store the result
  5128. * @returns the current Vector3
  5129. */
  5130. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5131. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5132. };
  5133. /**
  5134. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5135. * @returns a new Vector3
  5136. */
  5137. Vector3.prototype.negate = function () {
  5138. return new Vector3(-this.x, -this.y, -this.z);
  5139. };
  5140. /**
  5141. * Multiplies the Vector3 coordinates by the float "scale"
  5142. * @param scale defines the multiplier factor
  5143. * @returns the current updated Vector3
  5144. */
  5145. Vector3.prototype.scaleInPlace = function (scale) {
  5146. this.x *= scale;
  5147. this.y *= scale;
  5148. this.z *= scale;
  5149. return this;
  5150. };
  5151. /**
  5152. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5153. * @param scale defines the multiplier factor
  5154. * @returns a new Vector3
  5155. */
  5156. Vector3.prototype.scale = function (scale) {
  5157. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5158. };
  5159. /**
  5160. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5161. * @param scale defines the multiplier factor
  5162. * @param result defines the Vector3 object where to store the result
  5163. * @returns the current Vector3
  5164. */
  5165. Vector3.prototype.scaleToRef = function (scale, result) {
  5166. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5167. };
  5168. /**
  5169. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5170. * @param scale defines the scale factor
  5171. * @param result defines the Vector3 object where to store the result
  5172. * @returns the unmodified current Vector3
  5173. */
  5174. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5175. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5176. };
  5177. /**
  5178. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5179. * @param otherVector defines the second operand
  5180. * @returns true if both vectors are equals
  5181. */
  5182. Vector3.prototype.equals = function (otherVector) {
  5183. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5184. };
  5185. /**
  5186. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5187. * @param otherVector defines the second operand
  5188. * @param epsilon defines the minimal distance to define values as equals
  5189. * @returns true if both vectors are distant less than epsilon
  5190. */
  5191. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5192. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5193. 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);
  5194. };
  5195. /**
  5196. * Returns true if the current Vector3 coordinates equals the given floats
  5197. * @param x defines the x coordinate of the operand
  5198. * @param y defines the y coordinate of the operand
  5199. * @param z defines the z coordinate of the operand
  5200. * @returns true if both vectors are equals
  5201. */
  5202. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5203. return this.x === x && this.y === y && this.z === z;
  5204. };
  5205. /**
  5206. * Multiplies the current Vector3 coordinates by the given ones
  5207. * @param otherVector defines the second operand
  5208. * @returns the current updated Vector3
  5209. */
  5210. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5211. this.x *= otherVector.x;
  5212. this.y *= otherVector.y;
  5213. this.z *= otherVector.z;
  5214. return this;
  5215. };
  5216. /**
  5217. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5218. * @param otherVector defines the second operand
  5219. * @returns the new Vector3
  5220. */
  5221. Vector3.prototype.multiply = function (otherVector) {
  5222. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5223. };
  5224. /**
  5225. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5226. * @param otherVector defines the second operand
  5227. * @param result defines the Vector3 object where to store the result
  5228. * @returns the current Vector3
  5229. */
  5230. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5231. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5232. };
  5233. /**
  5234. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5235. * @param x defines the x coordinate of the operand
  5236. * @param y defines the y coordinate of the operand
  5237. * @param z defines the z coordinate of the operand
  5238. * @returns the new Vector3
  5239. */
  5240. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5241. return new Vector3(this.x * x, this.y * y, this.z * z);
  5242. };
  5243. /**
  5244. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5245. * @param otherVector defines the second operand
  5246. * @returns the new Vector3
  5247. */
  5248. Vector3.prototype.divide = function (otherVector) {
  5249. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5250. };
  5251. /**
  5252. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5253. * @param otherVector defines the second operand
  5254. * @param result defines the Vector3 object where to store the result
  5255. * @returns the current Vector3
  5256. */
  5257. Vector3.prototype.divideToRef = function (otherVector, result) {
  5258. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5259. };
  5260. /**
  5261. * Divides the current Vector3 coordinates by the given ones.
  5262. * @param otherVector defines the second operand
  5263. * @returns the current updated Vector3
  5264. */
  5265. Vector3.prototype.divideInPlace = function (otherVector) {
  5266. return this.divideToRef(otherVector, this);
  5267. };
  5268. /**
  5269. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5270. * @param other defines the second operand
  5271. * @returns the current updated Vector3
  5272. */
  5273. Vector3.prototype.minimizeInPlace = function (other) {
  5274. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5275. };
  5276. /**
  5277. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5278. * @param other defines the second operand
  5279. * @returns the current updated Vector3
  5280. */
  5281. Vector3.prototype.maximizeInPlace = function (other) {
  5282. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5283. };
  5284. /**
  5285. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5286. * @param x defines the x coordinate of the operand
  5287. * @param y defines the y coordinate of the operand
  5288. * @param z defines the z coordinate of the operand
  5289. * @returns the current updated Vector3
  5290. */
  5291. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5292. if (x < this.x) {
  5293. this.x = x;
  5294. }
  5295. if (y < this.y) {
  5296. this.y = y;
  5297. }
  5298. if (z < this.z) {
  5299. this.z = z;
  5300. }
  5301. return this;
  5302. };
  5303. /**
  5304. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5305. * @param x defines the x coordinate of the operand
  5306. * @param y defines the y coordinate of the operand
  5307. * @param z defines the z coordinate of the operand
  5308. * @returns the current updated Vector3
  5309. */
  5310. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5311. if (x > this.x) {
  5312. this.x = x;
  5313. }
  5314. if (y > this.y) {
  5315. this.y = y;
  5316. }
  5317. if (z > this.z) {
  5318. this.z = z;
  5319. }
  5320. return this;
  5321. };
  5322. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5323. /**
  5324. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5325. */
  5326. get: function () {
  5327. var absX = Math.abs(this.x);
  5328. var absY = Math.abs(this.y);
  5329. if (absX !== absY) {
  5330. return true;
  5331. }
  5332. var absZ = Math.abs(this.z);
  5333. if (absX !== absZ) {
  5334. return true;
  5335. }
  5336. if (absY !== absZ) {
  5337. return true;
  5338. }
  5339. return false;
  5340. },
  5341. enumerable: true,
  5342. configurable: true
  5343. });
  5344. /**
  5345. * Gets a new Vector3 from current Vector3 floored values
  5346. * @returns a new Vector3
  5347. */
  5348. Vector3.prototype.floor = function () {
  5349. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5350. };
  5351. /**
  5352. * Gets a new Vector3 from current Vector3 floored values
  5353. * @returns a new Vector3
  5354. */
  5355. Vector3.prototype.fract = function () {
  5356. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5357. };
  5358. // Properties
  5359. /**
  5360. * Gets the length of the Vector3
  5361. * @returns the length of the Vecto3
  5362. */
  5363. Vector3.prototype.length = function () {
  5364. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5365. };
  5366. /**
  5367. * Gets the squared length of the Vector3
  5368. * @returns squared length of the Vector3
  5369. */
  5370. Vector3.prototype.lengthSquared = function () {
  5371. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5372. };
  5373. /**
  5374. * Normalize the current Vector3.
  5375. * Please note that this is an in place operation.
  5376. * @returns the current updated Vector3
  5377. */
  5378. Vector3.prototype.normalize = function () {
  5379. return this.normalizeFromLength(this.length());
  5380. };
  5381. /**
  5382. * Reorders the x y z properties of the vector in place
  5383. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5384. * @returns the current updated vector
  5385. */
  5386. Vector3.prototype.reorderInPlace = function (order) {
  5387. var _this = this;
  5388. order = order.toLowerCase();
  5389. if (order === "xyz") {
  5390. return this;
  5391. }
  5392. MathTmp.Vector3[0].copyFrom(this);
  5393. ["x", "y", "z"].forEach(function (val, i) {
  5394. _this[val] = MathTmp.Vector3[0][order[i]];
  5395. });
  5396. return this;
  5397. };
  5398. /**
  5399. * Rotates the vector around 0,0,0 by a quaternion
  5400. * @param quaternion the rotation quaternion
  5401. * @param result vector to store the result
  5402. * @returns the resulting vector
  5403. */
  5404. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5405. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5406. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5407. return result;
  5408. };
  5409. /**
  5410. * Rotates a vector around a given point
  5411. * @param quaternion the rotation quaternion
  5412. * @param point the point to rotate around
  5413. * @param result vector to store the result
  5414. * @returns the resulting vector
  5415. */
  5416. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5417. this.subtractToRef(point, MathTmp.Vector3[0]);
  5418. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5419. point.addToRef(MathTmp.Vector3[0], result);
  5420. return result;
  5421. };
  5422. /**
  5423. * Normalize the current Vector3 with the given input length.
  5424. * Please note that this is an in place operation.
  5425. * @param len the length of the vector
  5426. * @returns the current updated Vector3
  5427. */
  5428. Vector3.prototype.normalizeFromLength = function (len) {
  5429. if (len === 0 || len === 1.0) {
  5430. return this;
  5431. }
  5432. return this.scaleInPlace(1.0 / len);
  5433. };
  5434. /**
  5435. * Normalize the current Vector3 to a new vector
  5436. * @returns the new Vector3
  5437. */
  5438. Vector3.prototype.normalizeToNew = function () {
  5439. var normalized = new Vector3(0, 0, 0);
  5440. this.normalizeToRef(normalized);
  5441. return normalized;
  5442. };
  5443. /**
  5444. * Normalize the current Vector3 to the reference
  5445. * @param reference define the Vector3 to update
  5446. * @returns the updated Vector3
  5447. */
  5448. Vector3.prototype.normalizeToRef = function (reference) {
  5449. var len = this.length();
  5450. if (len === 0 || len === 1.0) {
  5451. return reference.copyFromFloats(this.x, this.y, this.z);
  5452. }
  5453. return this.scaleToRef(1.0 / len, reference);
  5454. };
  5455. /**
  5456. * Creates a new Vector3 copied from the current Vector3
  5457. * @returns the new Vector3
  5458. */
  5459. Vector3.prototype.clone = function () {
  5460. return new Vector3(this.x, this.y, this.z);
  5461. };
  5462. /**
  5463. * Copies the given vector coordinates to the current Vector3 ones
  5464. * @param source defines the source Vector3
  5465. * @returns the current updated Vector3
  5466. */
  5467. Vector3.prototype.copyFrom = function (source) {
  5468. return this.copyFromFloats(source.x, source.y, source.z);
  5469. };
  5470. /**
  5471. * Copies the given floats to the current Vector3 coordinates
  5472. * @param x defines the x coordinate of the operand
  5473. * @param y defines the y coordinate of the operand
  5474. * @param z defines the z coordinate of the operand
  5475. * @returns the current updated Vector3
  5476. */
  5477. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5478. this.x = x;
  5479. this.y = y;
  5480. this.z = z;
  5481. return this;
  5482. };
  5483. /**
  5484. * Copies the given floats to the current Vector3 coordinates
  5485. * @param x defines the x coordinate of the operand
  5486. * @param y defines the y coordinate of the operand
  5487. * @param z defines the z coordinate of the operand
  5488. * @returns the current updated Vector3
  5489. */
  5490. Vector3.prototype.set = function (x, y, z) {
  5491. return this.copyFromFloats(x, y, z);
  5492. };
  5493. /**
  5494. * Copies the given float to the current Vector3 coordinates
  5495. * @param v defines the x, y and z coordinates of the operand
  5496. * @returns the current updated Vector3
  5497. */
  5498. Vector3.prototype.setAll = function (v) {
  5499. this.x = this.y = this.z = v;
  5500. return this;
  5501. };
  5502. // Statics
  5503. /**
  5504. * Get the clip factor between two vectors
  5505. * @param vector0 defines the first operand
  5506. * @param vector1 defines the second operand
  5507. * @param axis defines the axis to use
  5508. * @param size defines the size along the axis
  5509. * @returns the clip factor
  5510. */
  5511. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5512. var d0 = Vector3.Dot(vector0, axis) - size;
  5513. var d1 = Vector3.Dot(vector1, axis) - size;
  5514. var s = d0 / (d0 - d1);
  5515. return s;
  5516. };
  5517. /**
  5518. * Get angle between two vectors
  5519. * @param vector0 angle between vector0 and vector1
  5520. * @param vector1 angle between vector0 and vector1
  5521. * @param normal direction of the normal
  5522. * @return the angle between vector0 and vector1
  5523. */
  5524. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5525. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5526. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5527. var dot = Vector3.Dot(v0, v1);
  5528. var n = MathTmp.Vector3[3];
  5529. Vector3.CrossToRef(v0, v1, n);
  5530. if (Vector3.Dot(n, normal) > 0) {
  5531. return Math.acos(dot);
  5532. }
  5533. return -Math.acos(dot);
  5534. };
  5535. /**
  5536. * Returns a new Vector3 set from the index "offset" of the given array
  5537. * @param array defines the source array
  5538. * @param offset defines the offset in the source array
  5539. * @returns the new Vector3
  5540. */
  5541. Vector3.FromArray = function (array, offset) {
  5542. if (offset === void 0) { offset = 0; }
  5543. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5544. };
  5545. /**
  5546. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5547. * This function is deprecated. Use FromArray instead
  5548. * @param array defines the source array
  5549. * @param offset defines the offset in the source array
  5550. * @returns the new Vector3
  5551. */
  5552. Vector3.FromFloatArray = function (array, offset) {
  5553. return Vector3.FromArray(array, offset);
  5554. };
  5555. /**
  5556. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5557. * @param array defines the source array
  5558. * @param offset defines the offset in the source array
  5559. * @param result defines the Vector3 where to store the result
  5560. */
  5561. Vector3.FromArrayToRef = function (array, offset, result) {
  5562. result.x = array[offset];
  5563. result.y = array[offset + 1];
  5564. result.z = array[offset + 2];
  5565. };
  5566. /**
  5567. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5568. * This function is deprecated. Use FromArrayToRef instead.
  5569. * @param array defines the source array
  5570. * @param offset defines the offset in the source array
  5571. * @param result defines the Vector3 where to store the result
  5572. */
  5573. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5574. return Vector3.FromArrayToRef(array, offset, result);
  5575. };
  5576. /**
  5577. * Sets the given vector "result" with the given floats.
  5578. * @param x defines the x coordinate of the source
  5579. * @param y defines the y coordinate of the source
  5580. * @param z defines the z coordinate of the source
  5581. * @param result defines the Vector3 where to store the result
  5582. */
  5583. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5584. result.copyFromFloats(x, y, z);
  5585. };
  5586. /**
  5587. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5588. * @returns a new empty Vector3
  5589. */
  5590. Vector3.Zero = function () {
  5591. return new Vector3(0.0, 0.0, 0.0);
  5592. };
  5593. /**
  5594. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5595. * @returns a new unit Vector3
  5596. */
  5597. Vector3.One = function () {
  5598. return new Vector3(1.0, 1.0, 1.0);
  5599. };
  5600. /**
  5601. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5602. * @returns a new up Vector3
  5603. */
  5604. Vector3.Up = function () {
  5605. return new Vector3(0.0, 1.0, 0.0);
  5606. };
  5607. /**
  5608. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5609. * @returns a new down Vector3
  5610. */
  5611. Vector3.Down = function () {
  5612. return new Vector3(0.0, -1.0, 0.0);
  5613. };
  5614. /**
  5615. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5616. * @returns a new forward Vector3
  5617. */
  5618. Vector3.Forward = function () {
  5619. return new Vector3(0.0, 0.0, 1.0);
  5620. };
  5621. /**
  5622. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5623. * @returns a new forward Vector3
  5624. */
  5625. Vector3.Backward = function () {
  5626. return new Vector3(0.0, 0.0, -1.0);
  5627. };
  5628. /**
  5629. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5630. * @returns a new right Vector3
  5631. */
  5632. Vector3.Right = function () {
  5633. return new Vector3(1.0, 0.0, 0.0);
  5634. };
  5635. /**
  5636. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5637. * @returns a new left Vector3
  5638. */
  5639. Vector3.Left = function () {
  5640. return new Vector3(-1.0, 0.0, 0.0);
  5641. };
  5642. /**
  5643. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5644. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5645. * @param vector defines the Vector3 to transform
  5646. * @param transformation defines the transformation matrix
  5647. * @returns the transformed Vector3
  5648. */
  5649. Vector3.TransformCoordinates = function (vector, transformation) {
  5650. var result = Vector3.Zero();
  5651. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5652. return result;
  5653. };
  5654. /**
  5655. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5656. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5657. * @param vector defines the Vector3 to transform
  5658. * @param transformation defines the transformation matrix
  5659. * @param result defines the Vector3 where to store the result
  5660. */
  5661. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5662. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5663. };
  5664. /**
  5665. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5666. * This method computes tranformed coordinates only, not transformed direction vectors
  5667. * @param x define the x coordinate of the source vector
  5668. * @param y define the y coordinate of the source vector
  5669. * @param z define the z coordinate of the source vector
  5670. * @param transformation defines the transformation matrix
  5671. * @param result defines the Vector3 where to store the result
  5672. */
  5673. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5674. var m = transformation.m;
  5675. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5676. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5677. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5678. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5679. result.x = rx * rw;
  5680. result.y = ry * rw;
  5681. result.z = rz * rw;
  5682. };
  5683. /**
  5684. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5685. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5686. * @param vector defines the Vector3 to transform
  5687. * @param transformation defines the transformation matrix
  5688. * @returns the new Vector3
  5689. */
  5690. Vector3.TransformNormal = function (vector, transformation) {
  5691. var result = Vector3.Zero();
  5692. Vector3.TransformNormalToRef(vector, transformation, result);
  5693. return result;
  5694. };
  5695. /**
  5696. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5697. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5698. * @param vector defines the Vector3 to transform
  5699. * @param transformation defines the transformation matrix
  5700. * @param result defines the Vector3 where to store the result
  5701. */
  5702. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5703. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5704. };
  5705. /**
  5706. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5707. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5708. * @param x define the x coordinate of the source vector
  5709. * @param y define the y coordinate of the source vector
  5710. * @param z define the z coordinate of the source vector
  5711. * @param transformation defines the transformation matrix
  5712. * @param result defines the Vector3 where to store the result
  5713. */
  5714. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5715. var m = transformation.m;
  5716. result.x = x * m[0] + y * m[4] + z * m[8];
  5717. result.y = x * m[1] + y * m[5] + z * m[9];
  5718. result.z = x * m[2] + y * m[6] + z * m[10];
  5719. };
  5720. /**
  5721. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5722. * @param value1 defines the first control point
  5723. * @param value2 defines the second control point
  5724. * @param value3 defines the third control point
  5725. * @param value4 defines the fourth control point
  5726. * @param amount defines the amount on the spline to use
  5727. * @returns the new Vector3
  5728. */
  5729. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5730. var squared = amount * amount;
  5731. var cubed = amount * squared;
  5732. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5733. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5734. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5735. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5736. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5737. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5738. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5739. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5740. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5741. return new Vector3(x, y, z);
  5742. };
  5743. /**
  5744. * 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"
  5745. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5746. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5747. * @param value defines the current value
  5748. * @param min defines the lower range value
  5749. * @param max defines the upper range value
  5750. * @returns the new Vector3
  5751. */
  5752. Vector3.Clamp = function (value, min, max) {
  5753. var v = new Vector3();
  5754. Vector3.ClampToRef(value, min, max, v);
  5755. return v;
  5756. };
  5757. /**
  5758. * 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"
  5759. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5760. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5761. * @param value defines the current value
  5762. * @param min defines the lower range value
  5763. * @param max defines the upper range value
  5764. * @param result defines the Vector3 where to store the result
  5765. */
  5766. Vector3.ClampToRef = function (value, min, max, result) {
  5767. var x = value.x;
  5768. x = (x > max.x) ? max.x : x;
  5769. x = (x < min.x) ? min.x : x;
  5770. var y = value.y;
  5771. y = (y > max.y) ? max.y : y;
  5772. y = (y < min.y) ? min.y : y;
  5773. var z = value.z;
  5774. z = (z > max.z) ? max.z : z;
  5775. z = (z < min.z) ? min.z : z;
  5776. result.copyFromFloats(x, y, z);
  5777. };
  5778. /**
  5779. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5780. * @param value1 defines the first control point
  5781. * @param tangent1 defines the first tangent vector
  5782. * @param value2 defines the second control point
  5783. * @param tangent2 defines the second tangent vector
  5784. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5785. * @returns the new Vector3
  5786. */
  5787. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5788. var squared = amount * amount;
  5789. var cubed = amount * squared;
  5790. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5791. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5792. var part3 = (cubed - (2.0 * squared)) + amount;
  5793. var part4 = cubed - squared;
  5794. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5795. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5796. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5797. return new Vector3(x, y, z);
  5798. };
  5799. /**
  5800. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5801. * @param start defines the start value
  5802. * @param end defines the end value
  5803. * @param amount max defines amount between both (between 0 and 1)
  5804. * @returns the new Vector3
  5805. */
  5806. Vector3.Lerp = function (start, end, amount) {
  5807. var result = new Vector3(0, 0, 0);
  5808. Vector3.LerpToRef(start, end, amount, result);
  5809. return result;
  5810. };
  5811. /**
  5812. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5813. * @param start defines the start value
  5814. * @param end defines the end value
  5815. * @param amount max defines amount between both (between 0 and 1)
  5816. * @param result defines the Vector3 where to store the result
  5817. */
  5818. Vector3.LerpToRef = function (start, end, amount, result) {
  5819. result.x = start.x + ((end.x - start.x) * amount);
  5820. result.y = start.y + ((end.y - start.y) * amount);
  5821. result.z = start.z + ((end.z - start.z) * amount);
  5822. };
  5823. /**
  5824. * Returns the dot product (float) between the vectors "left" and "right"
  5825. * @param left defines the left operand
  5826. * @param right defines the right operand
  5827. * @returns the dot product
  5828. */
  5829. Vector3.Dot = function (left, right) {
  5830. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5831. };
  5832. /**
  5833. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5834. * The cross product is then orthogonal to both "left" and "right"
  5835. * @param left defines the left operand
  5836. * @param right defines the right operand
  5837. * @returns the cross product
  5838. */
  5839. Vector3.Cross = function (left, right) {
  5840. var result = Vector3.Zero();
  5841. Vector3.CrossToRef(left, right, result);
  5842. return result;
  5843. };
  5844. /**
  5845. * Sets the given vector "result" with the cross product of "left" and "right"
  5846. * The cross product is then orthogonal to both "left" and "right"
  5847. * @param left defines the left operand
  5848. * @param right defines the right operand
  5849. * @param result defines the Vector3 where to store the result
  5850. */
  5851. Vector3.CrossToRef = function (left, right, result) {
  5852. var x = left.y * right.z - left.z * right.y;
  5853. var y = left.z * right.x - left.x * right.z;
  5854. var z = left.x * right.y - left.y * right.x;
  5855. result.copyFromFloats(x, y, z);
  5856. };
  5857. /**
  5858. * Returns a new Vector3 as the normalization of the given vector
  5859. * @param vector defines the Vector3 to normalize
  5860. * @returns the new Vector3
  5861. */
  5862. Vector3.Normalize = function (vector) {
  5863. var result = Vector3.Zero();
  5864. Vector3.NormalizeToRef(vector, result);
  5865. return result;
  5866. };
  5867. /**
  5868. * Sets the given vector "result" with the normalization of the given first vector
  5869. * @param vector defines the Vector3 to normalize
  5870. * @param result defines the Vector3 where to store the result
  5871. */
  5872. Vector3.NormalizeToRef = function (vector, result) {
  5873. vector.normalizeToRef(result);
  5874. };
  5875. /**
  5876. * Project a Vector3 onto screen space
  5877. * @param vector defines the Vector3 to project
  5878. * @param world defines the world matrix to use
  5879. * @param transform defines the transform (view x projection) matrix to use
  5880. * @param viewport defines the screen viewport to use
  5881. * @returns the new Vector3
  5882. */
  5883. Vector3.Project = function (vector, world, transform, viewport) {
  5884. var cw = viewport.width;
  5885. var ch = viewport.height;
  5886. var cx = viewport.x;
  5887. var cy = viewport.y;
  5888. var viewportMatrix = MathTmp.Matrix[1];
  5889. 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);
  5890. var matrix = MathTmp.Matrix[0];
  5891. world.multiplyToRef(transform, matrix);
  5892. matrix.multiplyToRef(viewportMatrix, matrix);
  5893. return Vector3.TransformCoordinates(vector, matrix);
  5894. };
  5895. /** @hidden */
  5896. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5897. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5898. var m = matrix.m;
  5899. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5900. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5901. result.scaleInPlace(1.0 / num);
  5902. }
  5903. };
  5904. /**
  5905. * Unproject from screen space to object space
  5906. * @param source defines the screen space Vector3 to use
  5907. * @param viewportWidth defines the current width of the viewport
  5908. * @param viewportHeight defines the current height of the viewport
  5909. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5910. * @param transform defines the transform (view x projection) matrix to use
  5911. * @returns the new Vector3
  5912. */
  5913. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5914. var matrix = MathTmp.Matrix[0];
  5915. world.multiplyToRef(transform, matrix);
  5916. matrix.invert();
  5917. source.x = source.x / viewportWidth * 2 - 1;
  5918. source.y = -(source.y / viewportHeight * 2 - 1);
  5919. var vector = new Vector3();
  5920. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5921. return vector;
  5922. };
  5923. /**
  5924. * Unproject from screen space to object space
  5925. * @param source defines the screen space Vector3 to use
  5926. * @param viewportWidth defines the current width of the viewport
  5927. * @param viewportHeight defines the current height of the viewport
  5928. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5929. * @param view defines the view matrix to use
  5930. * @param projection defines the projection matrix to use
  5931. * @returns the new Vector3
  5932. */
  5933. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5934. var result = Vector3.Zero();
  5935. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5936. return result;
  5937. };
  5938. /**
  5939. * Unproject from screen space to object space
  5940. * @param source defines the screen space Vector3 to use
  5941. * @param viewportWidth defines the current width of the viewport
  5942. * @param viewportHeight defines the current height of the viewport
  5943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5944. * @param view defines the view matrix to use
  5945. * @param projection defines the projection matrix to use
  5946. * @param result defines the Vector3 where to store the result
  5947. */
  5948. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5949. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5950. };
  5951. /**
  5952. * Unproject from screen space to object space
  5953. * @param sourceX defines the screen space x coordinate to use
  5954. * @param sourceY defines the screen space y coordinate to use
  5955. * @param sourceZ defines the screen space z coordinate to use
  5956. * @param viewportWidth defines the current width of the viewport
  5957. * @param viewportHeight defines the current height of the viewport
  5958. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5959. * @param view defines the view matrix to use
  5960. * @param projection defines the projection matrix to use
  5961. * @param result defines the Vector3 where to store the result
  5962. */
  5963. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5964. var matrix = MathTmp.Matrix[0];
  5965. world.multiplyToRef(view, matrix);
  5966. matrix.multiplyToRef(projection, matrix);
  5967. matrix.invert();
  5968. var screenSource = MathTmp.Vector3[0];
  5969. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5970. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5971. screenSource.z = 2 * sourceZ - 1.0;
  5972. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  5973. };
  5974. /**
  5975. * Unproject a ray from screen space to object space
  5976. * @param sourceX defines the screen space x coordinate to use
  5977. * @param sourceY defines the screen space y coordinate to use
  5978. * @param viewportWidth defines the current width of the viewport
  5979. * @param viewportHeight defines the current height of the viewport
  5980. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5981. * @param view defines the view matrix to use
  5982. * @param projection defines the projection matrix to use
  5983. * @param ray defines the Ray where to store the result
  5984. */
  5985. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  5986. var matrix = MathTmp.Matrix[0];
  5987. world.multiplyToRef(view, matrix);
  5988. matrix.multiplyToRef(projection, matrix);
  5989. matrix.invert();
  5990. var nearScreenSource = MathTmp.Vector3[0];
  5991. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  5992. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5993. nearScreenSource.z = -1.0;
  5994. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  5995. var nearVec3 = MathTmp.Vector3[2];
  5996. var farVec3 = MathTmp.Vector3[3];
  5997. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  5998. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  5999. ray.origin.copyFrom(nearVec3);
  6000. farVec3.subtractToRef(nearVec3, ray.direction);
  6001. ray.direction.normalize();
  6002. };
  6003. /**
  6004. * Gets the minimal coordinate values between two Vector3
  6005. * @param left defines the first operand
  6006. * @param right defines the second operand
  6007. * @returns the new Vector3
  6008. */
  6009. Vector3.Minimize = function (left, right) {
  6010. var min = left.clone();
  6011. min.minimizeInPlace(right);
  6012. return min;
  6013. };
  6014. /**
  6015. * Gets the maximal coordinate values between two Vector3
  6016. * @param left defines the first operand
  6017. * @param right defines the second operand
  6018. * @returns the new Vector3
  6019. */
  6020. Vector3.Maximize = function (left, right) {
  6021. var max = left.clone();
  6022. max.maximizeInPlace(right);
  6023. return max;
  6024. };
  6025. /**
  6026. * Returns the distance between the vectors "value1" and "value2"
  6027. * @param value1 defines the first operand
  6028. * @param value2 defines the second operand
  6029. * @returns the distance
  6030. */
  6031. Vector3.Distance = function (value1, value2) {
  6032. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6033. };
  6034. /**
  6035. * Returns the squared distance between the vectors "value1" and "value2"
  6036. * @param value1 defines the first operand
  6037. * @param value2 defines the second operand
  6038. * @returns the squared distance
  6039. */
  6040. Vector3.DistanceSquared = function (value1, value2) {
  6041. var x = value1.x - value2.x;
  6042. var y = value1.y - value2.y;
  6043. var z = value1.z - value2.z;
  6044. return (x * x) + (y * y) + (z * z);
  6045. };
  6046. /**
  6047. * Returns a new Vector3 located at the center between "value1" and "value2"
  6048. * @param value1 defines the first operand
  6049. * @param value2 defines the second operand
  6050. * @returns the new Vector3
  6051. */
  6052. Vector3.Center = function (value1, value2) {
  6053. var center = value1.add(value2);
  6054. center.scaleInPlace(0.5);
  6055. return center;
  6056. };
  6057. /**
  6058. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6059. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6060. * to something in order to rotate it from its local system to the given target system
  6061. * Note: axis1, axis2 and axis3 are normalized during this operation
  6062. * @param axis1 defines the first axis
  6063. * @param axis2 defines the second axis
  6064. * @param axis3 defines the third axis
  6065. * @returns a new Vector3
  6066. */
  6067. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6068. var rotation = Vector3.Zero();
  6069. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6070. return rotation;
  6071. };
  6072. /**
  6073. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6074. * @param axis1 defines the first axis
  6075. * @param axis2 defines the second axis
  6076. * @param axis3 defines the third axis
  6077. * @param ref defines the Vector3 where to store the result
  6078. */
  6079. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6080. var quat = MathTmp.Quaternion[0];
  6081. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6082. quat.toEulerAnglesToRef(ref);
  6083. };
  6084. return Vector3;
  6085. }());
  6086. BABYLON.Vector3 = Vector3;
  6087. /**
  6088. * Vector4 class created for EulerAngle class conversion to Quaternion
  6089. */
  6090. var Vector4 = /** @class */ (function () {
  6091. /**
  6092. * Creates a Vector4 object from the given floats.
  6093. * @param x x value of the vector
  6094. * @param y y value of the vector
  6095. * @param z z value of the vector
  6096. * @param w w value of the vector
  6097. */
  6098. function Vector4(
  6099. /** x value of the vector */
  6100. x,
  6101. /** y value of the vector */
  6102. y,
  6103. /** z value of the vector */
  6104. z,
  6105. /** w value of the vector */
  6106. w) {
  6107. this.x = x;
  6108. this.y = y;
  6109. this.z = z;
  6110. this.w = w;
  6111. }
  6112. /**
  6113. * Returns the string with the Vector4 coordinates.
  6114. * @returns a string containing all the vector values
  6115. */
  6116. Vector4.prototype.toString = function () {
  6117. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6118. };
  6119. /**
  6120. * Returns the string "Vector4".
  6121. * @returns "Vector4"
  6122. */
  6123. Vector4.prototype.getClassName = function () {
  6124. return "Vector4";
  6125. };
  6126. /**
  6127. * Returns the Vector4 hash code.
  6128. * @returns a unique hash code
  6129. */
  6130. Vector4.prototype.getHashCode = function () {
  6131. var hash = this.x || 0;
  6132. hash = (hash * 397) ^ (this.y || 0);
  6133. hash = (hash * 397) ^ (this.z || 0);
  6134. hash = (hash * 397) ^ (this.w || 0);
  6135. return hash;
  6136. };
  6137. // Operators
  6138. /**
  6139. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6140. * @returns the resulting array
  6141. */
  6142. Vector4.prototype.asArray = function () {
  6143. var result = new Array();
  6144. this.toArray(result, 0);
  6145. return result;
  6146. };
  6147. /**
  6148. * Populates the given array from the given index with the Vector4 coordinates.
  6149. * @param array array to populate
  6150. * @param index index of the array to start at (default: 0)
  6151. * @returns the Vector4.
  6152. */
  6153. Vector4.prototype.toArray = function (array, index) {
  6154. if (index === undefined) {
  6155. index = 0;
  6156. }
  6157. array[index] = this.x;
  6158. array[index + 1] = this.y;
  6159. array[index + 2] = this.z;
  6160. array[index + 3] = this.w;
  6161. return this;
  6162. };
  6163. /**
  6164. * Adds the given vector to the current Vector4.
  6165. * @param otherVector the vector to add
  6166. * @returns the updated Vector4.
  6167. */
  6168. Vector4.prototype.addInPlace = function (otherVector) {
  6169. this.x += otherVector.x;
  6170. this.y += otherVector.y;
  6171. this.z += otherVector.z;
  6172. this.w += otherVector.w;
  6173. return this;
  6174. };
  6175. /**
  6176. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6177. * @param otherVector the vector to add
  6178. * @returns the resulting vector
  6179. */
  6180. Vector4.prototype.add = function (otherVector) {
  6181. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6182. };
  6183. /**
  6184. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6185. * @param otherVector the vector to add
  6186. * @param result the vector to store the result
  6187. * @returns the current Vector4.
  6188. */
  6189. Vector4.prototype.addToRef = function (otherVector, result) {
  6190. result.x = this.x + otherVector.x;
  6191. result.y = this.y + otherVector.y;
  6192. result.z = this.z + otherVector.z;
  6193. result.w = this.w + otherVector.w;
  6194. return this;
  6195. };
  6196. /**
  6197. * Subtract in place the given vector from the current Vector4.
  6198. * @param otherVector the vector to subtract
  6199. * @returns the updated Vector4.
  6200. */
  6201. Vector4.prototype.subtractInPlace = function (otherVector) {
  6202. this.x -= otherVector.x;
  6203. this.y -= otherVector.y;
  6204. this.z -= otherVector.z;
  6205. this.w -= otherVector.w;
  6206. return this;
  6207. };
  6208. /**
  6209. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6210. * @param otherVector the vector to add
  6211. * @returns the new vector with the result
  6212. */
  6213. Vector4.prototype.subtract = function (otherVector) {
  6214. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6215. };
  6216. /**
  6217. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6218. * @param otherVector the vector to subtract
  6219. * @param result the vector to store the result
  6220. * @returns the current Vector4.
  6221. */
  6222. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6223. result.x = this.x - otherVector.x;
  6224. result.y = this.y - otherVector.y;
  6225. result.z = this.z - otherVector.z;
  6226. result.w = this.w - otherVector.w;
  6227. return this;
  6228. };
  6229. /**
  6230. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6231. */
  6232. /**
  6233. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6234. * @param x value to subtract
  6235. * @param y value to subtract
  6236. * @param z value to subtract
  6237. * @param w value to subtract
  6238. * @returns new vector containing the result
  6239. */
  6240. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6241. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6242. };
  6243. /**
  6244. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6245. * @param x value to subtract
  6246. * @param y value to subtract
  6247. * @param z value to subtract
  6248. * @param w value to subtract
  6249. * @param result the vector to store the result in
  6250. * @returns the current Vector4.
  6251. */
  6252. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6253. result.x = this.x - x;
  6254. result.y = this.y - y;
  6255. result.z = this.z - z;
  6256. result.w = this.w - w;
  6257. return this;
  6258. };
  6259. /**
  6260. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6261. * @returns a new vector with the negated values
  6262. */
  6263. Vector4.prototype.negate = function () {
  6264. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6265. };
  6266. /**
  6267. * Multiplies the current Vector4 coordinates by scale (float).
  6268. * @param scale the number to scale with
  6269. * @returns the updated Vector4.
  6270. */
  6271. Vector4.prototype.scaleInPlace = function (scale) {
  6272. this.x *= scale;
  6273. this.y *= scale;
  6274. this.z *= scale;
  6275. this.w *= scale;
  6276. return this;
  6277. };
  6278. /**
  6279. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6280. * @param scale the number to scale with
  6281. * @returns a new vector with the result
  6282. */
  6283. Vector4.prototype.scale = function (scale) {
  6284. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6285. };
  6286. /**
  6287. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6288. * @param scale the number to scale with
  6289. * @param result a vector to store the result in
  6290. * @returns the current Vector4.
  6291. */
  6292. Vector4.prototype.scaleToRef = function (scale, result) {
  6293. result.x = this.x * scale;
  6294. result.y = this.y * scale;
  6295. result.z = this.z * scale;
  6296. result.w = this.w * scale;
  6297. return this;
  6298. };
  6299. /**
  6300. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6301. * @param scale defines the scale factor
  6302. * @param result defines the Vector4 object where to store the result
  6303. * @returns the unmodified current Vector4
  6304. */
  6305. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6306. result.x += this.x * scale;
  6307. result.y += this.y * scale;
  6308. result.z += this.z * scale;
  6309. result.w += this.w * scale;
  6310. return this;
  6311. };
  6312. /**
  6313. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6314. * @param otherVector the vector to compare against
  6315. * @returns true if they are equal
  6316. */
  6317. Vector4.prototype.equals = function (otherVector) {
  6318. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6319. };
  6320. /**
  6321. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6322. * @param otherVector vector to compare against
  6323. * @param epsilon (Default: very small number)
  6324. * @returns true if they are equal
  6325. */
  6326. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6327. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6328. return otherVector
  6329. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6330. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6331. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6332. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6333. };
  6334. /**
  6335. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6336. * @param x x value to compare against
  6337. * @param y y value to compare against
  6338. * @param z z value to compare against
  6339. * @param w w value to compare against
  6340. * @returns true if equal
  6341. */
  6342. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6343. return this.x === x && this.y === y && this.z === z && this.w === w;
  6344. };
  6345. /**
  6346. * Multiplies in place the current Vector4 by the given one.
  6347. * @param otherVector vector to multiple with
  6348. * @returns the updated Vector4.
  6349. */
  6350. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6351. this.x *= otherVector.x;
  6352. this.y *= otherVector.y;
  6353. this.z *= otherVector.z;
  6354. this.w *= otherVector.w;
  6355. return this;
  6356. };
  6357. /**
  6358. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6359. * @param otherVector vector to multiple with
  6360. * @returns resulting new vector
  6361. */
  6362. Vector4.prototype.multiply = function (otherVector) {
  6363. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6364. };
  6365. /**
  6366. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6367. * @param otherVector vector to multiple with
  6368. * @param result vector to store the result
  6369. * @returns the current Vector4.
  6370. */
  6371. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6372. result.x = this.x * otherVector.x;
  6373. result.y = this.y * otherVector.y;
  6374. result.z = this.z * otherVector.z;
  6375. result.w = this.w * otherVector.w;
  6376. return this;
  6377. };
  6378. /**
  6379. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6380. * @param x x value multiply with
  6381. * @param y y value multiply with
  6382. * @param z z value multiply with
  6383. * @param w w value multiply with
  6384. * @returns resulting new vector
  6385. */
  6386. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6387. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6388. };
  6389. /**
  6390. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6391. * @param otherVector vector to devide with
  6392. * @returns resulting new vector
  6393. */
  6394. Vector4.prototype.divide = function (otherVector) {
  6395. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6396. };
  6397. /**
  6398. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6399. * @param otherVector vector to devide with
  6400. * @param result vector to store the result
  6401. * @returns the current Vector4.
  6402. */
  6403. Vector4.prototype.divideToRef = function (otherVector, result) {
  6404. result.x = this.x / otherVector.x;
  6405. result.y = this.y / otherVector.y;
  6406. result.z = this.z / otherVector.z;
  6407. result.w = this.w / otherVector.w;
  6408. return this;
  6409. };
  6410. /**
  6411. * Divides the current Vector3 coordinates by the given ones.
  6412. * @param otherVector vector to devide with
  6413. * @returns the updated Vector3.
  6414. */
  6415. Vector4.prototype.divideInPlace = function (otherVector) {
  6416. return this.divideToRef(otherVector, this);
  6417. };
  6418. /**
  6419. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6420. * @param other defines the second operand
  6421. * @returns the current updated Vector4
  6422. */
  6423. Vector4.prototype.minimizeInPlace = function (other) {
  6424. if (other.x < this.x) {
  6425. this.x = other.x;
  6426. }
  6427. if (other.y < this.y) {
  6428. this.y = other.y;
  6429. }
  6430. if (other.z < this.z) {
  6431. this.z = other.z;
  6432. }
  6433. if (other.w < this.w) {
  6434. this.w = other.w;
  6435. }
  6436. return this;
  6437. };
  6438. /**
  6439. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6440. * @param other defines the second operand
  6441. * @returns the current updated Vector4
  6442. */
  6443. Vector4.prototype.maximizeInPlace = function (other) {
  6444. if (other.x > this.x) {
  6445. this.x = other.x;
  6446. }
  6447. if (other.y > this.y) {
  6448. this.y = other.y;
  6449. }
  6450. if (other.z > this.z) {
  6451. this.z = other.z;
  6452. }
  6453. if (other.w > this.w) {
  6454. this.w = other.w;
  6455. }
  6456. return this;
  6457. };
  6458. /**
  6459. * Gets a new Vector4 from current Vector4 floored values
  6460. * @returns a new Vector4
  6461. */
  6462. Vector4.prototype.floor = function () {
  6463. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6464. };
  6465. /**
  6466. * Gets a new Vector4 from current Vector3 floored values
  6467. * @returns a new Vector4
  6468. */
  6469. Vector4.prototype.fract = function () {
  6470. 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));
  6471. };
  6472. // Properties
  6473. /**
  6474. * Returns the Vector4 length (float).
  6475. * @returns the length
  6476. */
  6477. Vector4.prototype.length = function () {
  6478. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6479. };
  6480. /**
  6481. * Returns the Vector4 squared length (float).
  6482. * @returns the length squared
  6483. */
  6484. Vector4.prototype.lengthSquared = function () {
  6485. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6486. };
  6487. // Methods
  6488. /**
  6489. * Normalizes in place the Vector4.
  6490. * @returns the updated Vector4.
  6491. */
  6492. Vector4.prototype.normalize = function () {
  6493. var len = this.length();
  6494. if (len === 0) {
  6495. return this;
  6496. }
  6497. return this.scaleInPlace(1.0 / len);
  6498. };
  6499. /**
  6500. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6501. * @returns this converted to a new vector3
  6502. */
  6503. Vector4.prototype.toVector3 = function () {
  6504. return new Vector3(this.x, this.y, this.z);
  6505. };
  6506. /**
  6507. * Returns a new Vector4 copied from the current one.
  6508. * @returns the new cloned vector
  6509. */
  6510. Vector4.prototype.clone = function () {
  6511. return new Vector4(this.x, this.y, this.z, this.w);
  6512. };
  6513. /**
  6514. * Updates the current Vector4 with the given one coordinates.
  6515. * @param source the source vector to copy from
  6516. * @returns the updated Vector4.
  6517. */
  6518. Vector4.prototype.copyFrom = function (source) {
  6519. this.x = source.x;
  6520. this.y = source.y;
  6521. this.z = source.z;
  6522. this.w = source.w;
  6523. return this;
  6524. };
  6525. /**
  6526. * Updates the current Vector4 coordinates with the given floats.
  6527. * @param x float to copy from
  6528. * @param y float to copy from
  6529. * @param z float to copy from
  6530. * @param w float to copy from
  6531. * @returns the updated Vector4.
  6532. */
  6533. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6534. this.x = x;
  6535. this.y = y;
  6536. this.z = z;
  6537. this.w = w;
  6538. return this;
  6539. };
  6540. /**
  6541. * Updates the current Vector4 coordinates with the given floats.
  6542. * @param x float to set from
  6543. * @param y float to set from
  6544. * @param z float to set from
  6545. * @param w float to set from
  6546. * @returns the updated Vector4.
  6547. */
  6548. Vector4.prototype.set = function (x, y, z, w) {
  6549. return this.copyFromFloats(x, y, z, w);
  6550. };
  6551. /**
  6552. * Copies the given float to the current Vector3 coordinates
  6553. * @param v defines the x, y, z and w coordinates of the operand
  6554. * @returns the current updated Vector3
  6555. */
  6556. Vector4.prototype.setAll = function (v) {
  6557. this.x = this.y = this.z = this.w = v;
  6558. return this;
  6559. };
  6560. // Statics
  6561. /**
  6562. * Returns a new Vector4 set from the starting index of the given array.
  6563. * @param array the array to pull values from
  6564. * @param offset the offset into the array to start at
  6565. * @returns the new vector
  6566. */
  6567. Vector4.FromArray = function (array, offset) {
  6568. if (!offset) {
  6569. offset = 0;
  6570. }
  6571. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6572. };
  6573. /**
  6574. * Updates the given vector "result" from the starting index of the given array.
  6575. * @param array the array to pull values from
  6576. * @param offset the offset into the array to start at
  6577. * @param result the vector to store the result in
  6578. */
  6579. Vector4.FromArrayToRef = function (array, offset, result) {
  6580. result.x = array[offset];
  6581. result.y = array[offset + 1];
  6582. result.z = array[offset + 2];
  6583. result.w = array[offset + 3];
  6584. };
  6585. /**
  6586. * Updates the given vector "result" from the starting index of the given Float32Array.
  6587. * @param array the array to pull values from
  6588. * @param offset the offset into the array to start at
  6589. * @param result the vector to store the result in
  6590. */
  6591. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6592. Vector4.FromArrayToRef(array, offset, result);
  6593. };
  6594. /**
  6595. * Updates the given vector "result" coordinates from 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. * @param result the vector to the floats in
  6601. */
  6602. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6603. result.x = x;
  6604. result.y = y;
  6605. result.z = z;
  6606. result.w = w;
  6607. };
  6608. /**
  6609. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6610. * @returns the new vector
  6611. */
  6612. Vector4.Zero = function () {
  6613. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6614. };
  6615. /**
  6616. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6617. * @returns the new vector
  6618. */
  6619. Vector4.One = function () {
  6620. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6621. };
  6622. /**
  6623. * Returns a new normalized Vector4 from the given one.
  6624. * @param vector the vector to normalize
  6625. * @returns the vector
  6626. */
  6627. Vector4.Normalize = function (vector) {
  6628. var result = Vector4.Zero();
  6629. Vector4.NormalizeToRef(vector, result);
  6630. return result;
  6631. };
  6632. /**
  6633. * Updates the given vector "result" from the normalization of the given one.
  6634. * @param vector the vector to normalize
  6635. * @param result the vector to store the result in
  6636. */
  6637. Vector4.NormalizeToRef = function (vector, result) {
  6638. result.copyFrom(vector);
  6639. result.normalize();
  6640. };
  6641. /**
  6642. * Returns a vector with the minimum values from the left and right vectors
  6643. * @param left left vector to minimize
  6644. * @param right right vector to minimize
  6645. * @returns a new vector with the minimum of the left and right vector values
  6646. */
  6647. Vector4.Minimize = function (left, right) {
  6648. var min = left.clone();
  6649. min.minimizeInPlace(right);
  6650. return min;
  6651. };
  6652. /**
  6653. * Returns a vector with the maximum values from the left and right vectors
  6654. * @param left left vector to maximize
  6655. * @param right right vector to maximize
  6656. * @returns a new vector with the maximum of the left and right vector values
  6657. */
  6658. Vector4.Maximize = function (left, right) {
  6659. var max = left.clone();
  6660. max.maximizeInPlace(right);
  6661. return max;
  6662. };
  6663. /**
  6664. * Returns the distance (float) between the vectors "value1" and "value2".
  6665. * @param value1 value to calulate the distance between
  6666. * @param value2 value to calulate the distance between
  6667. * @return the distance between the two vectors
  6668. */
  6669. Vector4.Distance = function (value1, value2) {
  6670. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6671. };
  6672. /**
  6673. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6674. * @param value1 value to calulate the distance between
  6675. * @param value2 value to calulate the distance between
  6676. * @return the distance between the two vectors squared
  6677. */
  6678. Vector4.DistanceSquared = function (value1, value2) {
  6679. var x = value1.x - value2.x;
  6680. var y = value1.y - value2.y;
  6681. var z = value1.z - value2.z;
  6682. var w = value1.w - value2.w;
  6683. return (x * x) + (y * y) + (z * z) + (w * w);
  6684. };
  6685. /**
  6686. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6687. * @param value1 value to calulate the center between
  6688. * @param value2 value to calulate the center between
  6689. * @return the center between the two vectors
  6690. */
  6691. Vector4.Center = function (value1, value2) {
  6692. var center = value1.add(value2);
  6693. center.scaleInPlace(0.5);
  6694. return center;
  6695. };
  6696. /**
  6697. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6698. * This methods computes transformed normalized direction vectors only.
  6699. * @param vector the vector to transform
  6700. * @param transformation the transformation matrix to apply
  6701. * @returns the new vector
  6702. */
  6703. Vector4.TransformNormal = function (vector, transformation) {
  6704. var result = Vector4.Zero();
  6705. Vector4.TransformNormalToRef(vector, transformation, result);
  6706. return result;
  6707. };
  6708. /**
  6709. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6710. * This methods computes transformed normalized direction vectors only.
  6711. * @param vector the vector to transform
  6712. * @param transformation the transformation matrix to apply
  6713. * @param result the vector to store the result in
  6714. */
  6715. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6716. var m = transformation.m;
  6717. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6718. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6719. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6720. result.x = x;
  6721. result.y = y;
  6722. result.z = z;
  6723. result.w = vector.w;
  6724. };
  6725. /**
  6726. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6727. * This methods computes transformed normalized direction vectors only.
  6728. * @param x value to transform
  6729. * @param y value to transform
  6730. * @param z value to transform
  6731. * @param w value to transform
  6732. * @param transformation the transformation matrix to apply
  6733. * @param result the vector to store the results in
  6734. */
  6735. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6736. var m = transformation.m;
  6737. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6738. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6739. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6740. result.w = w;
  6741. };
  6742. return Vector4;
  6743. }());
  6744. BABYLON.Vector4 = Vector4;
  6745. /**
  6746. * Size containing widht and height
  6747. */
  6748. var Size = /** @class */ (function () {
  6749. /**
  6750. * Creates a Size object from the given width and height (floats).
  6751. * @param width width of the new size
  6752. * @param height height of the new size
  6753. */
  6754. function Size(width, height) {
  6755. this.width = width;
  6756. this.height = height;
  6757. }
  6758. /**
  6759. * Returns a string with the Size width and height
  6760. * @returns a string with the Size width and height
  6761. */
  6762. Size.prototype.toString = function () {
  6763. return "{W: " + this.width + ", H: " + this.height + "}";
  6764. };
  6765. /**
  6766. * "Size"
  6767. * @returns the string "Size"
  6768. */
  6769. Size.prototype.getClassName = function () {
  6770. return "Size";
  6771. };
  6772. /**
  6773. * Returns the Size hash code.
  6774. * @returns a hash code for a unique width and height
  6775. */
  6776. Size.prototype.getHashCode = function () {
  6777. var hash = this.width || 0;
  6778. hash = (hash * 397) ^ (this.height || 0);
  6779. return hash;
  6780. };
  6781. /**
  6782. * Updates the current size from the given one.
  6783. * @param src the given size
  6784. */
  6785. Size.prototype.copyFrom = function (src) {
  6786. this.width = src.width;
  6787. this.height = src.height;
  6788. };
  6789. /**
  6790. * Updates in place the current Size from the given floats.
  6791. * @param width width of the new size
  6792. * @param height height of the new size
  6793. * @returns the updated Size.
  6794. */
  6795. Size.prototype.copyFromFloats = function (width, height) {
  6796. this.width = width;
  6797. this.height = height;
  6798. return this;
  6799. };
  6800. /**
  6801. * Updates in place the current Size from the given floats.
  6802. * @param width width to set
  6803. * @param height height to set
  6804. * @returns the updated Size.
  6805. */
  6806. Size.prototype.set = function (width, height) {
  6807. return this.copyFromFloats(width, height);
  6808. };
  6809. /**
  6810. * Multiplies the width and height by numbers
  6811. * @param w factor to multiple the width by
  6812. * @param h factor to multiple the height by
  6813. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6814. */
  6815. Size.prototype.multiplyByFloats = function (w, h) {
  6816. return new Size(this.width * w, this.height * h);
  6817. };
  6818. /**
  6819. * Clones the size
  6820. * @returns a new Size copied from the given one.
  6821. */
  6822. Size.prototype.clone = function () {
  6823. return new Size(this.width, this.height);
  6824. };
  6825. /**
  6826. * True if the current Size and the given one width and height are strictly equal.
  6827. * @param other the other size to compare against
  6828. * @returns True if the current Size and the given one width and height are strictly equal.
  6829. */
  6830. Size.prototype.equals = function (other) {
  6831. if (!other) {
  6832. return false;
  6833. }
  6834. return (this.width === other.width) && (this.height === other.height);
  6835. };
  6836. Object.defineProperty(Size.prototype, "surface", {
  6837. /**
  6838. * The surface of the Size : width * height (float).
  6839. */
  6840. get: function () {
  6841. return this.width * this.height;
  6842. },
  6843. enumerable: true,
  6844. configurable: true
  6845. });
  6846. /**
  6847. * Create a new size of zero
  6848. * @returns a new Size set to (0.0, 0.0)
  6849. */
  6850. Size.Zero = function () {
  6851. return new Size(0.0, 0.0);
  6852. };
  6853. /**
  6854. * Sums the width and height of two sizes
  6855. * @param otherSize size to add to this size
  6856. * @returns a new Size set as the addition result of the current Size and the given one.
  6857. */
  6858. Size.prototype.add = function (otherSize) {
  6859. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6860. return r;
  6861. };
  6862. /**
  6863. * Subtracts the width and height of two
  6864. * @param otherSize size to subtract to this size
  6865. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6866. */
  6867. Size.prototype.subtract = function (otherSize) {
  6868. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6869. return r;
  6870. };
  6871. /**
  6872. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6873. * @param start starting size to lerp between
  6874. * @param end end size to lerp between
  6875. * @param amount amount to lerp between the start and end values
  6876. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6877. */
  6878. Size.Lerp = function (start, end, amount) {
  6879. var w = start.width + ((end.width - start.width) * amount);
  6880. var h = start.height + ((end.height - start.height) * amount);
  6881. return new Size(w, h);
  6882. };
  6883. return Size;
  6884. }());
  6885. BABYLON.Size = Size;
  6886. /**
  6887. * Class used to store quaternion data
  6888. * @see https://en.wikipedia.org/wiki/Quaternion
  6889. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6890. */
  6891. var Quaternion = /** @class */ (function () {
  6892. /**
  6893. * Creates a new Quaternion from the given floats
  6894. * @param x defines the first component (0 by default)
  6895. * @param y defines the second component (0 by default)
  6896. * @param z defines the third component (0 by default)
  6897. * @param w defines the fourth component (1.0 by default)
  6898. */
  6899. function Quaternion(
  6900. /** defines the first component (0 by default) */
  6901. x,
  6902. /** defines the second component (0 by default) */
  6903. y,
  6904. /** defines the third component (0 by default) */
  6905. z,
  6906. /** defines the fourth component (1.0 by default) */
  6907. w) {
  6908. if (x === void 0) { x = 0.0; }
  6909. if (y === void 0) { y = 0.0; }
  6910. if (z === void 0) { z = 0.0; }
  6911. if (w === void 0) { w = 1.0; }
  6912. this.x = x;
  6913. this.y = y;
  6914. this.z = z;
  6915. this.w = w;
  6916. }
  6917. /**
  6918. * Gets a string representation for the current quaternion
  6919. * @returns a string with the Quaternion coordinates
  6920. */
  6921. Quaternion.prototype.toString = function () {
  6922. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6923. };
  6924. /**
  6925. * Gets the class name of the quaternion
  6926. * @returns the string "Quaternion"
  6927. */
  6928. Quaternion.prototype.getClassName = function () {
  6929. return "Quaternion";
  6930. };
  6931. /**
  6932. * Gets a hash code for this quaternion
  6933. * @returns the quaternion hash code
  6934. */
  6935. Quaternion.prototype.getHashCode = function () {
  6936. var hash = this.x || 0;
  6937. hash = (hash * 397) ^ (this.y || 0);
  6938. hash = (hash * 397) ^ (this.z || 0);
  6939. hash = (hash * 397) ^ (this.w || 0);
  6940. return hash;
  6941. };
  6942. /**
  6943. * Copy the quaternion to an array
  6944. * @returns a new array populated with 4 elements from the quaternion coordinates
  6945. */
  6946. Quaternion.prototype.asArray = function () {
  6947. return [this.x, this.y, this.z, this.w];
  6948. };
  6949. /**
  6950. * Check if two quaternions are equals
  6951. * @param otherQuaternion defines the second operand
  6952. * @return true if the current quaternion and the given one coordinates are strictly equals
  6953. */
  6954. Quaternion.prototype.equals = function (otherQuaternion) {
  6955. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6956. };
  6957. /**
  6958. * Clone the current quaternion
  6959. * @returns a new quaternion copied from the current one
  6960. */
  6961. Quaternion.prototype.clone = function () {
  6962. return new Quaternion(this.x, this.y, this.z, this.w);
  6963. };
  6964. /**
  6965. * Copy a quaternion to the current one
  6966. * @param other defines the other quaternion
  6967. * @returns the updated current quaternion
  6968. */
  6969. Quaternion.prototype.copyFrom = function (other) {
  6970. this.x = other.x;
  6971. this.y = other.y;
  6972. this.z = other.z;
  6973. this.w = other.w;
  6974. return this;
  6975. };
  6976. /**
  6977. * Updates the current quaternion with the given float coordinates
  6978. * @param x defines the x coordinate
  6979. * @param y defines the y coordinate
  6980. * @param z defines the z coordinate
  6981. * @param w defines the w coordinate
  6982. * @returns the updated current quaternion
  6983. */
  6984. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6985. this.x = x;
  6986. this.y = y;
  6987. this.z = z;
  6988. this.w = w;
  6989. return this;
  6990. };
  6991. /**
  6992. * Updates the current quaternion from the given float coordinates
  6993. * @param x defines the x coordinate
  6994. * @param y defines the y coordinate
  6995. * @param z defines the z coordinate
  6996. * @param w defines the w coordinate
  6997. * @returns the updated current quaternion
  6998. */
  6999. Quaternion.prototype.set = function (x, y, z, w) {
  7000. return this.copyFromFloats(x, y, z, w);
  7001. };
  7002. /**
  7003. * Adds two quaternions
  7004. * @param other defines the second operand
  7005. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7006. */
  7007. Quaternion.prototype.add = function (other) {
  7008. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7009. };
  7010. /**
  7011. * Add a quaternion to the current one
  7012. * @param other defines the quaternion to add
  7013. * @returns the current quaternion
  7014. */
  7015. Quaternion.prototype.addInPlace = function (other) {
  7016. this.x += other.x;
  7017. this.y += other.y;
  7018. this.z += other.z;
  7019. this.w += other.w;
  7020. return this;
  7021. };
  7022. /**
  7023. * Subtract two quaternions
  7024. * @param other defines the second operand
  7025. * @returns a new quaternion as the subtraction result of the given one from the current one
  7026. */
  7027. Quaternion.prototype.subtract = function (other) {
  7028. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7029. };
  7030. /**
  7031. * Multiplies the current quaternion by a scale factor
  7032. * @param value defines the scale factor
  7033. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7034. */
  7035. Quaternion.prototype.scale = function (value) {
  7036. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7037. };
  7038. /**
  7039. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7040. * @param scale defines the scale factor
  7041. * @param result defines the Quaternion object where to store the result
  7042. * @returns the unmodified current quaternion
  7043. */
  7044. Quaternion.prototype.scaleToRef = function (scale, result) {
  7045. result.x = this.x * scale;
  7046. result.y = this.y * scale;
  7047. result.z = this.z * scale;
  7048. result.w = this.w * scale;
  7049. return this;
  7050. };
  7051. /**
  7052. * Multiplies in place the current quaternion by a scale factor
  7053. * @param value defines the scale factor
  7054. * @returns the current modified quaternion
  7055. */
  7056. Quaternion.prototype.scaleInPlace = function (value) {
  7057. this.x *= value;
  7058. this.y *= value;
  7059. this.z *= value;
  7060. this.w *= value;
  7061. return this;
  7062. };
  7063. /**
  7064. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7065. * @param scale defines the scale factor
  7066. * @param result defines the Quaternion object where to store the result
  7067. * @returns the unmodified current quaternion
  7068. */
  7069. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7070. result.x += this.x * scale;
  7071. result.y += this.y * scale;
  7072. result.z += this.z * scale;
  7073. result.w += this.w * scale;
  7074. return this;
  7075. };
  7076. /**
  7077. * Multiplies two quaternions
  7078. * @param q1 defines the second operand
  7079. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7080. */
  7081. Quaternion.prototype.multiply = function (q1) {
  7082. var result = new Quaternion(0, 0, 0, 1.0);
  7083. this.multiplyToRef(q1, result);
  7084. return result;
  7085. };
  7086. /**
  7087. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7088. * @param q1 defines the second operand
  7089. * @param result defines the target quaternion
  7090. * @returns the current quaternion
  7091. */
  7092. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7093. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7094. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7095. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7096. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7097. result.copyFromFloats(x, y, z, w);
  7098. return this;
  7099. };
  7100. /**
  7101. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7102. * @param q1 defines the second operand
  7103. * @returns the currentupdated quaternion
  7104. */
  7105. Quaternion.prototype.multiplyInPlace = function (q1) {
  7106. this.multiplyToRef(q1, this);
  7107. return this;
  7108. };
  7109. /**
  7110. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7111. * @param ref defines the target quaternion
  7112. * @returns the current quaternion
  7113. */
  7114. Quaternion.prototype.conjugateToRef = function (ref) {
  7115. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7116. return this;
  7117. };
  7118. /**
  7119. * Conjugates in place (1-q) the current quaternion
  7120. * @returns the current updated quaternion
  7121. */
  7122. Quaternion.prototype.conjugateInPlace = function () {
  7123. this.x *= -1;
  7124. this.y *= -1;
  7125. this.z *= -1;
  7126. return this;
  7127. };
  7128. /**
  7129. * Conjugates in place (1-q) the current quaternion
  7130. * @returns a new quaternion
  7131. */
  7132. Quaternion.prototype.conjugate = function () {
  7133. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7134. return result;
  7135. };
  7136. /**
  7137. * Gets length of current quaternion
  7138. * @returns the quaternion length (float)
  7139. */
  7140. Quaternion.prototype.length = function () {
  7141. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7142. };
  7143. /**
  7144. * Normalize in place the current quaternion
  7145. * @returns the current updated quaternion
  7146. */
  7147. Quaternion.prototype.normalize = function () {
  7148. var length = 1.0 / this.length();
  7149. this.x *= length;
  7150. this.y *= length;
  7151. this.z *= length;
  7152. this.w *= length;
  7153. return this;
  7154. };
  7155. /**
  7156. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7157. * @param order is a reserved parameter and is ignore for now
  7158. * @returns a new Vector3 containing the Euler angles
  7159. */
  7160. Quaternion.prototype.toEulerAngles = function (order) {
  7161. if (order === void 0) { order = "YZX"; }
  7162. var result = Vector3.Zero();
  7163. this.toEulerAnglesToRef(result, order);
  7164. return result;
  7165. };
  7166. /**
  7167. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7168. * @param result defines the vector which will be filled with the Euler angles
  7169. * @param order is a reserved parameter and is ignore for now
  7170. * @returns the current unchanged quaternion
  7171. */
  7172. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7173. if (order === void 0) { order = "YZX"; }
  7174. var qz = this.z;
  7175. var qx = this.x;
  7176. var qy = this.y;
  7177. var qw = this.w;
  7178. var sqw = qw * qw;
  7179. var sqz = qz * qz;
  7180. var sqx = qx * qx;
  7181. var sqy = qy * qy;
  7182. var zAxisY = qy * qz - qx * qw;
  7183. var limit = .4999999;
  7184. if (zAxisY < -limit) {
  7185. result.y = 2 * Math.atan2(qy, qw);
  7186. result.x = Math.PI / 2;
  7187. result.z = 0;
  7188. }
  7189. else if (zAxisY > limit) {
  7190. result.y = 2 * Math.atan2(qy, qw);
  7191. result.x = -Math.PI / 2;
  7192. result.z = 0;
  7193. }
  7194. else {
  7195. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7196. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7197. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7198. }
  7199. return this;
  7200. };
  7201. /**
  7202. * Updates the given rotation matrix with the current quaternion values
  7203. * @param result defines the target matrix
  7204. * @returns the current unchanged quaternion
  7205. */
  7206. Quaternion.prototype.toRotationMatrix = function (result) {
  7207. Matrix.FromQuaternionToRef(this, result);
  7208. return this;
  7209. };
  7210. /**
  7211. * Updates the current quaternion from the given rotation matrix values
  7212. * @param matrix defines the source matrix
  7213. * @returns the current updated quaternion
  7214. */
  7215. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7216. Quaternion.FromRotationMatrixToRef(matrix, this);
  7217. return this;
  7218. };
  7219. // Statics
  7220. /**
  7221. * Creates a new quaternion from a rotation matrix
  7222. * @param matrix defines the source matrix
  7223. * @returns a new quaternion created from the given rotation matrix values
  7224. */
  7225. Quaternion.FromRotationMatrix = function (matrix) {
  7226. var result = new Quaternion();
  7227. Quaternion.FromRotationMatrixToRef(matrix, result);
  7228. return result;
  7229. };
  7230. /**
  7231. * Updates the given quaternion with the given rotation matrix values
  7232. * @param matrix defines the source matrix
  7233. * @param result defines the target quaternion
  7234. */
  7235. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7236. var data = matrix.m;
  7237. var m11 = data[0], m12 = data[4], m13 = data[8];
  7238. var m21 = data[1], m22 = data[5], m23 = data[9];
  7239. var m31 = data[2], m32 = data[6], m33 = data[10];
  7240. var trace = m11 + m22 + m33;
  7241. var s;
  7242. if (trace > 0) {
  7243. s = 0.5 / Math.sqrt(trace + 1.0);
  7244. result.w = 0.25 / s;
  7245. result.x = (m32 - m23) * s;
  7246. result.y = (m13 - m31) * s;
  7247. result.z = (m21 - m12) * s;
  7248. }
  7249. else if (m11 > m22 && m11 > m33) {
  7250. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7251. result.w = (m32 - m23) / s;
  7252. result.x = 0.25 * s;
  7253. result.y = (m12 + m21) / s;
  7254. result.z = (m13 + m31) / s;
  7255. }
  7256. else if (m22 > m33) {
  7257. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7258. result.w = (m13 - m31) / s;
  7259. result.x = (m12 + m21) / s;
  7260. result.y = 0.25 * s;
  7261. result.z = (m23 + m32) / s;
  7262. }
  7263. else {
  7264. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7265. result.w = (m21 - m12) / s;
  7266. result.x = (m13 + m31) / s;
  7267. result.y = (m23 + m32) / s;
  7268. result.z = 0.25 * s;
  7269. }
  7270. };
  7271. /**
  7272. * Returns the dot product (float) between the quaternions "left" and "right"
  7273. * @param left defines the left operand
  7274. * @param right defines the right operand
  7275. * @returns the dot product
  7276. */
  7277. Quaternion.Dot = function (left, right) {
  7278. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7279. };
  7280. /**
  7281. * Checks if the two quaternions are close to each other
  7282. * @param quat0 defines the first quaternion to check
  7283. * @param quat1 defines the second quaternion to check
  7284. * @returns true if the two quaternions are close to each other
  7285. */
  7286. Quaternion.AreClose = function (quat0, quat1) {
  7287. var dot = Quaternion.Dot(quat0, quat1);
  7288. return dot >= 0;
  7289. };
  7290. /**
  7291. * Creates an empty quaternion
  7292. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7293. */
  7294. Quaternion.Zero = function () {
  7295. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7296. };
  7297. /**
  7298. * Inverse a given quaternion
  7299. * @param q defines the source quaternion
  7300. * @returns a new quaternion as the inverted current quaternion
  7301. */
  7302. Quaternion.Inverse = function (q) {
  7303. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7304. };
  7305. /**
  7306. * Inverse a given quaternion
  7307. * @param q defines the source quaternion
  7308. * @param result the quaternion the result will be stored in
  7309. * @returns the result quaternion
  7310. */
  7311. Quaternion.InverseToRef = function (q, result) {
  7312. result.set(-q.x, -q.y, -q.z, q.w);
  7313. return result;
  7314. };
  7315. /**
  7316. * Creates an identity quaternion
  7317. * @returns the identity quaternion
  7318. */
  7319. Quaternion.Identity = function () {
  7320. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7321. };
  7322. /**
  7323. * Gets a boolean indicating if the given quaternion is identity
  7324. * @param quaternion defines the quaternion to check
  7325. * @returns true if the quaternion is identity
  7326. */
  7327. Quaternion.IsIdentity = function (quaternion) {
  7328. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7329. };
  7330. /**
  7331. * Creates a quaternion from a rotation around an axis
  7332. * @param axis defines the axis to use
  7333. * @param angle defines the angle to use
  7334. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7335. */
  7336. Quaternion.RotationAxis = function (axis, angle) {
  7337. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7338. };
  7339. /**
  7340. * Creates a rotation around an axis and stores it into the given quaternion
  7341. * @param axis defines the axis to use
  7342. * @param angle defines the angle to use
  7343. * @param result defines the target quaternion
  7344. * @returns the target quaternion
  7345. */
  7346. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7347. var sin = Math.sin(angle / 2);
  7348. axis.normalize();
  7349. result.w = Math.cos(angle / 2);
  7350. result.x = axis.x * sin;
  7351. result.y = axis.y * sin;
  7352. result.z = axis.z * sin;
  7353. return result;
  7354. };
  7355. /**
  7356. * Creates a new quaternion from data stored into an array
  7357. * @param array defines the data source
  7358. * @param offset defines the offset in the source array where the data starts
  7359. * @returns a new quaternion
  7360. */
  7361. Quaternion.FromArray = function (array, offset) {
  7362. if (!offset) {
  7363. offset = 0;
  7364. }
  7365. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7366. };
  7367. /**
  7368. * Create a quaternion from Euler rotation angles
  7369. * @param x Pitch
  7370. * @param y Yaw
  7371. * @param z Roll
  7372. * @returns the new Quaternion
  7373. */
  7374. Quaternion.FromEulerAngles = function (x, y, z) {
  7375. var q = new Quaternion();
  7376. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7377. return q;
  7378. };
  7379. /**
  7380. * Updates a quaternion from Euler rotation angles
  7381. * @param x Pitch
  7382. * @param y Yaw
  7383. * @param z Roll
  7384. * @param result the quaternion to store the result
  7385. * @returns the updated quaternion
  7386. */
  7387. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7388. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7389. return result;
  7390. };
  7391. /**
  7392. * Create a quaternion from Euler rotation vector
  7393. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7394. * @returns the new Quaternion
  7395. */
  7396. Quaternion.FromEulerVector = function (vec) {
  7397. var q = new Quaternion();
  7398. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7399. return q;
  7400. };
  7401. /**
  7402. * Updates a quaternion from Euler rotation vector
  7403. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7404. * @param result the quaternion to store the result
  7405. * @returns the updated quaternion
  7406. */
  7407. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7408. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7409. return result;
  7410. };
  7411. /**
  7412. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7413. * @param yaw defines the rotation around Y axis
  7414. * @param pitch defines the rotation around X axis
  7415. * @param roll defines the rotation around Z axis
  7416. * @returns the new quaternion
  7417. */
  7418. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7419. var q = new Quaternion();
  7420. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7421. return q;
  7422. };
  7423. /**
  7424. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7425. * @param yaw defines the rotation around Y axis
  7426. * @param pitch defines the rotation around X axis
  7427. * @param roll defines the rotation around Z axis
  7428. * @param result defines the target quaternion
  7429. */
  7430. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7431. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7432. var halfRoll = roll * 0.5;
  7433. var halfPitch = pitch * 0.5;
  7434. var halfYaw = yaw * 0.5;
  7435. var sinRoll = Math.sin(halfRoll);
  7436. var cosRoll = Math.cos(halfRoll);
  7437. var sinPitch = Math.sin(halfPitch);
  7438. var cosPitch = Math.cos(halfPitch);
  7439. var sinYaw = Math.sin(halfYaw);
  7440. var cosYaw = Math.cos(halfYaw);
  7441. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7442. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7443. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7444. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7445. };
  7446. /**
  7447. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7448. * @param alpha defines the rotation around first axis
  7449. * @param beta defines the rotation around second axis
  7450. * @param gamma defines the rotation around third axis
  7451. * @returns the new quaternion
  7452. */
  7453. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7454. var result = new Quaternion();
  7455. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7456. return result;
  7457. };
  7458. /**
  7459. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7460. * @param alpha defines the rotation around first axis
  7461. * @param beta defines the rotation around second axis
  7462. * @param gamma defines the rotation around third axis
  7463. * @param result defines the target quaternion
  7464. */
  7465. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7466. // Produces a quaternion from Euler angles in the z-x-z orientation
  7467. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7468. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7469. var halfBeta = beta * 0.5;
  7470. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7471. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7472. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7473. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7474. };
  7475. /**
  7476. * 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)
  7477. * @param axis1 defines the first axis
  7478. * @param axis2 defines the second axis
  7479. * @param axis3 defines the third axis
  7480. * @returns the new quaternion
  7481. */
  7482. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7483. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7484. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7485. return quat;
  7486. };
  7487. /**
  7488. * 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
  7489. * @param axis1 defines the first axis
  7490. * @param axis2 defines the second axis
  7491. * @param axis3 defines the third axis
  7492. * @param ref defines the target quaternion
  7493. */
  7494. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7495. var rotMat = MathTmp.Matrix[0];
  7496. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7497. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7498. };
  7499. /**
  7500. * Interpolates between two quaternions
  7501. * @param left defines first quaternion
  7502. * @param right defines second quaternion
  7503. * @param amount defines the gradient to use
  7504. * @returns the new interpolated quaternion
  7505. */
  7506. Quaternion.Slerp = function (left, right, amount) {
  7507. var result = Quaternion.Identity();
  7508. Quaternion.SlerpToRef(left, right, amount, result);
  7509. return result;
  7510. };
  7511. /**
  7512. * Interpolates between two quaternions and stores it into a target quaternion
  7513. * @param left defines first quaternion
  7514. * @param right defines second quaternion
  7515. * @param amount defines the gradient to use
  7516. * @param result defines the target quaternion
  7517. */
  7518. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7519. var num2;
  7520. var num3;
  7521. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7522. var flag = false;
  7523. if (num4 < 0) {
  7524. flag = true;
  7525. num4 = -num4;
  7526. }
  7527. if (num4 > 0.999999) {
  7528. num3 = 1 - amount;
  7529. num2 = flag ? -amount : amount;
  7530. }
  7531. else {
  7532. var num5 = Math.acos(num4);
  7533. var num6 = (1.0 / Math.sin(num5));
  7534. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7535. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7536. }
  7537. result.x = (num3 * left.x) + (num2 * right.x);
  7538. result.y = (num3 * left.y) + (num2 * right.y);
  7539. result.z = (num3 * left.z) + (num2 * right.z);
  7540. result.w = (num3 * left.w) + (num2 * right.w);
  7541. };
  7542. /**
  7543. * Interpolate between two quaternions using Hermite interpolation
  7544. * @param value1 defines first quaternion
  7545. * @param tangent1 defines the incoming tangent
  7546. * @param value2 defines second quaternion
  7547. * @param tangent2 defines the outgoing tangent
  7548. * @param amount defines the target quaternion
  7549. * @returns the new interpolated quaternion
  7550. */
  7551. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7552. var squared = amount * amount;
  7553. var cubed = amount * squared;
  7554. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7555. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7556. var part3 = (cubed - (2.0 * squared)) + amount;
  7557. var part4 = cubed - squared;
  7558. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7559. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7560. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7561. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7562. return new Quaternion(x, y, z, w);
  7563. };
  7564. return Quaternion;
  7565. }());
  7566. BABYLON.Quaternion = Quaternion;
  7567. /**
  7568. * Class used to store matrix data (4x4)
  7569. */
  7570. var Matrix = /** @class */ (function () {
  7571. /**
  7572. * Creates an empty matrix (filled with zeros)
  7573. */
  7574. function Matrix() {
  7575. this._isIdentity = false;
  7576. this._isIdentityDirty = true;
  7577. this._isIdentity3x2 = true;
  7578. this._isIdentity3x2Dirty = true;
  7579. this._m = new Float32Array(16);
  7580. this._updateIdentityStatus(false);
  7581. }
  7582. Object.defineProperty(Matrix.prototype, "m", {
  7583. /**
  7584. * Gets the internal data of the matrix
  7585. */
  7586. get: function () { return this._m; },
  7587. enumerable: true,
  7588. configurable: true
  7589. });
  7590. /** @hidden */
  7591. Matrix.prototype._markAsUpdated = function () {
  7592. this.updateFlag = Matrix._updateFlagSeed++;
  7593. this._isIdentity = false;
  7594. this._isIdentity3x2 = false;
  7595. this._isIdentityDirty = true;
  7596. this._isIdentity3x2Dirty = true;
  7597. };
  7598. /** @hidden */
  7599. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7600. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7601. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7602. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7603. this.updateFlag = Matrix._updateFlagSeed++;
  7604. this._isIdentity = isIdentity;
  7605. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7606. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7607. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7608. };
  7609. // Properties
  7610. /**
  7611. * Check if the current matrix is identity
  7612. * @returns true is the matrix is the identity matrix
  7613. */
  7614. Matrix.prototype.isIdentity = function () {
  7615. if (this._isIdentityDirty) {
  7616. this._isIdentityDirty = false;
  7617. var m = this._m;
  7618. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7619. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7620. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7621. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7622. }
  7623. return this._isIdentity;
  7624. };
  7625. /**
  7626. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7627. * @returns true is the matrix is the identity matrix
  7628. */
  7629. Matrix.prototype.isIdentityAs3x2 = function () {
  7630. if (this._isIdentity3x2Dirty) {
  7631. this._isIdentity3x2Dirty = false;
  7632. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7633. this._isIdentity3x2 = false;
  7634. }
  7635. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7636. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7637. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7638. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7639. this._isIdentity3x2 = false;
  7640. }
  7641. else {
  7642. this._isIdentity3x2 = true;
  7643. }
  7644. }
  7645. return this._isIdentity3x2;
  7646. };
  7647. /**
  7648. * Gets the determinant of the matrix
  7649. * @returns the matrix determinant
  7650. */
  7651. Matrix.prototype.determinant = function () {
  7652. if (this._isIdentity === true) {
  7653. return 1;
  7654. }
  7655. var m = this._m;
  7656. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7657. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7658. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7659. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7660. // https://en.wikipedia.org/wiki/Laplace_expansion
  7661. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7662. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7663. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7664. // where
  7665. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7666. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7667. //
  7668. // Here we do that for the 1st row.
  7669. var det_22_33 = m22 * m33 - m32 * m23;
  7670. var det_21_33 = m21 * m33 - m31 * m23;
  7671. var det_21_32 = m21 * m32 - m31 * m22;
  7672. var det_20_33 = m20 * m33 - m30 * m23;
  7673. var det_20_32 = m20 * m32 - m22 * m30;
  7674. var det_20_31 = m20 * m31 - m30 * m21;
  7675. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7676. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7677. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7678. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7679. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7680. };
  7681. // Methods
  7682. /**
  7683. * Returns the matrix as a Float32Array
  7684. * @returns the matrix underlying array
  7685. */
  7686. Matrix.prototype.toArray = function () {
  7687. return this._m;
  7688. };
  7689. /**
  7690. * Returns the matrix as a Float32Array
  7691. * @returns the matrix underlying array.
  7692. */
  7693. Matrix.prototype.asArray = function () {
  7694. return this._m;
  7695. };
  7696. /**
  7697. * Inverts the current matrix in place
  7698. * @returns the current inverted matrix
  7699. */
  7700. Matrix.prototype.invert = function () {
  7701. this.invertToRef(this);
  7702. return this;
  7703. };
  7704. /**
  7705. * Sets all the matrix elements to zero
  7706. * @returns the current matrix
  7707. */
  7708. Matrix.prototype.reset = function () {
  7709. 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);
  7710. this._updateIdentityStatus(false);
  7711. return this;
  7712. };
  7713. /**
  7714. * Adds the current matrix with a second one
  7715. * @param other defines the matrix to add
  7716. * @returns a new matrix as the addition of the current matrix and the given one
  7717. */
  7718. Matrix.prototype.add = function (other) {
  7719. var result = new Matrix();
  7720. this.addToRef(other, result);
  7721. return result;
  7722. };
  7723. /**
  7724. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7725. * @param other defines the matrix to add
  7726. * @param result defines the target matrix
  7727. * @returns the current matrix
  7728. */
  7729. Matrix.prototype.addToRef = function (other, result) {
  7730. var m = this._m;
  7731. var resultM = result._m;
  7732. var otherM = other.m;
  7733. for (var index = 0; index < 16; index++) {
  7734. resultM[index] = m[index] + otherM[index];
  7735. }
  7736. result._markAsUpdated();
  7737. return this;
  7738. };
  7739. /**
  7740. * Adds in place the given matrix to the current matrix
  7741. * @param other defines the second operand
  7742. * @returns the current updated matrix
  7743. */
  7744. Matrix.prototype.addToSelf = function (other) {
  7745. var m = this._m;
  7746. var otherM = other.m;
  7747. for (var index = 0; index < 16; index++) {
  7748. m[index] += otherM[index];
  7749. }
  7750. this._markAsUpdated();
  7751. return this;
  7752. };
  7753. /**
  7754. * Sets the given matrix to the current inverted Matrix
  7755. * @param other defines the target matrix
  7756. * @returns the unmodified current matrix
  7757. */
  7758. Matrix.prototype.invertToRef = function (other) {
  7759. if (this._isIdentity === true) {
  7760. Matrix.IdentityToRef(other);
  7761. return this;
  7762. }
  7763. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7764. var m = this._m;
  7765. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7766. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7767. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7768. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7769. var det_22_33 = m22 * m33 - m32 * m23;
  7770. var det_21_33 = m21 * m33 - m31 * m23;
  7771. var det_21_32 = m21 * m32 - m31 * m22;
  7772. var det_20_33 = m20 * m33 - m30 * m23;
  7773. var det_20_32 = m20 * m32 - m22 * m30;
  7774. var det_20_31 = m20 * m31 - m30 * m21;
  7775. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7776. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7777. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7778. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7779. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7780. if (det === 0) {
  7781. // not invertible
  7782. other.copyFrom(this);
  7783. return this;
  7784. }
  7785. var detInv = 1 / det;
  7786. var det_12_33 = m12 * m33 - m32 * m13;
  7787. var det_11_33 = m11 * m33 - m31 * m13;
  7788. var det_11_32 = m11 * m32 - m31 * m12;
  7789. var det_10_33 = m10 * m33 - m30 * m13;
  7790. var det_10_32 = m10 * m32 - m30 * m12;
  7791. var det_10_31 = m10 * m31 - m30 * m11;
  7792. var det_12_23 = m12 * m23 - m22 * m13;
  7793. var det_11_23 = m11 * m23 - m21 * m13;
  7794. var det_11_22 = m11 * m22 - m21 * m12;
  7795. var det_10_23 = m10 * m23 - m20 * m13;
  7796. var det_10_22 = m10 * m22 - m20 * m12;
  7797. var det_10_21 = m10 * m21 - m20 * m11;
  7798. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7799. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7800. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7801. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7802. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7803. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7804. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7805. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7806. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7807. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7808. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7809. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7810. 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);
  7811. return this;
  7812. };
  7813. /**
  7814. * add a value at the specified position in the current Matrix
  7815. * @param index the index of the value within the matrix. between 0 and 15.
  7816. * @param value the value to be added
  7817. * @returns the current updated matrix
  7818. */
  7819. Matrix.prototype.addAtIndex = function (index, value) {
  7820. this._m[index] += value;
  7821. this._markAsUpdated();
  7822. return this;
  7823. };
  7824. /**
  7825. * mutiply the specified position in the current Matrix by a value
  7826. * @param index the index of the value within the matrix. between 0 and 15.
  7827. * @param value the value to be added
  7828. * @returns the current updated matrix
  7829. */
  7830. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7831. this._m[index] *= value;
  7832. this._markAsUpdated();
  7833. return this;
  7834. };
  7835. /**
  7836. * Inserts the translation vector (using 3 floats) in the current matrix
  7837. * @param x defines the 1st component of the translation
  7838. * @param y defines the 2nd component of the translation
  7839. * @param z defines the 3rd component of the translation
  7840. * @returns the current updated matrix
  7841. */
  7842. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7843. this._m[12] = x;
  7844. this._m[13] = y;
  7845. this._m[14] = z;
  7846. this._markAsUpdated();
  7847. return this;
  7848. };
  7849. /**
  7850. * Inserts the translation vector in the current matrix
  7851. * @param vector3 defines the translation to insert
  7852. * @returns the current updated matrix
  7853. */
  7854. Matrix.prototype.setTranslation = function (vector3) {
  7855. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7856. };
  7857. /**
  7858. * Gets the translation value of the current matrix
  7859. * @returns a new Vector3 as the extracted translation from the matrix
  7860. */
  7861. Matrix.prototype.getTranslation = function () {
  7862. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7863. };
  7864. /**
  7865. * Fill a Vector3 with the extracted translation from the matrix
  7866. * @param result defines the Vector3 where to store the translation
  7867. * @returns the current matrix
  7868. */
  7869. Matrix.prototype.getTranslationToRef = function (result) {
  7870. result.x = this._m[12];
  7871. result.y = this._m[13];
  7872. result.z = this._m[14];
  7873. return this;
  7874. };
  7875. /**
  7876. * Remove rotation and scaling part from the matrix
  7877. * @returns the updated matrix
  7878. */
  7879. Matrix.prototype.removeRotationAndScaling = function () {
  7880. var m = this.m;
  7881. 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);
  7882. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7883. return this;
  7884. };
  7885. /**
  7886. * Multiply two matrices
  7887. * @param other defines the second operand
  7888. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7889. */
  7890. Matrix.prototype.multiply = function (other) {
  7891. var result = new Matrix();
  7892. this.multiplyToRef(other, result);
  7893. return result;
  7894. };
  7895. /**
  7896. * Copy the current matrix from the given one
  7897. * @param other defines the source matrix
  7898. * @returns the current updated matrix
  7899. */
  7900. Matrix.prototype.copyFrom = function (other) {
  7901. other.copyToArray(this._m);
  7902. var o = other;
  7903. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7904. return this;
  7905. };
  7906. /**
  7907. * Populates the given array from the starting index with the current matrix values
  7908. * @param array defines the target array
  7909. * @param offset defines the offset in the target array where to start storing values
  7910. * @returns the current matrix
  7911. */
  7912. Matrix.prototype.copyToArray = function (array, offset) {
  7913. if (offset === void 0) { offset = 0; }
  7914. for (var index = 0; index < 16; index++) {
  7915. array[offset + index] = this._m[index];
  7916. }
  7917. return this;
  7918. };
  7919. /**
  7920. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7921. * @param other defines the second operand
  7922. * @param result defines the matrix where to store the multiplication
  7923. * @returns the current matrix
  7924. */
  7925. Matrix.prototype.multiplyToRef = function (other, result) {
  7926. if (this._isIdentity) {
  7927. result.copyFrom(other);
  7928. return this;
  7929. }
  7930. if (other._isIdentity) {
  7931. result.copyFrom(this);
  7932. return this;
  7933. }
  7934. this.multiplyToArray(other, result._m, 0);
  7935. result._markAsUpdated();
  7936. return this;
  7937. };
  7938. /**
  7939. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7940. * @param other defines the second operand
  7941. * @param result defines the array where to store the multiplication
  7942. * @param offset defines the offset in the target array where to start storing values
  7943. * @returns the current matrix
  7944. */
  7945. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7946. var m = this._m;
  7947. var otherM = other.m;
  7948. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7949. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7950. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7951. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7952. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7953. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7954. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7955. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7956. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7957. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7958. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7959. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7960. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7961. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7962. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7963. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7964. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7965. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7966. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7967. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7968. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7969. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7970. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7971. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7972. return this;
  7973. };
  7974. /**
  7975. * Check equality between this matrix and a second one
  7976. * @param value defines the second matrix to compare
  7977. * @returns true is the current matrix and the given one values are strictly equal
  7978. */
  7979. Matrix.prototype.equals = function (value) {
  7980. var other = value;
  7981. if (!other) {
  7982. return false;
  7983. }
  7984. if (this._isIdentity || other._isIdentity) {
  7985. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  7986. return this._isIdentity && other._isIdentity;
  7987. }
  7988. }
  7989. var m = this.m;
  7990. var om = other.m;
  7991. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  7992. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  7993. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  7994. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  7995. };
  7996. /**
  7997. * Clone the current matrix
  7998. * @returns a new matrix from the current matrix
  7999. */
  8000. Matrix.prototype.clone = function () {
  8001. var matrix = new Matrix();
  8002. matrix.copyFrom(this);
  8003. return matrix;
  8004. };
  8005. /**
  8006. * Returns the name of the current matrix class
  8007. * @returns the string "Matrix"
  8008. */
  8009. Matrix.prototype.getClassName = function () {
  8010. return "Matrix";
  8011. };
  8012. /**
  8013. * Gets the hash code of the current matrix
  8014. * @returns the hash code
  8015. */
  8016. Matrix.prototype.getHashCode = function () {
  8017. var hash = this._m[0] || 0;
  8018. for (var i = 1; i < 16; i++) {
  8019. hash = (hash * 397) ^ (this._m[i] || 0);
  8020. }
  8021. return hash;
  8022. };
  8023. /**
  8024. * Decomposes the current Matrix into a translation, rotation and scaling components
  8025. * @param scale defines the scale vector3 given as a reference to update
  8026. * @param rotation defines the rotation quaternion given as a reference to update
  8027. * @param translation defines the translation vector3 given as a reference to update
  8028. * @returns true if operation was successful
  8029. */
  8030. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8031. if (this._isIdentity) {
  8032. if (translation) {
  8033. translation.setAll(0);
  8034. }
  8035. if (scale) {
  8036. scale.setAll(1);
  8037. }
  8038. if (rotation) {
  8039. rotation.copyFromFloats(0, 0, 0, 1);
  8040. }
  8041. return true;
  8042. }
  8043. var m = this._m;
  8044. if (translation) {
  8045. translation.copyFromFloats(m[12], m[13], m[14]);
  8046. }
  8047. scale = scale || MathTmp.Vector3[0];
  8048. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8049. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8050. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8051. if (this.determinant() <= 0) {
  8052. scale.y *= -1;
  8053. }
  8054. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8055. if (rotation) {
  8056. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8057. }
  8058. return false;
  8059. }
  8060. if (rotation) {
  8061. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8062. 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]);
  8063. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8064. }
  8065. return true;
  8066. };
  8067. /**
  8068. * Gets specific row of the matrix
  8069. * @param index defines the number of the row to get
  8070. * @returns the index-th row of the current matrix as a new Vector4
  8071. */
  8072. Matrix.prototype.getRow = function (index) {
  8073. if (index < 0 || index > 3) {
  8074. return null;
  8075. }
  8076. var i = index * 4;
  8077. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8078. };
  8079. /**
  8080. * Sets the index-th row of the current matrix to the vector4 values
  8081. * @param index defines the number of the row to set
  8082. * @param row defines the target vector4
  8083. * @returns the updated current matrix
  8084. */
  8085. Matrix.prototype.setRow = function (index, row) {
  8086. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8087. };
  8088. /**
  8089. * Compute the transpose of the matrix
  8090. * @returns the new transposed matrix
  8091. */
  8092. Matrix.prototype.transpose = function () {
  8093. return Matrix.Transpose(this);
  8094. };
  8095. /**
  8096. * Compute the transpose of the matrix and store it in a given matrix
  8097. * @param result defines the target matrix
  8098. * @returns the current matrix
  8099. */
  8100. Matrix.prototype.transposeToRef = function (result) {
  8101. Matrix.TransposeToRef(this, result);
  8102. return this;
  8103. };
  8104. /**
  8105. * Sets the index-th row of the current matrix with the given 4 x float values
  8106. * @param index defines the row index
  8107. * @param x defines the x component to set
  8108. * @param y defines the y component to set
  8109. * @param z defines the z component to set
  8110. * @param w defines the w component to set
  8111. * @returns the updated current matrix
  8112. */
  8113. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8114. if (index < 0 || index > 3) {
  8115. return this;
  8116. }
  8117. var i = index * 4;
  8118. this._m[i + 0] = x;
  8119. this._m[i + 1] = y;
  8120. this._m[i + 2] = z;
  8121. this._m[i + 3] = w;
  8122. this._markAsUpdated();
  8123. return this;
  8124. };
  8125. /**
  8126. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8127. * @param scale defines the scale factor
  8128. * @returns a new matrix
  8129. */
  8130. Matrix.prototype.scale = function (scale) {
  8131. var result = new Matrix();
  8132. this.scaleToRef(scale, result);
  8133. return result;
  8134. };
  8135. /**
  8136. * Scale the current matrix values by a factor to a given result matrix
  8137. * @param scale defines the scale factor
  8138. * @param result defines the matrix to store the result
  8139. * @returns the current matrix
  8140. */
  8141. Matrix.prototype.scaleToRef = function (scale, result) {
  8142. for (var index = 0; index < 16; index++) {
  8143. result._m[index] = this._m[index] * scale;
  8144. }
  8145. result._markAsUpdated();
  8146. return this;
  8147. };
  8148. /**
  8149. * Scale the current matrix values by a factor and add the result to a given matrix
  8150. * @param scale defines the scale factor
  8151. * @param result defines the Matrix to store the result
  8152. * @returns the current matrix
  8153. */
  8154. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8155. for (var index = 0; index < 16; index++) {
  8156. result._m[index] += this._m[index] * scale;
  8157. }
  8158. result._markAsUpdated();
  8159. return this;
  8160. };
  8161. /**
  8162. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8163. * @param ref matrix to store the result
  8164. */
  8165. Matrix.prototype.toNormalMatrix = function (ref) {
  8166. var tmp = MathTmp.Matrix[0];
  8167. this.invertToRef(tmp);
  8168. tmp.transposeToRef(ref);
  8169. var m = ref._m;
  8170. 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);
  8171. };
  8172. /**
  8173. * Gets only rotation part of the current matrix
  8174. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8175. */
  8176. Matrix.prototype.getRotationMatrix = function () {
  8177. var result = new Matrix();
  8178. this.getRotationMatrixToRef(result);
  8179. return result;
  8180. };
  8181. /**
  8182. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8183. * @param result defines the target matrix to store data to
  8184. * @returns the current matrix
  8185. */
  8186. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8187. var scale = MathTmp.Vector3[0];
  8188. if (!this.decompose(scale)) {
  8189. Matrix.IdentityToRef(result);
  8190. return this;
  8191. }
  8192. var m = this._m;
  8193. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8194. 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);
  8195. return this;
  8196. };
  8197. /**
  8198. * Toggles model matrix from being right handed to left handed in place and vice versa
  8199. */
  8200. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8201. var m = this._m;
  8202. m[2] *= -1;
  8203. m[6] *= -1;
  8204. m[8] *= -1;
  8205. m[9] *= -1;
  8206. m[14] *= -1;
  8207. this._markAsUpdated();
  8208. };
  8209. /**
  8210. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8211. */
  8212. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8213. var m = this._m;
  8214. m[8] *= -1;
  8215. m[9] *= -1;
  8216. m[10] *= -1;
  8217. m[11] *= -1;
  8218. this._markAsUpdated();
  8219. };
  8220. // Statics
  8221. /**
  8222. * Creates a matrix from an array
  8223. * @param array defines the source array
  8224. * @param offset defines an offset in the source array
  8225. * @returns a new Matrix set from the starting index of the given array
  8226. */
  8227. Matrix.FromArray = function (array, offset) {
  8228. if (offset === void 0) { offset = 0; }
  8229. var result = new Matrix();
  8230. Matrix.FromArrayToRef(array, offset, result);
  8231. return result;
  8232. };
  8233. /**
  8234. * Copy the content of an array into a given matrix
  8235. * @param array defines the source array
  8236. * @param offset defines an offset in the source array
  8237. * @param result defines the target matrix
  8238. */
  8239. Matrix.FromArrayToRef = function (array, offset, result) {
  8240. for (var index = 0; index < 16; index++) {
  8241. result._m[index] = array[index + offset];
  8242. }
  8243. result._markAsUpdated();
  8244. };
  8245. /**
  8246. * Stores an array into a matrix after having multiplied each component by a given factor
  8247. * @param array defines the source array
  8248. * @param offset defines the offset in the source array
  8249. * @param scale defines the scaling factor
  8250. * @param result defines the target matrix
  8251. */
  8252. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8253. for (var index = 0; index < 16; index++) {
  8254. result._m[index] = array[index + offset] * scale;
  8255. }
  8256. result._markAsUpdated();
  8257. };
  8258. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8259. /**
  8260. * Gets an identity matrix that must not be updated
  8261. */
  8262. get: function () {
  8263. return Matrix._identityReadOnly;
  8264. },
  8265. enumerable: true,
  8266. configurable: true
  8267. });
  8268. /**
  8269. * Stores a list of values (16) inside a given matrix
  8270. * @param initialM11 defines 1st value of 1st row
  8271. * @param initialM12 defines 2nd value of 1st row
  8272. * @param initialM13 defines 3rd value of 1st row
  8273. * @param initialM14 defines 4th value of 1st row
  8274. * @param initialM21 defines 1st value of 2nd row
  8275. * @param initialM22 defines 2nd value of 2nd row
  8276. * @param initialM23 defines 3rd value of 2nd row
  8277. * @param initialM24 defines 4th value of 2nd row
  8278. * @param initialM31 defines 1st value of 3rd row
  8279. * @param initialM32 defines 2nd value of 3rd row
  8280. * @param initialM33 defines 3rd value of 3rd row
  8281. * @param initialM34 defines 4th value of 3rd row
  8282. * @param initialM41 defines 1st value of 4th row
  8283. * @param initialM42 defines 2nd value of 4th row
  8284. * @param initialM43 defines 3rd value of 4th row
  8285. * @param initialM44 defines 4th value of 4th row
  8286. * @param result defines the target matrix
  8287. */
  8288. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8289. var m = result._m;
  8290. m[0] = initialM11;
  8291. m[1] = initialM12;
  8292. m[2] = initialM13;
  8293. m[3] = initialM14;
  8294. m[4] = initialM21;
  8295. m[5] = initialM22;
  8296. m[6] = initialM23;
  8297. m[7] = initialM24;
  8298. m[8] = initialM31;
  8299. m[9] = initialM32;
  8300. m[10] = initialM33;
  8301. m[11] = initialM34;
  8302. m[12] = initialM41;
  8303. m[13] = initialM42;
  8304. m[14] = initialM43;
  8305. m[15] = initialM44;
  8306. result._markAsUpdated();
  8307. };
  8308. /**
  8309. * Creates new matrix from a list of values (16)
  8310. * @param initialM11 defines 1st value of 1st row
  8311. * @param initialM12 defines 2nd value of 1st row
  8312. * @param initialM13 defines 3rd value of 1st row
  8313. * @param initialM14 defines 4th value of 1st row
  8314. * @param initialM21 defines 1st value of 2nd row
  8315. * @param initialM22 defines 2nd value of 2nd row
  8316. * @param initialM23 defines 3rd value of 2nd row
  8317. * @param initialM24 defines 4th value of 2nd row
  8318. * @param initialM31 defines 1st value of 3rd row
  8319. * @param initialM32 defines 2nd value of 3rd row
  8320. * @param initialM33 defines 3rd value of 3rd row
  8321. * @param initialM34 defines 4th value of 3rd row
  8322. * @param initialM41 defines 1st value of 4th row
  8323. * @param initialM42 defines 2nd value of 4th row
  8324. * @param initialM43 defines 3rd value of 4th row
  8325. * @param initialM44 defines 4th value of 4th row
  8326. * @returns the new matrix
  8327. */
  8328. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8329. var result = new Matrix();
  8330. var m = result._m;
  8331. m[0] = initialM11;
  8332. m[1] = initialM12;
  8333. m[2] = initialM13;
  8334. m[3] = initialM14;
  8335. m[4] = initialM21;
  8336. m[5] = initialM22;
  8337. m[6] = initialM23;
  8338. m[7] = initialM24;
  8339. m[8] = initialM31;
  8340. m[9] = initialM32;
  8341. m[10] = initialM33;
  8342. m[11] = initialM34;
  8343. m[12] = initialM41;
  8344. m[13] = initialM42;
  8345. m[14] = initialM43;
  8346. m[15] = initialM44;
  8347. result._markAsUpdated();
  8348. return result;
  8349. };
  8350. /**
  8351. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8352. * @param scale defines the scale vector3
  8353. * @param rotation defines the rotation quaternion
  8354. * @param translation defines the translation vector3
  8355. * @returns a new matrix
  8356. */
  8357. Matrix.Compose = function (scale, rotation, translation) {
  8358. var result = new Matrix();
  8359. Matrix.ComposeToRef(scale, rotation, translation, result);
  8360. return result;
  8361. };
  8362. /**
  8363. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8364. * @param scale defines the scale vector3
  8365. * @param rotation defines the rotation quaternion
  8366. * @param translation defines the translation vector3
  8367. * @param result defines the target matrix
  8368. */
  8369. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8370. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8371. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8372. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8373. result.setTranslation(translation);
  8374. };
  8375. /**
  8376. * Creates a new identity matrix
  8377. * @returns a new identity matrix
  8378. */
  8379. Matrix.Identity = function () {
  8380. 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);
  8381. identity._updateIdentityStatus(true);
  8382. return identity;
  8383. };
  8384. /**
  8385. * Creates a new identity matrix and stores the result in a given matrix
  8386. * @param result defines the target matrix
  8387. */
  8388. Matrix.IdentityToRef = function (result) {
  8389. 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);
  8390. result._updateIdentityStatus(true);
  8391. };
  8392. /**
  8393. * Creates a new zero matrix
  8394. * @returns a new zero matrix
  8395. */
  8396. Matrix.Zero = function () {
  8397. 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);
  8398. zero._updateIdentityStatus(false);
  8399. return zero;
  8400. };
  8401. /**
  8402. * Creates a new rotation matrix for "angle" radians around the X axis
  8403. * @param angle defines the angle (in radians) to use
  8404. * @return the new matrix
  8405. */
  8406. Matrix.RotationX = function (angle) {
  8407. var result = new Matrix();
  8408. Matrix.RotationXToRef(angle, result);
  8409. return result;
  8410. };
  8411. /**
  8412. * Creates a new matrix as the invert of a given matrix
  8413. * @param source defines the source matrix
  8414. * @returns the new matrix
  8415. */
  8416. Matrix.Invert = function (source) {
  8417. var result = new Matrix();
  8418. source.invertToRef(result);
  8419. return result;
  8420. };
  8421. /**
  8422. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8423. * @param angle defines the angle (in radians) to use
  8424. * @param result defines the target matrix
  8425. */
  8426. Matrix.RotationXToRef = function (angle, result) {
  8427. var s = Math.sin(angle);
  8428. var c = Math.cos(angle);
  8429. 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);
  8430. result._updateIdentityStatus(c === 1 && s === 0);
  8431. };
  8432. /**
  8433. * Creates a new rotation matrix for "angle" radians around the Y axis
  8434. * @param angle defines the angle (in radians) to use
  8435. * @return the new matrix
  8436. */
  8437. Matrix.RotationY = function (angle) {
  8438. var result = new Matrix();
  8439. Matrix.RotationYToRef(angle, result);
  8440. return result;
  8441. };
  8442. /**
  8443. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8444. * @param angle defines the angle (in radians) to use
  8445. * @param result defines the target matrix
  8446. */
  8447. Matrix.RotationYToRef = function (angle, result) {
  8448. var s = Math.sin(angle);
  8449. var c = Math.cos(angle);
  8450. 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);
  8451. result._updateIdentityStatus(c === 1 && s === 0);
  8452. };
  8453. /**
  8454. * Creates a new rotation matrix for "angle" radians around the Z axis
  8455. * @param angle defines the angle (in radians) to use
  8456. * @return the new matrix
  8457. */
  8458. Matrix.RotationZ = function (angle) {
  8459. var result = new Matrix();
  8460. Matrix.RotationZToRef(angle, result);
  8461. return result;
  8462. };
  8463. /**
  8464. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8465. * @param angle defines the angle (in radians) to use
  8466. * @param result defines the target matrix
  8467. */
  8468. Matrix.RotationZToRef = function (angle, result) {
  8469. var s = Math.sin(angle);
  8470. var c = Math.cos(angle);
  8471. 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);
  8472. result._updateIdentityStatus(c === 1 && s === 0);
  8473. };
  8474. /**
  8475. * Creates a new rotation matrix for "angle" radians around the given axis
  8476. * @param axis defines the axis to use
  8477. * @param angle defines the angle (in radians) to use
  8478. * @return the new matrix
  8479. */
  8480. Matrix.RotationAxis = function (axis, angle) {
  8481. var result = new Matrix();
  8482. Matrix.RotationAxisToRef(axis, angle, result);
  8483. return result;
  8484. };
  8485. /**
  8486. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8487. * @param axis defines the axis to use
  8488. * @param angle defines the angle (in radians) to use
  8489. * @param result defines the target matrix
  8490. */
  8491. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8492. var s = Math.sin(-angle);
  8493. var c = Math.cos(-angle);
  8494. var c1 = 1 - c;
  8495. axis.normalize();
  8496. var m = result._m;
  8497. m[0] = (axis.x * axis.x) * c1 + c;
  8498. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8499. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8500. m[3] = 0.0;
  8501. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8502. m[5] = (axis.y * axis.y) * c1 + c;
  8503. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8504. m[7] = 0.0;
  8505. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8506. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8507. m[10] = (axis.z * axis.z) * c1 + c;
  8508. m[11] = 0.0;
  8509. m[12] = 0.0;
  8510. m[13] = 0.0;
  8511. m[14] = 0.0;
  8512. m[15] = 1.0;
  8513. result._markAsUpdated();
  8514. };
  8515. /**
  8516. * Creates a rotation matrix
  8517. * @param yaw defines the yaw angle in radians (Y axis)
  8518. * @param pitch defines the pitch angle in radians (X axis)
  8519. * @param roll defines the roll angle in radians (X axis)
  8520. * @returns the new rotation matrix
  8521. */
  8522. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8523. var result = new Matrix();
  8524. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8525. return result;
  8526. };
  8527. /**
  8528. * Creates a rotation matrix and stores it in a given matrix
  8529. * @param yaw defines the yaw angle in radians (Y axis)
  8530. * @param pitch defines the pitch angle in radians (X axis)
  8531. * @param roll defines the roll angle in radians (X axis)
  8532. * @param result defines the target matrix
  8533. */
  8534. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8535. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8536. MathTmp.Quaternion[0].toRotationMatrix(result);
  8537. };
  8538. /**
  8539. * Creates a scaling matrix
  8540. * @param x defines the scale factor on X axis
  8541. * @param y defines the scale factor on Y axis
  8542. * @param z defines the scale factor on Z axis
  8543. * @returns the new matrix
  8544. */
  8545. Matrix.Scaling = function (x, y, z) {
  8546. var result = new Matrix();
  8547. Matrix.ScalingToRef(x, y, z, result);
  8548. return result;
  8549. };
  8550. /**
  8551. * Creates a scaling matrix and stores it in a given matrix
  8552. * @param x defines the scale factor on X axis
  8553. * @param y defines the scale factor on Y axis
  8554. * @param z defines the scale factor on Z axis
  8555. * @param result defines the target matrix
  8556. */
  8557. Matrix.ScalingToRef = function (x, y, z, result) {
  8558. 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);
  8559. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8560. };
  8561. /**
  8562. * Creates a translation matrix
  8563. * @param x defines the translation on X axis
  8564. * @param y defines the translation on Y axis
  8565. * @param z defines the translationon Z axis
  8566. * @returns the new matrix
  8567. */
  8568. Matrix.Translation = function (x, y, z) {
  8569. var result = new Matrix();
  8570. Matrix.TranslationToRef(x, y, z, result);
  8571. return result;
  8572. };
  8573. /**
  8574. * Creates a translation matrix and stores it in a given matrix
  8575. * @param x defines the translation on X axis
  8576. * @param y defines the translation on Y axis
  8577. * @param z defines the translationon Z axis
  8578. * @param result defines the target matrix
  8579. */
  8580. Matrix.TranslationToRef = function (x, y, z, result) {
  8581. 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);
  8582. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8583. };
  8584. /**
  8585. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8586. * @param startValue defines the start value
  8587. * @param endValue defines the end value
  8588. * @param gradient defines the gradient factor
  8589. * @returns the new matrix
  8590. */
  8591. Matrix.Lerp = function (startValue, endValue, gradient) {
  8592. var result = new Matrix();
  8593. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8594. return result;
  8595. };
  8596. /**
  8597. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8598. * @param startValue defines the start value
  8599. * @param endValue defines the end value
  8600. * @param gradient defines the gradient factor
  8601. * @param result defines the Matrix object where to store data
  8602. */
  8603. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8604. var resultM = result._m;
  8605. var startM = startValue.m;
  8606. var endM = endValue.m;
  8607. for (var index = 0; index < 16; index++) {
  8608. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8609. }
  8610. result._markAsUpdated();
  8611. };
  8612. /**
  8613. * Builds a new matrix whose values are computed by:
  8614. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8615. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8616. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8617. * @param startValue defines the first matrix
  8618. * @param endValue defines the second matrix
  8619. * @param gradient defines the gradient between the two matrices
  8620. * @returns the new matrix
  8621. */
  8622. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8623. var result = new Matrix();
  8624. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8625. return result;
  8626. };
  8627. /**
  8628. * Update a matrix to values which are computed by:
  8629. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8630. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8631. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8632. * @param startValue defines the first matrix
  8633. * @param endValue defines the second matrix
  8634. * @param gradient defines the gradient between the two matrices
  8635. * @param result defines the target matrix
  8636. */
  8637. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8638. var startScale = MathTmp.Vector3[0];
  8639. var startRotation = MathTmp.Quaternion[0];
  8640. var startTranslation = MathTmp.Vector3[1];
  8641. startValue.decompose(startScale, startRotation, startTranslation);
  8642. var endScale = MathTmp.Vector3[2];
  8643. var endRotation = MathTmp.Quaternion[1];
  8644. var endTranslation = MathTmp.Vector3[3];
  8645. endValue.decompose(endScale, endRotation, endTranslation);
  8646. var resultScale = MathTmp.Vector3[4];
  8647. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8648. var resultRotation = MathTmp.Quaternion[2];
  8649. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8650. var resultTranslation = MathTmp.Vector3[5];
  8651. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8652. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8653. };
  8654. /**
  8655. * 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"
  8656. * This function works in left handed mode
  8657. * @param eye defines the final position of the entity
  8658. * @param target defines where the entity should look at
  8659. * @param up defines the up vector for the entity
  8660. * @returns the new matrix
  8661. */
  8662. Matrix.LookAtLH = function (eye, target, up) {
  8663. var result = new Matrix();
  8664. Matrix.LookAtLHToRef(eye, target, up, result);
  8665. return result;
  8666. };
  8667. /**
  8668. * 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".
  8669. * This function works in left handed mode
  8670. * @param eye defines the final position of the entity
  8671. * @param target defines where the entity should look at
  8672. * @param up defines the up vector for the entity
  8673. * @param result defines the target matrix
  8674. */
  8675. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8676. var xAxis = MathTmp.Vector3[0];
  8677. var yAxis = MathTmp.Vector3[1];
  8678. var zAxis = MathTmp.Vector3[2];
  8679. // Z axis
  8680. target.subtractToRef(eye, zAxis);
  8681. zAxis.normalize();
  8682. // X axis
  8683. Vector3.CrossToRef(up, zAxis, xAxis);
  8684. var xSquareLength = xAxis.lengthSquared();
  8685. if (xSquareLength === 0) {
  8686. xAxis.x = 1.0;
  8687. }
  8688. else {
  8689. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8690. }
  8691. // Y axis
  8692. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8693. yAxis.normalize();
  8694. // Eye angles
  8695. var ex = -Vector3.Dot(xAxis, eye);
  8696. var ey = -Vector3.Dot(yAxis, eye);
  8697. var ez = -Vector3.Dot(zAxis, eye);
  8698. 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);
  8699. };
  8700. /**
  8701. * 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"
  8702. * This function works in right handed mode
  8703. * @param eye defines the final position of the entity
  8704. * @param target defines where the entity should look at
  8705. * @param up defines the up vector for the entity
  8706. * @returns the new matrix
  8707. */
  8708. Matrix.LookAtRH = function (eye, target, up) {
  8709. var result = new Matrix();
  8710. Matrix.LookAtRHToRef(eye, target, up, result);
  8711. return result;
  8712. };
  8713. /**
  8714. * 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".
  8715. * This function works in right handed mode
  8716. * @param eye defines the final position of the entity
  8717. * @param target defines where the entity should look at
  8718. * @param up defines the up vector for the entity
  8719. * @param result defines the target matrix
  8720. */
  8721. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8722. var xAxis = MathTmp.Vector3[0];
  8723. var yAxis = MathTmp.Vector3[1];
  8724. var zAxis = MathTmp.Vector3[2];
  8725. // Z axis
  8726. eye.subtractToRef(target, zAxis);
  8727. zAxis.normalize();
  8728. // X axis
  8729. Vector3.CrossToRef(up, zAxis, xAxis);
  8730. var xSquareLength = xAxis.lengthSquared();
  8731. if (xSquareLength === 0) {
  8732. xAxis.x = 1.0;
  8733. }
  8734. else {
  8735. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8736. }
  8737. // Y axis
  8738. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8739. yAxis.normalize();
  8740. // Eye angles
  8741. var ex = -Vector3.Dot(xAxis, eye);
  8742. var ey = -Vector3.Dot(yAxis, eye);
  8743. var ez = -Vector3.Dot(zAxis, eye);
  8744. 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);
  8745. };
  8746. /**
  8747. * Create a left-handed orthographic projection matrix
  8748. * @param width defines the viewport width
  8749. * @param height defines the viewport height
  8750. * @param znear defines the near clip plane
  8751. * @param zfar defines the far clip plane
  8752. * @returns a new matrix as a left-handed orthographic projection matrix
  8753. */
  8754. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8755. var matrix = new Matrix();
  8756. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8757. return matrix;
  8758. };
  8759. /**
  8760. * Store a left-handed orthographic projection to a given matrix
  8761. * @param width defines the viewport width
  8762. * @param height defines the viewport height
  8763. * @param znear defines the near clip plane
  8764. * @param zfar defines the far clip plane
  8765. * @param result defines the target matrix
  8766. */
  8767. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8768. var n = znear;
  8769. var f = zfar;
  8770. var a = 2.0 / width;
  8771. var b = 2.0 / height;
  8772. var c = 2.0 / (f - n);
  8773. var d = -(f + n) / (f - n);
  8774. 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);
  8775. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8776. };
  8777. /**
  8778. * Create a left-handed orthographic projection matrix
  8779. * @param left defines the viewport left coordinate
  8780. * @param right defines the viewport right coordinate
  8781. * @param bottom defines the viewport bottom coordinate
  8782. * @param top defines the viewport top coordinate
  8783. * @param znear defines the near clip plane
  8784. * @param zfar defines the far clip plane
  8785. * @returns a new matrix as a left-handed orthographic projection matrix
  8786. */
  8787. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8788. var matrix = new Matrix();
  8789. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8790. return matrix;
  8791. };
  8792. /**
  8793. * Stores a left-handed orthographic projection into a given matrix
  8794. * @param left defines the viewport left coordinate
  8795. * @param right defines the viewport right coordinate
  8796. * @param bottom defines the viewport bottom coordinate
  8797. * @param top defines the viewport top coordinate
  8798. * @param znear defines the near clip plane
  8799. * @param zfar defines the far clip plane
  8800. * @param result defines the target matrix
  8801. */
  8802. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8803. var n = znear;
  8804. var f = zfar;
  8805. var a = 2.0 / (right - left);
  8806. var b = 2.0 / (top - bottom);
  8807. var c = 2.0 / (f - n);
  8808. var d = -(f + n) / (f - n);
  8809. var i0 = (left + right) / (left - right);
  8810. var i1 = (top + bottom) / (bottom - top);
  8811. 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);
  8812. result._markAsUpdated();
  8813. };
  8814. /**
  8815. * Creates a right-handed orthographic projection matrix
  8816. * @param left defines the viewport left coordinate
  8817. * @param right defines the viewport right coordinate
  8818. * @param bottom defines the viewport bottom coordinate
  8819. * @param top defines the viewport top coordinate
  8820. * @param znear defines the near clip plane
  8821. * @param zfar defines the far clip plane
  8822. * @returns a new matrix as a right-handed orthographic projection matrix
  8823. */
  8824. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8825. var matrix = new Matrix();
  8826. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8827. return matrix;
  8828. };
  8829. /**
  8830. * Stores a right-handed orthographic projection into a given matrix
  8831. * @param left defines the viewport left coordinate
  8832. * @param right defines the viewport right coordinate
  8833. * @param bottom defines the viewport bottom coordinate
  8834. * @param top defines the viewport top coordinate
  8835. * @param znear defines the near clip plane
  8836. * @param zfar defines the far clip plane
  8837. * @param result defines the target matrix
  8838. */
  8839. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8840. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8841. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8842. };
  8843. /**
  8844. * Creates a left-handed perspective projection matrix
  8845. * @param width defines the viewport width
  8846. * @param height defines the viewport height
  8847. * @param znear defines the near clip plane
  8848. * @param zfar defines the far clip plane
  8849. * @returns a new matrix as a left-handed perspective projection matrix
  8850. */
  8851. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8852. var matrix = new Matrix();
  8853. var n = znear;
  8854. var f = zfar;
  8855. var a = 2.0 * n / width;
  8856. var b = 2.0 * n / height;
  8857. var c = (f + n) / (f - n);
  8858. var d = -2.0 * f * n / (f - n);
  8859. 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);
  8860. matrix._updateIdentityStatus(false);
  8861. return matrix;
  8862. };
  8863. /**
  8864. * Creates a left-handed perspective projection matrix
  8865. * @param fov defines the horizontal field of view
  8866. * @param aspect defines the aspect ratio
  8867. * @param znear defines the near clip plane
  8868. * @param zfar defines the far clip plane
  8869. * @returns a new matrix as a left-handed perspective projection matrix
  8870. */
  8871. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8872. var matrix = new Matrix();
  8873. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8874. return matrix;
  8875. };
  8876. /**
  8877. * Stores a left-handed perspective projection into a given matrix
  8878. * @param fov defines the horizontal field of view
  8879. * @param aspect defines the aspect ratio
  8880. * @param znear defines the near clip plane
  8881. * @param zfar defines the far clip plane
  8882. * @param result defines the target matrix
  8883. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8884. */
  8885. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8886. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8887. var n = znear;
  8888. var f = zfar;
  8889. var t = 1.0 / (Math.tan(fov * 0.5));
  8890. var a = isVerticalFovFixed ? (t / aspect) : t;
  8891. var b = isVerticalFovFixed ? t : (t * aspect);
  8892. var c = (f + n) / (f - n);
  8893. var d = -2.0 * f * n / (f - n);
  8894. 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);
  8895. result._updateIdentityStatus(false);
  8896. };
  8897. /**
  8898. * Creates a right-handed perspective projection matrix
  8899. * @param fov defines the horizontal field of view
  8900. * @param aspect defines the aspect ratio
  8901. * @param znear defines the near clip plane
  8902. * @param zfar defines the far clip plane
  8903. * @returns a new matrix as a right-handed perspective projection matrix
  8904. */
  8905. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8906. var matrix = new Matrix();
  8907. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8908. return matrix;
  8909. };
  8910. /**
  8911. * Stores a right-handed perspective projection into a given matrix
  8912. * @param fov defines the horizontal field of view
  8913. * @param aspect defines the aspect ratio
  8914. * @param znear defines the near clip plane
  8915. * @param zfar defines the far clip plane
  8916. * @param result defines the target matrix
  8917. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8918. */
  8919. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8920. //alternatively this could be expressed as:
  8921. // m = PerspectiveFovLHToRef
  8922. // m[10] *= -1.0;
  8923. // m[11] *= -1.0;
  8924. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8925. var n = znear;
  8926. var f = zfar;
  8927. var t = 1.0 / (Math.tan(fov * 0.5));
  8928. var a = isVerticalFovFixed ? (t / aspect) : t;
  8929. var b = isVerticalFovFixed ? t : (t * aspect);
  8930. var c = -(f + n) / (f - n);
  8931. var d = -2 * f * n / (f - n);
  8932. 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);
  8933. result._updateIdentityStatus(false);
  8934. };
  8935. /**
  8936. * Stores a perspective projection for WebVR info a given matrix
  8937. * @param fov defines the field of view
  8938. * @param znear defines the near clip plane
  8939. * @param zfar defines the far clip plane
  8940. * @param result defines the target matrix
  8941. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8942. */
  8943. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8944. if (rightHanded === void 0) { rightHanded = false; }
  8945. var rightHandedFactor = rightHanded ? -1 : 1;
  8946. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8947. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8948. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8949. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8950. var xScale = 2.0 / (leftTan + rightTan);
  8951. var yScale = 2.0 / (upTan + downTan);
  8952. var m = result._m;
  8953. m[0] = xScale;
  8954. m[1] = m[2] = m[3] = m[4] = 0.0;
  8955. m[5] = yScale;
  8956. m[6] = m[7] = 0.0;
  8957. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8958. m[9] = -((upTan - downTan) * yScale * 0.5);
  8959. m[10] = -zfar / (znear - zfar);
  8960. m[11] = 1.0 * rightHandedFactor;
  8961. m[12] = m[13] = m[15] = 0.0;
  8962. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8963. result._markAsUpdated();
  8964. };
  8965. /**
  8966. * Computes a complete transformation matrix
  8967. * @param viewport defines the viewport to use
  8968. * @param world defines the world matrix
  8969. * @param view defines the view matrix
  8970. * @param projection defines the projection matrix
  8971. * @param zmin defines the near clip plane
  8972. * @param zmax defines the far clip plane
  8973. * @returns the transformation matrix
  8974. */
  8975. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8976. var cw = viewport.width;
  8977. var ch = viewport.height;
  8978. var cx = viewport.x;
  8979. var cy = viewport.y;
  8980. 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);
  8981. var matrix = MathTmp.Matrix[0];
  8982. world.multiplyToRef(view, matrix);
  8983. matrix.multiplyToRef(projection, matrix);
  8984. return matrix.multiply(viewportMatrix);
  8985. };
  8986. /**
  8987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8988. * @param matrix defines the matrix to use
  8989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8990. */
  8991. Matrix.GetAsMatrix2x2 = function (matrix) {
  8992. var m = matrix.m;
  8993. return new Float32Array([m[0], m[1], m[4], m[5]]);
  8994. };
  8995. /**
  8996. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8997. * @param matrix defines the matrix to use
  8998. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8999. */
  9000. Matrix.GetAsMatrix3x3 = function (matrix) {
  9001. var m = matrix.m;
  9002. return new Float32Array([
  9003. m[0], m[1], m[2],
  9004. m[4], m[5], m[6],
  9005. m[8], m[9], m[10]
  9006. ]);
  9007. };
  9008. /**
  9009. * Compute the transpose of a given matrix
  9010. * @param matrix defines the matrix to transpose
  9011. * @returns the new matrix
  9012. */
  9013. Matrix.Transpose = function (matrix) {
  9014. var result = new Matrix();
  9015. Matrix.TransposeToRef(matrix, result);
  9016. return result;
  9017. };
  9018. /**
  9019. * Compute the transpose of a matrix and store it in a target matrix
  9020. * @param matrix defines the matrix to transpose
  9021. * @param result defines the target matrix
  9022. */
  9023. Matrix.TransposeToRef = function (matrix, result) {
  9024. var rm = result._m;
  9025. var mm = matrix.m;
  9026. rm[0] = mm[0];
  9027. rm[1] = mm[4];
  9028. rm[2] = mm[8];
  9029. rm[3] = mm[12];
  9030. rm[4] = mm[1];
  9031. rm[5] = mm[5];
  9032. rm[6] = mm[9];
  9033. rm[7] = mm[13];
  9034. rm[8] = mm[2];
  9035. rm[9] = mm[6];
  9036. rm[10] = mm[10];
  9037. rm[11] = mm[14];
  9038. rm[12] = mm[3];
  9039. rm[13] = mm[7];
  9040. rm[14] = mm[11];
  9041. rm[15] = mm[15];
  9042. // identity-ness does not change when transposing
  9043. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9044. };
  9045. /**
  9046. * Computes a reflection matrix from a plane
  9047. * @param plane defines the reflection plane
  9048. * @returns a new matrix
  9049. */
  9050. Matrix.Reflection = function (plane) {
  9051. var matrix = new Matrix();
  9052. Matrix.ReflectionToRef(plane, matrix);
  9053. return matrix;
  9054. };
  9055. /**
  9056. * Computes a reflection matrix from a plane
  9057. * @param plane defines the reflection plane
  9058. * @param result defines the target matrix
  9059. */
  9060. Matrix.ReflectionToRef = function (plane, result) {
  9061. plane.normalize();
  9062. var x = plane.normal.x;
  9063. var y = plane.normal.y;
  9064. var z = plane.normal.z;
  9065. var temp = -2 * x;
  9066. var temp2 = -2 * y;
  9067. var temp3 = -2 * z;
  9068. 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);
  9069. };
  9070. /**
  9071. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9072. * @param xaxis defines the value of the 1st axis
  9073. * @param yaxis defines the value of the 2nd axis
  9074. * @param zaxis defines the value of the 3rd axis
  9075. * @param result defines the target matrix
  9076. */
  9077. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9078. 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);
  9079. };
  9080. /**
  9081. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9082. * @param quat defines the quaternion to use
  9083. * @param result defines the target matrix
  9084. */
  9085. Matrix.FromQuaternionToRef = function (quat, result) {
  9086. var xx = quat.x * quat.x;
  9087. var yy = quat.y * quat.y;
  9088. var zz = quat.z * quat.z;
  9089. var xy = quat.x * quat.y;
  9090. var zw = quat.z * quat.w;
  9091. var zx = quat.z * quat.x;
  9092. var yw = quat.y * quat.w;
  9093. var yz = quat.y * quat.z;
  9094. var xw = quat.x * quat.w;
  9095. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9096. result._m[1] = 2.0 * (xy + zw);
  9097. result._m[2] = 2.0 * (zx - yw);
  9098. result._m[3] = 0.0;
  9099. result._m[4] = 2.0 * (xy - zw);
  9100. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9101. result._m[6] = 2.0 * (yz + xw);
  9102. result._m[7] = 0.0;
  9103. result._m[8] = 2.0 * (zx + yw);
  9104. result._m[9] = 2.0 * (yz - xw);
  9105. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9106. result._m[11] = 0.0;
  9107. result._m[12] = 0.0;
  9108. result._m[13] = 0.0;
  9109. result._m[14] = 0.0;
  9110. result._m[15] = 1.0;
  9111. result._markAsUpdated();
  9112. };
  9113. Matrix._updateFlagSeed = 0;
  9114. Matrix._identityReadOnly = Matrix.Identity();
  9115. return Matrix;
  9116. }());
  9117. BABYLON.Matrix = Matrix;
  9118. /**
  9119. * Represens a plane by the equation ax + by + cz + d = 0
  9120. */
  9121. var Plane = /** @class */ (function () {
  9122. /**
  9123. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9124. * @param a a component of the plane
  9125. * @param b b component of the plane
  9126. * @param c c component of the plane
  9127. * @param d d component of the plane
  9128. */
  9129. function Plane(a, b, c, d) {
  9130. this.normal = new Vector3(a, b, c);
  9131. this.d = d;
  9132. }
  9133. /**
  9134. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9135. */
  9136. Plane.prototype.asArray = function () {
  9137. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9138. };
  9139. // Methods
  9140. /**
  9141. * @returns a new plane copied from the current Plane.
  9142. */
  9143. Plane.prototype.clone = function () {
  9144. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9145. };
  9146. /**
  9147. * @returns the string "Plane".
  9148. */
  9149. Plane.prototype.getClassName = function () {
  9150. return "Plane";
  9151. };
  9152. /**
  9153. * @returns the Plane hash code.
  9154. */
  9155. Plane.prototype.getHashCode = function () {
  9156. var hash = this.normal.getHashCode();
  9157. hash = (hash * 397) ^ (this.d || 0);
  9158. return hash;
  9159. };
  9160. /**
  9161. * Normalize the current Plane in place.
  9162. * @returns the updated Plane.
  9163. */
  9164. Plane.prototype.normalize = function () {
  9165. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9166. var magnitude = 0.0;
  9167. if (norm !== 0) {
  9168. magnitude = 1.0 / norm;
  9169. }
  9170. this.normal.x *= magnitude;
  9171. this.normal.y *= magnitude;
  9172. this.normal.z *= magnitude;
  9173. this.d *= magnitude;
  9174. return this;
  9175. };
  9176. /**
  9177. * Applies a transformation the plane and returns the result
  9178. * @param transformation the transformation matrix to be applied to the plane
  9179. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9180. */
  9181. Plane.prototype.transform = function (transformation) {
  9182. var transposedMatrix = MathTmp.Matrix[0];
  9183. Matrix.TransposeToRef(transformation, transposedMatrix);
  9184. var m = transposedMatrix.m;
  9185. var x = this.normal.x;
  9186. var y = this.normal.y;
  9187. var z = this.normal.z;
  9188. var d = this.d;
  9189. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9190. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9191. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9192. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9193. return new Plane(normalX, normalY, normalZ, finalD);
  9194. };
  9195. /**
  9196. * Calcualtte the dot product between the point and the plane normal
  9197. * @param point point to calculate the dot product with
  9198. * @returns the dot product (float) of the point coordinates and the plane normal.
  9199. */
  9200. Plane.prototype.dotCoordinate = function (point) {
  9201. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9202. };
  9203. /**
  9204. * Updates the current Plane from the plane defined by the three given points.
  9205. * @param point1 one of the points used to contruct the plane
  9206. * @param point2 one of the points used to contruct the plane
  9207. * @param point3 one of the points used to contruct the plane
  9208. * @returns the updated Plane.
  9209. */
  9210. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9211. var x1 = point2.x - point1.x;
  9212. var y1 = point2.y - point1.y;
  9213. var z1 = point2.z - point1.z;
  9214. var x2 = point3.x - point1.x;
  9215. var y2 = point3.y - point1.y;
  9216. var z2 = point3.z - point1.z;
  9217. var yz = (y1 * z2) - (z1 * y2);
  9218. var xz = (z1 * x2) - (x1 * z2);
  9219. var xy = (x1 * y2) - (y1 * x2);
  9220. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9221. var invPyth;
  9222. if (pyth !== 0) {
  9223. invPyth = 1.0 / pyth;
  9224. }
  9225. else {
  9226. invPyth = 0.0;
  9227. }
  9228. this.normal.x = yz * invPyth;
  9229. this.normal.y = xz * invPyth;
  9230. this.normal.z = xy * invPyth;
  9231. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9232. return this;
  9233. };
  9234. /**
  9235. * Checks if the plane is facing a given direction
  9236. * @param direction the direction to check if the plane is facing
  9237. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9238. * @returns True is the vector "direction" is the same side than the plane normal.
  9239. */
  9240. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9241. var dot = Vector3.Dot(this.normal, direction);
  9242. return (dot <= epsilon);
  9243. };
  9244. /**
  9245. * Calculates the distance to a point
  9246. * @param point point to calculate distance to
  9247. * @returns the signed distance (float) from the given point to the Plane.
  9248. */
  9249. Plane.prototype.signedDistanceTo = function (point) {
  9250. return Vector3.Dot(point, this.normal) + this.d;
  9251. };
  9252. // Statics
  9253. /**
  9254. * Creates a plane from an array
  9255. * @param array the array to create a plane from
  9256. * @returns a new Plane from the given array.
  9257. */
  9258. Plane.FromArray = function (array) {
  9259. return new Plane(array[0], array[1], array[2], array[3]);
  9260. };
  9261. /**
  9262. * Creates a plane from three points
  9263. * @param point1 point used to create the plane
  9264. * @param point2 point used to create the plane
  9265. * @param point3 point used to create the plane
  9266. * @returns a new Plane defined by the three given points.
  9267. */
  9268. Plane.FromPoints = function (point1, point2, point3) {
  9269. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9270. result.copyFromPoints(point1, point2, point3);
  9271. return result;
  9272. };
  9273. /**
  9274. * Creates a plane from an origin point and a normal
  9275. * @param origin origin of the plane to be constructed
  9276. * @param normal normal of the plane to be constructed
  9277. * @returns a new Plane the normal vector to this plane at the given origin point.
  9278. * Note : the vector "normal" is updated because normalized.
  9279. */
  9280. Plane.FromPositionAndNormal = function (origin, normal) {
  9281. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9282. normal.normalize();
  9283. result.normal = normal;
  9284. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9285. return result;
  9286. };
  9287. /**
  9288. * Calculates the distance from a plane and a point
  9289. * @param origin origin of the plane to be constructed
  9290. * @param normal normal of the plane to be constructed
  9291. * @param point point to calculate distance to
  9292. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9293. */
  9294. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9295. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9296. return Vector3.Dot(point, normal) + d;
  9297. };
  9298. return Plane;
  9299. }());
  9300. BABYLON.Plane = Plane;
  9301. /**
  9302. * Class used to represent a viewport on screen
  9303. */
  9304. var Viewport = /** @class */ (function () {
  9305. /**
  9306. * Creates a Viewport object located at (x, y) and sized (width, height)
  9307. * @param x defines viewport left coordinate
  9308. * @param y defines viewport top coordinate
  9309. * @param width defines the viewport width
  9310. * @param height defines the viewport height
  9311. */
  9312. function Viewport(
  9313. /** viewport left coordinate */
  9314. x,
  9315. /** viewport top coordinate */
  9316. y,
  9317. /**viewport width */
  9318. width,
  9319. /** viewport height */
  9320. height) {
  9321. this.x = x;
  9322. this.y = y;
  9323. this.width = width;
  9324. this.height = height;
  9325. }
  9326. /**
  9327. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9328. * @param renderWidthOrEngine defines either an engine or the rendering width
  9329. * @param renderHeight defines the rendering height
  9330. * @returns a new Viewport
  9331. */
  9332. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9333. if (renderWidthOrEngine.getRenderWidth) {
  9334. var engine = renderWidthOrEngine;
  9335. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9336. }
  9337. var renderWidth = renderWidthOrEngine;
  9338. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9339. };
  9340. /**
  9341. * Returns a new Viewport copied from the current one
  9342. * @returns a new Viewport
  9343. */
  9344. Viewport.prototype.clone = function () {
  9345. return new Viewport(this.x, this.y, this.width, this.height);
  9346. };
  9347. return Viewport;
  9348. }());
  9349. BABYLON.Viewport = Viewport;
  9350. /**
  9351. * Reprasents a camera frustum
  9352. */
  9353. var Frustum = /** @class */ (function () {
  9354. function Frustum() {
  9355. }
  9356. /**
  9357. * Gets the planes representing the frustum
  9358. * @param transform matrix to be applied to the returned planes
  9359. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9360. */
  9361. Frustum.GetPlanes = function (transform) {
  9362. var frustumPlanes = [];
  9363. for (var index = 0; index < 6; index++) {
  9364. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9365. }
  9366. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9367. return frustumPlanes;
  9368. };
  9369. /**
  9370. * Gets the near frustum plane transformed by the transform matrix
  9371. * @param transform transformation matrix to be applied to the resulting frustum plane
  9372. * @param frustumPlane the resuling frustum plane
  9373. */
  9374. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9375. var m = transform.m;
  9376. frustumPlane.normal.x = m[3] + m[2];
  9377. frustumPlane.normal.y = m[7] + m[6];
  9378. frustumPlane.normal.z = m[11] + m[10];
  9379. frustumPlane.d = m[15] + m[14];
  9380. frustumPlane.normalize();
  9381. };
  9382. /**
  9383. * Gets the far frustum plane transformed by the transform matrix
  9384. * @param transform transformation matrix to be applied to the resulting frustum plane
  9385. * @param frustumPlane the resuling frustum plane
  9386. */
  9387. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9388. var m = transform.m;
  9389. frustumPlane.normal.x = m[3] - m[2];
  9390. frustumPlane.normal.y = m[7] - m[6];
  9391. frustumPlane.normal.z = m[11] - m[10];
  9392. frustumPlane.d = m[15] - m[14];
  9393. frustumPlane.normalize();
  9394. };
  9395. /**
  9396. * Gets the left frustum plane transformed by the transform matrix
  9397. * @param transform transformation matrix to be applied to the resulting frustum plane
  9398. * @param frustumPlane the resuling frustum plane
  9399. */
  9400. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9401. var m = transform.m;
  9402. frustumPlane.normal.x = m[3] + m[0];
  9403. frustumPlane.normal.y = m[7] + m[4];
  9404. frustumPlane.normal.z = m[11] + m[8];
  9405. frustumPlane.d = m[15] + m[12];
  9406. frustumPlane.normalize();
  9407. };
  9408. /**
  9409. * Gets the right frustum plane transformed by the transform matrix
  9410. * @param transform transformation matrix to be applied to the resulting frustum plane
  9411. * @param frustumPlane the resuling frustum plane
  9412. */
  9413. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9414. var m = transform.m;
  9415. frustumPlane.normal.x = m[3] - m[0];
  9416. frustumPlane.normal.y = m[7] - m[4];
  9417. frustumPlane.normal.z = m[11] - m[8];
  9418. frustumPlane.d = m[15] - m[12];
  9419. frustumPlane.normalize();
  9420. };
  9421. /**
  9422. * Gets the top frustum plane transformed by the transform matrix
  9423. * @param transform transformation matrix to be applied to the resulting frustum plane
  9424. * @param frustumPlane the resuling frustum plane
  9425. */
  9426. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9427. var m = transform.m;
  9428. frustumPlane.normal.x = m[3] - m[1];
  9429. frustumPlane.normal.y = m[7] - m[5];
  9430. frustumPlane.normal.z = m[11] - m[9];
  9431. frustumPlane.d = m[15] - m[13];
  9432. frustumPlane.normalize();
  9433. };
  9434. /**
  9435. * Gets the bottom frustum plane transformed by the transform matrix
  9436. * @param transform transformation matrix to be applied to the resulting frustum plane
  9437. * @param frustumPlane the resuling frustum plane
  9438. */
  9439. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9440. var m = transform.m;
  9441. frustumPlane.normal.x = m[3] + m[1];
  9442. frustumPlane.normal.y = m[7] + m[5];
  9443. frustumPlane.normal.z = m[11] + m[9];
  9444. frustumPlane.d = m[15] + m[13];
  9445. frustumPlane.normalize();
  9446. };
  9447. /**
  9448. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9449. * @param transform transformation matrix to be applied to the resulting frustum planes
  9450. * @param frustumPlanes the resuling frustum planes
  9451. */
  9452. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9453. // Near
  9454. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9455. // Far
  9456. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9457. // Left
  9458. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9459. // Right
  9460. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9461. // Top
  9462. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9463. // Bottom
  9464. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9465. };
  9466. return Frustum;
  9467. }());
  9468. BABYLON.Frustum = Frustum;
  9469. /** Defines supported spaces */
  9470. var Space;
  9471. (function (Space) {
  9472. /** Local (object) space */
  9473. Space[Space["LOCAL"] = 0] = "LOCAL";
  9474. /** World space */
  9475. Space[Space["WORLD"] = 1] = "WORLD";
  9476. /** Bone space */
  9477. Space[Space["BONE"] = 2] = "BONE";
  9478. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9479. /** Defines the 3 main axes */
  9480. var Axis = /** @class */ (function () {
  9481. function Axis() {
  9482. }
  9483. /** X axis */
  9484. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9485. /** Y axis */
  9486. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9487. /** Z axis */
  9488. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9489. return Axis;
  9490. }());
  9491. BABYLON.Axis = Axis;
  9492. /** Class used to represent a Bezier curve */
  9493. var BezierCurve = /** @class */ (function () {
  9494. function BezierCurve() {
  9495. }
  9496. /**
  9497. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9498. * @param t defines the time
  9499. * @param x1 defines the left coordinate on X axis
  9500. * @param y1 defines the left coordinate on Y axis
  9501. * @param x2 defines the right coordinate on X axis
  9502. * @param y2 defines the right coordinate on Y axis
  9503. * @returns the interpolated value
  9504. */
  9505. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9506. // Extract X (which is equal to time here)
  9507. var f0 = 1 - 3 * x2 + 3 * x1;
  9508. var f1 = 3 * x2 - 6 * x1;
  9509. var f2 = 3 * x1;
  9510. var refinedT = t;
  9511. for (var i = 0; i < 5; i++) {
  9512. var refinedT2 = refinedT * refinedT;
  9513. var refinedT3 = refinedT2 * refinedT;
  9514. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9515. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9516. refinedT -= (x - t) * slope;
  9517. refinedT = Math.min(1, Math.max(0, refinedT));
  9518. }
  9519. // Resolve cubic bezier for the given x
  9520. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9521. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9522. Math.pow(refinedT, 3);
  9523. };
  9524. return BezierCurve;
  9525. }());
  9526. BABYLON.BezierCurve = BezierCurve;
  9527. /**
  9528. * Defines potential orientation for back face culling
  9529. */
  9530. var Orientation;
  9531. (function (Orientation) {
  9532. /**
  9533. * Clockwise
  9534. */
  9535. Orientation[Orientation["CW"] = 0] = "CW";
  9536. /** Counter clockwise */
  9537. Orientation[Orientation["CCW"] = 1] = "CCW";
  9538. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9539. /**
  9540. * Defines angle representation
  9541. */
  9542. var Angle = /** @class */ (function () {
  9543. /**
  9544. * Creates an Angle object of "radians" radians (float).
  9545. */
  9546. function Angle(radians) {
  9547. this._radians = radians;
  9548. if (this._radians < 0.0) {
  9549. this._radians += (2.0 * Math.PI);
  9550. }
  9551. }
  9552. /**
  9553. * Get value in degrees
  9554. * @returns the Angle value in degrees (float)
  9555. */
  9556. Angle.prototype.degrees = function () {
  9557. return this._radians * 180.0 / Math.PI;
  9558. };
  9559. /**
  9560. * Get value in radians
  9561. * @returns the Angle value in radians (float)
  9562. */
  9563. Angle.prototype.radians = function () {
  9564. return this._radians;
  9565. };
  9566. /**
  9567. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9568. * @param a defines first vector
  9569. * @param b defines second vector
  9570. * @returns a new Angle
  9571. */
  9572. Angle.BetweenTwoPoints = function (a, b) {
  9573. var delta = b.subtract(a);
  9574. var theta = Math.atan2(delta.y, delta.x);
  9575. return new Angle(theta);
  9576. };
  9577. /**
  9578. * Gets a new Angle object from the given float in radians
  9579. * @param radians defines the angle value in radians
  9580. * @returns a new Angle
  9581. */
  9582. Angle.FromRadians = function (radians) {
  9583. return new Angle(radians);
  9584. };
  9585. /**
  9586. * Gets a new Angle object from the given float in degrees
  9587. * @param degrees defines the angle value in degrees
  9588. * @returns a new Angle
  9589. */
  9590. Angle.FromDegrees = function (degrees) {
  9591. return new Angle(degrees * Math.PI / 180.0);
  9592. };
  9593. return Angle;
  9594. }());
  9595. BABYLON.Angle = Angle;
  9596. /**
  9597. * This represents an arc in a 2d space.
  9598. */
  9599. var Arc2 = /** @class */ (function () {
  9600. /**
  9601. * Creates an Arc object from the three given points : start, middle and end.
  9602. * @param startPoint Defines the start point of the arc
  9603. * @param midPoint Defines the midlle point of the arc
  9604. * @param endPoint Defines the end point of the arc
  9605. */
  9606. function Arc2(
  9607. /** Defines the start point of the arc */
  9608. startPoint,
  9609. /** Defines the mid point of the arc */
  9610. midPoint,
  9611. /** Defines the end point of the arc */
  9612. endPoint) {
  9613. this.startPoint = startPoint;
  9614. this.midPoint = midPoint;
  9615. this.endPoint = endPoint;
  9616. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9617. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9618. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9619. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9620. 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);
  9621. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9622. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9623. var a1 = this.startAngle.degrees();
  9624. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9625. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9626. // angles correction
  9627. if (a2 - a1 > +180.0) {
  9628. a2 -= 360.0;
  9629. }
  9630. if (a2 - a1 < -180.0) {
  9631. a2 += 360.0;
  9632. }
  9633. if (a3 - a2 > +180.0) {
  9634. a3 -= 360.0;
  9635. }
  9636. if (a3 - a2 < -180.0) {
  9637. a3 += 360.0;
  9638. }
  9639. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9640. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9641. }
  9642. return Arc2;
  9643. }());
  9644. BABYLON.Arc2 = Arc2;
  9645. /**
  9646. * Represents a 2D path made up of multiple 2D points
  9647. */
  9648. var Path2 = /** @class */ (function () {
  9649. /**
  9650. * Creates a Path2 object from the starting 2D coordinates x and y.
  9651. * @param x the starting points x value
  9652. * @param y the starting points y value
  9653. */
  9654. function Path2(x, y) {
  9655. this._points = new Array();
  9656. this._length = 0.0;
  9657. /**
  9658. * If the path start and end point are the same
  9659. */
  9660. this.closed = false;
  9661. this._points.push(new Vector2(x, y));
  9662. }
  9663. /**
  9664. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9665. * @param x the added points x value
  9666. * @param y the added points y value
  9667. * @returns the updated Path2.
  9668. */
  9669. Path2.prototype.addLineTo = function (x, y) {
  9670. if (this.closed) {
  9671. return this;
  9672. }
  9673. var newPoint = new Vector2(x, y);
  9674. var previousPoint = this._points[this._points.length - 1];
  9675. this._points.push(newPoint);
  9676. this._length += newPoint.subtract(previousPoint).length();
  9677. return this;
  9678. };
  9679. /**
  9680. * 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.
  9681. * @param midX middle point x value
  9682. * @param midY middle point y value
  9683. * @param endX end point x value
  9684. * @param endY end point y value
  9685. * @param numberOfSegments (default: 36)
  9686. * @returns the updated Path2.
  9687. */
  9688. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9689. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9690. if (this.closed) {
  9691. return this;
  9692. }
  9693. var startPoint = this._points[this._points.length - 1];
  9694. var midPoint = new Vector2(midX, midY);
  9695. var endPoint = new Vector2(endX, endY);
  9696. var arc = new Arc2(startPoint, midPoint, endPoint);
  9697. var increment = arc.angle.radians() / numberOfSegments;
  9698. if (arc.orientation === Orientation.CW) {
  9699. increment *= -1;
  9700. }
  9701. var currentAngle = arc.startAngle.radians() + increment;
  9702. for (var i = 0; i < numberOfSegments; i++) {
  9703. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9704. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9705. this.addLineTo(x, y);
  9706. currentAngle += increment;
  9707. }
  9708. return this;
  9709. };
  9710. /**
  9711. * Closes the Path2.
  9712. * @returns the Path2.
  9713. */
  9714. Path2.prototype.close = function () {
  9715. this.closed = true;
  9716. return this;
  9717. };
  9718. /**
  9719. * Gets the sum of the distance between each sequential point in the path
  9720. * @returns the Path2 total length (float).
  9721. */
  9722. Path2.prototype.length = function () {
  9723. var result = this._length;
  9724. if (!this.closed) {
  9725. var lastPoint = this._points[this._points.length - 1];
  9726. var firstPoint = this._points[0];
  9727. result += (firstPoint.subtract(lastPoint).length());
  9728. }
  9729. return result;
  9730. };
  9731. /**
  9732. * Gets the points which construct the path
  9733. * @returns the Path2 internal array of points.
  9734. */
  9735. Path2.prototype.getPoints = function () {
  9736. return this._points;
  9737. };
  9738. /**
  9739. * Retreives the point at the distance aways from the starting point
  9740. * @param normalizedLengthPosition the length along the path to retreive the point from
  9741. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9742. */
  9743. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9744. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9745. return Vector2.Zero();
  9746. }
  9747. var lengthPosition = normalizedLengthPosition * this.length();
  9748. var previousOffset = 0;
  9749. for (var i = 0; i < this._points.length; i++) {
  9750. var j = (i + 1) % this._points.length;
  9751. var a = this._points[i];
  9752. var b = this._points[j];
  9753. var bToA = b.subtract(a);
  9754. var nextOffset = (bToA.length() + previousOffset);
  9755. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9756. var dir = bToA.normalize();
  9757. var localOffset = lengthPosition - previousOffset;
  9758. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9759. }
  9760. previousOffset = nextOffset;
  9761. }
  9762. return Vector2.Zero();
  9763. };
  9764. /**
  9765. * Creates a new path starting from an x and y position
  9766. * @param x starting x value
  9767. * @param y starting y value
  9768. * @returns a new Path2 starting at the coordinates (x, y).
  9769. */
  9770. Path2.StartingAt = function (x, y) {
  9771. return new Path2(x, y);
  9772. };
  9773. return Path2;
  9774. }());
  9775. BABYLON.Path2 = Path2;
  9776. /**
  9777. * Represents a 3D path made up of multiple 3D points
  9778. */
  9779. var Path3D = /** @class */ (function () {
  9780. /**
  9781. * new Path3D(path, normal, raw)
  9782. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9783. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9784. * @param path an array of Vector3, the curve axis of the Path3D
  9785. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9786. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9787. */
  9788. function Path3D(
  9789. /**
  9790. * an array of Vector3, the curve axis of the Path3D
  9791. */
  9792. path, firstNormal, raw) {
  9793. if (firstNormal === void 0) { firstNormal = null; }
  9794. this.path = path;
  9795. this._curve = new Array();
  9796. this._distances = new Array();
  9797. this._tangents = new Array();
  9798. this._normals = new Array();
  9799. this._binormals = new Array();
  9800. for (var p = 0; p < path.length; p++) {
  9801. this._curve[p] = path[p].clone(); // hard copy
  9802. }
  9803. this._raw = raw || false;
  9804. this._compute(firstNormal);
  9805. }
  9806. /**
  9807. * Returns the Path3D array of successive Vector3 designing its curve.
  9808. * @returns the Path3D array of successive Vector3 designing its curve.
  9809. */
  9810. Path3D.prototype.getCurve = function () {
  9811. return this._curve;
  9812. };
  9813. /**
  9814. * Returns an array populated with tangent vectors on each Path3D curve point.
  9815. * @returns an array populated with tangent vectors on each Path3D curve point.
  9816. */
  9817. Path3D.prototype.getTangents = function () {
  9818. return this._tangents;
  9819. };
  9820. /**
  9821. * Returns an array populated with normal vectors on each Path3D curve point.
  9822. * @returns an array populated with normal vectors on each Path3D curve point.
  9823. */
  9824. Path3D.prototype.getNormals = function () {
  9825. return this._normals;
  9826. };
  9827. /**
  9828. * Returns an array populated with binormal vectors on each Path3D curve point.
  9829. * @returns an array populated with binormal vectors on each Path3D curve point.
  9830. */
  9831. Path3D.prototype.getBinormals = function () {
  9832. return this._binormals;
  9833. };
  9834. /**
  9835. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9836. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9837. */
  9838. Path3D.prototype.getDistances = function () {
  9839. return this._distances;
  9840. };
  9841. /**
  9842. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9843. * @param path path which all values are copied into the curves points
  9844. * @param firstNormal which should be projected onto the curve
  9845. * @returns the same object updated.
  9846. */
  9847. Path3D.prototype.update = function (path, firstNormal) {
  9848. if (firstNormal === void 0) { firstNormal = null; }
  9849. for (var p = 0; p < path.length; p++) {
  9850. this._curve[p].x = path[p].x;
  9851. this._curve[p].y = path[p].y;
  9852. this._curve[p].z = path[p].z;
  9853. }
  9854. this._compute(firstNormal);
  9855. return this;
  9856. };
  9857. // private function compute() : computes tangents, normals and binormals
  9858. Path3D.prototype._compute = function (firstNormal) {
  9859. var l = this._curve.length;
  9860. // first and last tangents
  9861. this._tangents[0] = this._getFirstNonNullVector(0);
  9862. if (!this._raw) {
  9863. this._tangents[0].normalize();
  9864. }
  9865. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9866. if (!this._raw) {
  9867. this._tangents[l - 1].normalize();
  9868. }
  9869. // normals and binormals at first point : arbitrary vector with _normalVector()
  9870. var tg0 = this._tangents[0];
  9871. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9872. this._normals[0] = pp0;
  9873. if (!this._raw) {
  9874. this._normals[0].normalize();
  9875. }
  9876. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9877. if (!this._raw) {
  9878. this._binormals[0].normalize();
  9879. }
  9880. this._distances[0] = 0.0;
  9881. // normals and binormals : next points
  9882. var prev; // previous vector (segment)
  9883. var cur; // current vector (segment)
  9884. var curTang; // current tangent
  9885. // previous normal
  9886. var prevBinor; // previous binormal
  9887. for (var i = 1; i < l; i++) {
  9888. // tangents
  9889. prev = this._getLastNonNullVector(i);
  9890. if (i < l - 1) {
  9891. cur = this._getFirstNonNullVector(i);
  9892. this._tangents[i] = prev.add(cur);
  9893. this._tangents[i].normalize();
  9894. }
  9895. this._distances[i] = this._distances[i - 1] + prev.length();
  9896. // normals and binormals
  9897. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9898. curTang = this._tangents[i];
  9899. prevBinor = this._binormals[i - 1];
  9900. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9901. if (!this._raw) {
  9902. this._normals[i].normalize();
  9903. }
  9904. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9905. if (!this._raw) {
  9906. this._binormals[i].normalize();
  9907. }
  9908. }
  9909. };
  9910. // private function getFirstNonNullVector(index)
  9911. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9912. Path3D.prototype._getFirstNonNullVector = function (index) {
  9913. var i = 1;
  9914. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9915. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9916. i++;
  9917. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9918. }
  9919. return nNVector;
  9920. };
  9921. // private function getLastNonNullVector(index)
  9922. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9923. Path3D.prototype._getLastNonNullVector = function (index) {
  9924. var i = 1;
  9925. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9926. while (nLVector.length() === 0 && index > i + 1) {
  9927. i++;
  9928. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9929. }
  9930. return nLVector;
  9931. };
  9932. // private function normalVector(v0, vt, va) :
  9933. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9934. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9935. Path3D.prototype._normalVector = function (v0, vt, va) {
  9936. var normal0;
  9937. var tgl = vt.length();
  9938. if (tgl === 0.0) {
  9939. tgl = 1.0;
  9940. }
  9941. if (va === undefined || va === null) {
  9942. var point;
  9943. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9944. point = new Vector3(0.0, -1.0, 0.0);
  9945. }
  9946. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9947. point = new Vector3(1.0, 0.0, 0.0);
  9948. }
  9949. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9950. point = new Vector3(0.0, 0.0, 1.0);
  9951. }
  9952. else {
  9953. point = Vector3.Zero();
  9954. }
  9955. normal0 = Vector3.Cross(vt, point);
  9956. }
  9957. else {
  9958. normal0 = Vector3.Cross(vt, va);
  9959. Vector3.CrossToRef(normal0, vt, normal0);
  9960. }
  9961. normal0.normalize();
  9962. return normal0;
  9963. };
  9964. return Path3D;
  9965. }());
  9966. BABYLON.Path3D = Path3D;
  9967. /**
  9968. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9969. * A Curve3 is designed from a series of successive Vector3.
  9970. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9971. */
  9972. var Curve3 = /** @class */ (function () {
  9973. /**
  9974. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9975. * A Curve3 is designed from a series of successive Vector3.
  9976. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9977. * @param points points which make up the curve
  9978. */
  9979. function Curve3(points) {
  9980. this._length = 0.0;
  9981. this._points = points;
  9982. this._length = this._computeLength(points);
  9983. }
  9984. /**
  9985. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9986. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9987. * @param v1 (Vector3) the control point
  9988. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9989. * @param nbPoints (integer) the wanted number of points in the curve
  9990. * @returns the created Curve3
  9991. */
  9992. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9993. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9994. var bez = new Array();
  9995. var equation = function (t, val0, val1, val2) {
  9996. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9997. return res;
  9998. };
  9999. for (var i = 0; i <= nbPoints; i++) {
  10000. 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)));
  10001. }
  10002. return new Curve3(bez);
  10003. };
  10004. /**
  10005. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  10006. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10007. * @param v1 (Vector3) the first control point
  10008. * @param v2 (Vector3) the second control point
  10009. * @param v3 (Vector3) the end point of the Cubic Bezier
  10010. * @param nbPoints (integer) the wanted number of points in the curve
  10011. * @returns the created Curve3
  10012. */
  10013. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10014. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10015. var bez = new Array();
  10016. var equation = function (t, val0, val1, val2, val3) {
  10017. 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;
  10018. return res;
  10019. };
  10020. for (var i = 0; i <= nbPoints; i++) {
  10021. 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)));
  10022. }
  10023. return new Curve3(bez);
  10024. };
  10025. /**
  10026. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  10027. * @param p1 (Vector3) the origin point of the Hermite Spline
  10028. * @param t1 (Vector3) the tangent vector at the origin point
  10029. * @param p2 (Vector3) the end point of the Hermite Spline
  10030. * @param t2 (Vector3) the tangent vector at the end point
  10031. * @param nbPoints (integer) the wanted number of points in the curve
  10032. * @returns the created Curve3
  10033. */
  10034. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10035. var hermite = new Array();
  10036. var step = 1.0 / nbPoints;
  10037. for (var i = 0; i <= nbPoints; i++) {
  10038. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10039. }
  10040. return new Curve3(hermite);
  10041. };
  10042. /**
  10043. * Returns a Curve3 object along a CatmullRom Spline curve :
  10044. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10045. * @param nbPoints (integer) the wanted number of points between each curve control points
  10046. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10047. * @returns the created Curve3
  10048. */
  10049. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10050. var catmullRom = new Array();
  10051. var step = 1.0 / nbPoints;
  10052. var amount = 0.0;
  10053. if (closed) {
  10054. var pointsCount = points.length;
  10055. for (var i = 0; i < pointsCount; i++) {
  10056. amount = 0;
  10057. for (var c = 0; c < nbPoints; c++) {
  10058. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10059. amount += step;
  10060. }
  10061. }
  10062. catmullRom.push(catmullRom[0]);
  10063. }
  10064. else {
  10065. var totalPoints = new Array();
  10066. totalPoints.push(points[0].clone());
  10067. Array.prototype.push.apply(totalPoints, points);
  10068. totalPoints.push(points[points.length - 1].clone());
  10069. for (var i = 0; i < totalPoints.length - 3; i++) {
  10070. amount = 0;
  10071. for (var c = 0; c < nbPoints; c++) {
  10072. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10073. amount += step;
  10074. }
  10075. }
  10076. i--;
  10077. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10078. }
  10079. return new Curve3(catmullRom);
  10080. };
  10081. /**
  10082. * @returns the Curve3 stored array of successive Vector3
  10083. */
  10084. Curve3.prototype.getPoints = function () {
  10085. return this._points;
  10086. };
  10087. /**
  10088. * @returns the computed length (float) of the curve.
  10089. */
  10090. Curve3.prototype.length = function () {
  10091. return this._length;
  10092. };
  10093. /**
  10094. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10095. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10096. * curveA and curveB keep unchanged.
  10097. * @param curve the curve to continue from this curve
  10098. * @returns the newly constructed curve
  10099. */
  10100. Curve3.prototype.continue = function (curve) {
  10101. var lastPoint = this._points[this._points.length - 1];
  10102. var continuedPoints = this._points.slice();
  10103. var curvePoints = curve.getPoints();
  10104. for (var i = 1; i < curvePoints.length; i++) {
  10105. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10106. }
  10107. var continuedCurve = new Curve3(continuedPoints);
  10108. return continuedCurve;
  10109. };
  10110. Curve3.prototype._computeLength = function (path) {
  10111. var l = 0;
  10112. for (var i = 1; i < path.length; i++) {
  10113. l += (path[i].subtract(path[i - 1])).length();
  10114. }
  10115. return l;
  10116. };
  10117. return Curve3;
  10118. }());
  10119. BABYLON.Curve3 = Curve3;
  10120. // Vertex formats
  10121. /**
  10122. * Contains position and normal vectors for a vertex
  10123. */
  10124. var PositionNormalVertex = /** @class */ (function () {
  10125. /**
  10126. * Creates a PositionNormalVertex
  10127. * @param position the position of the vertex (defaut: 0,0,0)
  10128. * @param normal the normal of the vertex (defaut: 0,1,0)
  10129. */
  10130. function PositionNormalVertex(
  10131. /** the position of the vertex (defaut: 0,0,0) */
  10132. position,
  10133. /** the normal of the vertex (defaut: 0,1,0) */
  10134. normal) {
  10135. if (position === void 0) { position = Vector3.Zero(); }
  10136. if (normal === void 0) { normal = Vector3.Up(); }
  10137. this.position = position;
  10138. this.normal = normal;
  10139. }
  10140. /**
  10141. * Clones the PositionNormalVertex
  10142. * @returns the cloned PositionNormalVertex
  10143. */
  10144. PositionNormalVertex.prototype.clone = function () {
  10145. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10146. };
  10147. return PositionNormalVertex;
  10148. }());
  10149. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10150. /**
  10151. * Contains position, normal and uv vectors for a vertex
  10152. */
  10153. var PositionNormalTextureVertex = /** @class */ (function () {
  10154. /**
  10155. * Creates a PositionNormalTextureVertex
  10156. * @param position the position of the vertex (defaut: 0,0,0)
  10157. * @param normal the normal of the vertex (defaut: 0,1,0)
  10158. * @param uv the uv of the vertex (default: 0,0)
  10159. */
  10160. function PositionNormalTextureVertex(
  10161. /** the position of the vertex (defaut: 0,0,0) */
  10162. position,
  10163. /** the normal of the vertex (defaut: 0,1,0) */
  10164. normal,
  10165. /** the uv of the vertex (default: 0,0) */
  10166. uv) {
  10167. if (position === void 0) { position = Vector3.Zero(); }
  10168. if (normal === void 0) { normal = Vector3.Up(); }
  10169. if (uv === void 0) { uv = Vector2.Zero(); }
  10170. this.position = position;
  10171. this.normal = normal;
  10172. this.uv = uv;
  10173. }
  10174. /**
  10175. * Clones the PositionNormalTextureVertex
  10176. * @returns the cloned PositionNormalTextureVertex
  10177. */
  10178. PositionNormalTextureVertex.prototype.clone = function () {
  10179. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10180. };
  10181. return PositionNormalTextureVertex;
  10182. }());
  10183. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10184. // Temporary pre-allocated objects for engine internal use
  10185. // usage in any internal function :
  10186. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10187. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10188. /**
  10189. * @hidden
  10190. */
  10191. var Tmp = /** @class */ (function () {
  10192. function Tmp() {
  10193. }
  10194. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10195. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10196. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10197. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10198. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10199. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10200. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10201. return Tmp;
  10202. }());
  10203. BABYLON.Tmp = Tmp;
  10204. /**
  10205. * @hidden
  10206. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10207. */
  10208. var MathTmp = /** @class */ (function () {
  10209. function MathTmp() {
  10210. }
  10211. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10212. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10213. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10214. return MathTmp;
  10215. }());
  10216. })(BABYLON || (BABYLON = {}));
  10217. //# sourceMappingURL=math.js.map
  10218. var BABYLON;
  10219. (function (BABYLON) {
  10220. /**
  10221. * Scalar computation library
  10222. */
  10223. var Scalar = /** @class */ (function () {
  10224. function Scalar() {
  10225. }
  10226. /**
  10227. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10228. * @param a number
  10229. * @param b number
  10230. * @param epsilon (default = 1.401298E-45)
  10231. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10232. */
  10233. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10234. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10235. var num = a - b;
  10236. return -epsilon <= num && num <= epsilon;
  10237. };
  10238. /**
  10239. * Returns a string : the upper case translation of the number i to hexadecimal.
  10240. * @param i number
  10241. * @returns the upper case translation of the number i to hexadecimal.
  10242. */
  10243. Scalar.ToHex = function (i) {
  10244. var str = i.toString(16);
  10245. if (i <= 15) {
  10246. return ("0" + str).toUpperCase();
  10247. }
  10248. return str.toUpperCase();
  10249. };
  10250. /**
  10251. * Returns -1 if value is negative and +1 is value is positive.
  10252. * @param value the value
  10253. * @returns the value itself if it's equal to zero.
  10254. */
  10255. Scalar.Sign = function (value) {
  10256. value = +value; // convert to a number
  10257. if (value === 0 || isNaN(value)) {
  10258. return value;
  10259. }
  10260. return value > 0 ? 1 : -1;
  10261. };
  10262. /**
  10263. * Returns the value itself if it's between min and max.
  10264. * Returns min if the value is lower than min.
  10265. * Returns max if the value is greater than max.
  10266. * @param value the value to clmap
  10267. * @param min the min value to clamp to (default: 0)
  10268. * @param max the max value to clamp to (default: 1)
  10269. * @returns the clamped value
  10270. */
  10271. Scalar.Clamp = function (value, min, max) {
  10272. if (min === void 0) { min = 0; }
  10273. if (max === void 0) { max = 1; }
  10274. return Math.min(max, Math.max(min, value));
  10275. };
  10276. /**
  10277. * the log2 of value.
  10278. * @param value the value to compute log2 of
  10279. * @returns the log2 of value.
  10280. */
  10281. Scalar.Log2 = function (value) {
  10282. return Math.log(value) * Math.LOG2E;
  10283. };
  10284. /**
  10285. * Loops the value, so that it is never larger than length and never smaller than 0.
  10286. *
  10287. * This is similar to the modulo operator but it works with floating point numbers.
  10288. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10289. * With t = 5 and length = 2.5, the result would be 0.0.
  10290. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10291. * @param value the value
  10292. * @param length the length
  10293. * @returns the looped value
  10294. */
  10295. Scalar.Repeat = function (value, length) {
  10296. return value - Math.floor(value / length) * length;
  10297. };
  10298. /**
  10299. * Normalize the value between 0.0 and 1.0 using min and max values
  10300. * @param value value to normalize
  10301. * @param min max to normalize between
  10302. * @param max min to normalize between
  10303. * @returns the normalized value
  10304. */
  10305. Scalar.Normalize = function (value, min, max) {
  10306. return (value - min) / (max - min);
  10307. };
  10308. /**
  10309. * Denormalize the value from 0.0 and 1.0 using min and max values
  10310. * @param normalized value to denormalize
  10311. * @param min max to denormalize between
  10312. * @param max min to denormalize between
  10313. * @returns the denormalized value
  10314. */
  10315. Scalar.Denormalize = function (normalized, min, max) {
  10316. return (normalized * (max - min) + min);
  10317. };
  10318. /**
  10319. * Calculates the shortest difference between two given angles given in degrees.
  10320. * @param current current angle in degrees
  10321. * @param target target angle in degrees
  10322. * @returns the delta
  10323. */
  10324. Scalar.DeltaAngle = function (current, target) {
  10325. var num = Scalar.Repeat(target - current, 360.0);
  10326. if (num > 180.0) {
  10327. num -= 360.0;
  10328. }
  10329. return num;
  10330. };
  10331. /**
  10332. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10333. * @param tx value
  10334. * @param length length
  10335. * @returns The returned value will move back and forth between 0 and length
  10336. */
  10337. Scalar.PingPong = function (tx, length) {
  10338. var t = Scalar.Repeat(tx, length * 2.0);
  10339. return length - Math.abs(t - length);
  10340. };
  10341. /**
  10342. * Interpolates between min and max with smoothing at the limits.
  10343. *
  10344. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10345. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10346. * @param from from
  10347. * @param to to
  10348. * @param tx value
  10349. * @returns the smooth stepped value
  10350. */
  10351. Scalar.SmoothStep = function (from, to, tx) {
  10352. var t = Scalar.Clamp(tx);
  10353. t = -2.0 * t * t * t + 3.0 * t * t;
  10354. return to * t + from * (1.0 - t);
  10355. };
  10356. /**
  10357. * Moves a value current towards target.
  10358. *
  10359. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10360. * Negative values of maxDelta pushes the value away from target.
  10361. * @param current current value
  10362. * @param target target value
  10363. * @param maxDelta max distance to move
  10364. * @returns resulting value
  10365. */
  10366. Scalar.MoveTowards = function (current, target, maxDelta) {
  10367. var result = 0;
  10368. if (Math.abs(target - current) <= maxDelta) {
  10369. result = target;
  10370. }
  10371. else {
  10372. result = current + Scalar.Sign(target - current) * maxDelta;
  10373. }
  10374. return result;
  10375. };
  10376. /**
  10377. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10378. *
  10379. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10380. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10381. * @param current current value
  10382. * @param target target value
  10383. * @param maxDelta max distance to move
  10384. * @returns resulting angle
  10385. */
  10386. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10387. var num = Scalar.DeltaAngle(current, target);
  10388. var result = 0;
  10389. if (-maxDelta < num && num < maxDelta) {
  10390. result = target;
  10391. }
  10392. else {
  10393. target = current + num;
  10394. result = Scalar.MoveTowards(current, target, maxDelta);
  10395. }
  10396. return result;
  10397. };
  10398. /**
  10399. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10400. * @param start start value
  10401. * @param end target value
  10402. * @param amount amount to lerp between
  10403. * @returns the lerped value
  10404. */
  10405. Scalar.Lerp = function (start, end, amount) {
  10406. return start + ((end - start) * amount);
  10407. };
  10408. /**
  10409. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10410. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10411. * @param start start value
  10412. * @param end target value
  10413. * @param amount amount to lerp between
  10414. * @returns the lerped value
  10415. */
  10416. Scalar.LerpAngle = function (start, end, amount) {
  10417. var num = Scalar.Repeat(end - start, 360.0);
  10418. if (num > 180.0) {
  10419. num -= 360.0;
  10420. }
  10421. return start + num * Scalar.Clamp(amount);
  10422. };
  10423. /**
  10424. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10425. * @param a start value
  10426. * @param b target value
  10427. * @param value value between a and b
  10428. * @returns the inverseLerp value
  10429. */
  10430. Scalar.InverseLerp = function (a, b, value) {
  10431. var result = 0;
  10432. if (a != b) {
  10433. result = Scalar.Clamp((value - a) / (b - a));
  10434. }
  10435. else {
  10436. result = 0.0;
  10437. }
  10438. return result;
  10439. };
  10440. /**
  10441. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10442. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10443. * @param value1 spline value
  10444. * @param tangent1 spline value
  10445. * @param value2 spline value
  10446. * @param tangent2 spline value
  10447. * @param amount input value
  10448. * @returns hermite result
  10449. */
  10450. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10451. var squared = amount * amount;
  10452. var cubed = amount * squared;
  10453. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10454. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10455. var part3 = (cubed - (2.0 * squared)) + amount;
  10456. var part4 = cubed - squared;
  10457. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10458. };
  10459. /**
  10460. * Returns a random float number between and min and max values
  10461. * @param min min value of random
  10462. * @param max max value of random
  10463. * @returns random value
  10464. */
  10465. Scalar.RandomRange = function (min, max) {
  10466. if (min === max) {
  10467. return min;
  10468. }
  10469. return ((Math.random() * (max - min)) + min);
  10470. };
  10471. /**
  10472. * This function returns percentage of a number in a given range.
  10473. *
  10474. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10475. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10476. * @param number to convert to percentage
  10477. * @param min min range
  10478. * @param max max range
  10479. * @returns the percentage
  10480. */
  10481. Scalar.RangeToPercent = function (number, min, max) {
  10482. return ((number - min) / (max - min));
  10483. };
  10484. /**
  10485. * This function returns number that corresponds to the percentage in a given range.
  10486. *
  10487. * PercentToRange(0.34,0,100) will return 34.
  10488. * @param percent to convert to number
  10489. * @param min min range
  10490. * @param max max range
  10491. * @returns the number
  10492. */
  10493. Scalar.PercentToRange = function (percent, min, max) {
  10494. return ((max - min) * percent + min);
  10495. };
  10496. /**
  10497. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10498. * @param angle The angle to normalize in radian.
  10499. * @return The converted angle.
  10500. */
  10501. Scalar.NormalizeRadians = function (angle) {
  10502. // More precise but slower version kept for reference.
  10503. // angle = angle % Tools.TwoPi;
  10504. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10505. //if (angle > Math.PI) {
  10506. // angle -= Tools.TwoPi;
  10507. //}
  10508. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10509. return angle;
  10510. };
  10511. /**
  10512. * Two pi constants convenient for computation.
  10513. */
  10514. Scalar.TwoPi = Math.PI * 2;
  10515. return Scalar;
  10516. }());
  10517. BABYLON.Scalar = Scalar;
  10518. })(BABYLON || (BABYLON = {}));
  10519. //# sourceMappingURL=math.scalar.js.map
  10520. //# sourceMappingURL=mixins.js.map
  10521. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10522. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10523. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10524. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10525. //# sourceMappingURL=webgl2.js.map
  10526. var BABYLON;
  10527. (function (BABYLON) {
  10528. var __decoratorInitialStore = {};
  10529. var __mergedStore = {};
  10530. var _copySource = function (creationFunction, source, instanciate) {
  10531. var destination = creationFunction();
  10532. // Tags
  10533. if (BABYLON.Tags) {
  10534. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10535. }
  10536. var classStore = getMergedStore(destination);
  10537. // Properties
  10538. for (var property in classStore) {
  10539. var propertyDescriptor = classStore[property];
  10540. var sourceProperty = source[property];
  10541. var propertyType = propertyDescriptor.type;
  10542. if (sourceProperty !== undefined && sourceProperty !== null) {
  10543. switch (propertyType) {
  10544. case 0: // Value
  10545. case 6: // Mesh reference
  10546. case 11: // Camera reference
  10547. destination[property] = sourceProperty;
  10548. break;
  10549. case 1: // Texture
  10550. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10551. break;
  10552. case 2: // Color3
  10553. case 3: // FresnelParameters
  10554. case 4: // Vector2
  10555. case 5: // Vector3
  10556. case 7: // Color Curves
  10557. case 10: // Quaternion
  10558. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10559. break;
  10560. }
  10561. }
  10562. }
  10563. return destination;
  10564. };
  10565. function getDirectStore(target) {
  10566. var classKey = target.getClassName();
  10567. if (!__decoratorInitialStore[classKey]) {
  10568. __decoratorInitialStore[classKey] = {};
  10569. }
  10570. return __decoratorInitialStore[classKey];
  10571. }
  10572. /**
  10573. * Return the list of properties flagged as serializable
  10574. * @param target: host object
  10575. */
  10576. function getMergedStore(target) {
  10577. var classKey = target.getClassName();
  10578. if (__mergedStore[classKey]) {
  10579. return __mergedStore[classKey];
  10580. }
  10581. __mergedStore[classKey] = {};
  10582. var store = __mergedStore[classKey];
  10583. var currentTarget = target;
  10584. var currentKey = classKey;
  10585. while (currentKey) {
  10586. var initialStore = __decoratorInitialStore[currentKey];
  10587. for (var property in initialStore) {
  10588. store[property] = initialStore[property];
  10589. }
  10590. var parent_1 = void 0;
  10591. var done = false;
  10592. do {
  10593. parent_1 = Object.getPrototypeOf(currentTarget);
  10594. if (!parent_1.getClassName) {
  10595. done = true;
  10596. break;
  10597. }
  10598. if (parent_1.getClassName() !== currentKey) {
  10599. break;
  10600. }
  10601. currentTarget = parent_1;
  10602. } while (parent_1);
  10603. if (done) {
  10604. break;
  10605. }
  10606. currentKey = parent_1.getClassName();
  10607. currentTarget = parent_1;
  10608. }
  10609. return store;
  10610. }
  10611. function generateSerializableMember(type, sourceName) {
  10612. return function (target, propertyKey) {
  10613. var classStore = getDirectStore(target);
  10614. if (!classStore[propertyKey]) {
  10615. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10616. }
  10617. };
  10618. }
  10619. function generateExpandMember(setCallback, targetKey) {
  10620. if (targetKey === void 0) { targetKey = null; }
  10621. return function (target, propertyKey) {
  10622. var key = targetKey || ("_" + propertyKey);
  10623. Object.defineProperty(target, propertyKey, {
  10624. get: function () {
  10625. return this[key];
  10626. },
  10627. set: function (value) {
  10628. if (this[key] === value) {
  10629. return;
  10630. }
  10631. this[key] = value;
  10632. target[setCallback].apply(this);
  10633. },
  10634. enumerable: true,
  10635. configurable: true
  10636. });
  10637. };
  10638. }
  10639. function expandToProperty(callback, targetKey) {
  10640. if (targetKey === void 0) { targetKey = null; }
  10641. return generateExpandMember(callback, targetKey);
  10642. }
  10643. BABYLON.expandToProperty = expandToProperty;
  10644. function serialize(sourceName) {
  10645. return generateSerializableMember(0, sourceName); // value member
  10646. }
  10647. BABYLON.serialize = serialize;
  10648. function serializeAsTexture(sourceName) {
  10649. return generateSerializableMember(1, sourceName); // texture member
  10650. }
  10651. BABYLON.serializeAsTexture = serializeAsTexture;
  10652. function serializeAsColor3(sourceName) {
  10653. return generateSerializableMember(2, sourceName); // color3 member
  10654. }
  10655. BABYLON.serializeAsColor3 = serializeAsColor3;
  10656. function serializeAsFresnelParameters(sourceName) {
  10657. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10658. }
  10659. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10660. function serializeAsVector2(sourceName) {
  10661. return generateSerializableMember(4, sourceName); // vector2 member
  10662. }
  10663. BABYLON.serializeAsVector2 = serializeAsVector2;
  10664. function serializeAsVector3(sourceName) {
  10665. return generateSerializableMember(5, sourceName); // vector3 member
  10666. }
  10667. BABYLON.serializeAsVector3 = serializeAsVector3;
  10668. function serializeAsMeshReference(sourceName) {
  10669. return generateSerializableMember(6, sourceName); // mesh reference member
  10670. }
  10671. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10672. function serializeAsColorCurves(sourceName) {
  10673. return generateSerializableMember(7, sourceName); // color curves
  10674. }
  10675. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10676. function serializeAsColor4(sourceName) {
  10677. return generateSerializableMember(8, sourceName); // color 4
  10678. }
  10679. BABYLON.serializeAsColor4 = serializeAsColor4;
  10680. function serializeAsImageProcessingConfiguration(sourceName) {
  10681. return generateSerializableMember(9, sourceName); // image processing
  10682. }
  10683. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10684. function serializeAsQuaternion(sourceName) {
  10685. return generateSerializableMember(10, sourceName); // quaternion member
  10686. }
  10687. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10688. /**
  10689. * Decorator used to define property that can be serialized as reference to a camera
  10690. * @param sourceName defines the name of the property to decorate
  10691. */
  10692. function serializeAsCameraReference(sourceName) {
  10693. return generateSerializableMember(11, sourceName); // camera reference member
  10694. }
  10695. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10696. /**
  10697. * Class used to help serialization objects
  10698. */
  10699. var SerializationHelper = /** @class */ (function () {
  10700. function SerializationHelper() {
  10701. }
  10702. /**
  10703. * Static function used to serialized a specific entity
  10704. * @param entity defines the entity to serialize
  10705. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10706. * @returns a JSON compatible object representing the serialization of the entity
  10707. */
  10708. SerializationHelper.Serialize = function (entity, serializationObject) {
  10709. if (!serializationObject) {
  10710. serializationObject = {};
  10711. }
  10712. // Tags
  10713. if (BABYLON.Tags) {
  10714. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10715. }
  10716. var serializedProperties = getMergedStore(entity);
  10717. // Properties
  10718. for (var property in serializedProperties) {
  10719. var propertyDescriptor = serializedProperties[property];
  10720. var targetPropertyName = propertyDescriptor.sourceName || property;
  10721. var propertyType = propertyDescriptor.type;
  10722. var sourceProperty = entity[property];
  10723. if (sourceProperty !== undefined && sourceProperty !== null) {
  10724. switch (propertyType) {
  10725. case 0: // Value
  10726. serializationObject[targetPropertyName] = sourceProperty;
  10727. break;
  10728. case 1: // Texture
  10729. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10730. break;
  10731. case 2: // Color3
  10732. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10733. break;
  10734. case 3: // FresnelParameters
  10735. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10736. break;
  10737. case 4: // Vector2
  10738. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10739. break;
  10740. case 5: // Vector3
  10741. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10742. break;
  10743. case 6: // Mesh reference
  10744. serializationObject[targetPropertyName] = sourceProperty.id;
  10745. break;
  10746. case 7: // Color Curves
  10747. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10748. break;
  10749. case 8: // Color 4
  10750. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10751. break;
  10752. case 9: // Image Processing
  10753. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10754. break;
  10755. case 10: // Quaternion
  10756. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10757. break;
  10758. case 11: // Camera reference
  10759. serializationObject[targetPropertyName] = sourceProperty.id;
  10760. break;
  10761. }
  10762. }
  10763. }
  10764. return serializationObject;
  10765. };
  10766. /**
  10767. * Creates a new entity from a serialization data object
  10768. * @param creationFunction defines a function used to instanciated the new entity
  10769. * @param source defines the source serialization data
  10770. * @param scene defines the hosting scene
  10771. * @param rootUrl defines the root url for resources
  10772. * @returns a new entity
  10773. */
  10774. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10775. if (rootUrl === void 0) { rootUrl = null; }
  10776. var destination = creationFunction();
  10777. if (!rootUrl) {
  10778. rootUrl = "";
  10779. }
  10780. // Tags
  10781. if (BABYLON.Tags) {
  10782. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10783. }
  10784. var classStore = getMergedStore(destination);
  10785. // Properties
  10786. for (var property in classStore) {
  10787. var propertyDescriptor = classStore[property];
  10788. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10789. var propertyType = propertyDescriptor.type;
  10790. if (sourceProperty !== undefined && sourceProperty !== null) {
  10791. var dest = destination;
  10792. switch (propertyType) {
  10793. case 0: // Value
  10794. dest[property] = sourceProperty;
  10795. break;
  10796. case 1: // Texture
  10797. if (scene) {
  10798. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10799. }
  10800. break;
  10801. case 2: // Color3
  10802. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10803. break;
  10804. case 3: // FresnelParameters
  10805. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10806. break;
  10807. case 4: // Vector2
  10808. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10809. break;
  10810. case 5: // Vector3
  10811. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10812. break;
  10813. case 6: // Mesh reference
  10814. if (scene) {
  10815. dest[property] = scene.getLastMeshByID(sourceProperty);
  10816. }
  10817. break;
  10818. case 7: // Color Curves
  10819. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10820. break;
  10821. case 8: // Color 4
  10822. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10823. break;
  10824. case 9: // Image Processing
  10825. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10826. break;
  10827. case 10: // Quaternion
  10828. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10829. break;
  10830. case 11: // Camera reference
  10831. if (scene) {
  10832. dest[property] = scene.getCameraByID(sourceProperty);
  10833. }
  10834. break;
  10835. }
  10836. }
  10837. }
  10838. return destination;
  10839. };
  10840. /**
  10841. * Clones an object
  10842. * @param creationFunction defines the function used to instanciate the new object
  10843. * @param source defines the source object
  10844. * @returns the cloned object
  10845. */
  10846. SerializationHelper.Clone = function (creationFunction, source) {
  10847. return _copySource(creationFunction, source, false);
  10848. };
  10849. /**
  10850. * Instanciates a new object based on a source one (some data will be shared between both object)
  10851. * @param creationFunction defines the function used to instanciate the new object
  10852. * @param source defines the source object
  10853. * @returns the new object
  10854. */
  10855. SerializationHelper.Instanciate = function (creationFunction, source) {
  10856. return _copySource(creationFunction, source, true);
  10857. };
  10858. return SerializationHelper;
  10859. }());
  10860. BABYLON.SerializationHelper = SerializationHelper;
  10861. })(BABYLON || (BABYLON = {}));
  10862. //# sourceMappingURL=decorators.js.map
  10863. var BABYLON;
  10864. (function (BABYLON) {
  10865. /**
  10866. * Wrapper class for promise with external resolve and reject.
  10867. */
  10868. var Deferred = /** @class */ (function () {
  10869. /**
  10870. * Constructor for this deferred object.
  10871. */
  10872. function Deferred() {
  10873. var _this = this;
  10874. this.promise = new Promise(function (resolve, reject) {
  10875. _this._resolve = resolve;
  10876. _this._reject = reject;
  10877. });
  10878. }
  10879. Object.defineProperty(Deferred.prototype, "resolve", {
  10880. /**
  10881. * The resolve method of the promise associated with this deferred object.
  10882. */
  10883. get: function () {
  10884. return this._resolve;
  10885. },
  10886. enumerable: true,
  10887. configurable: true
  10888. });
  10889. Object.defineProperty(Deferred.prototype, "reject", {
  10890. /**
  10891. * The reject method of the promise associated with this deferred object.
  10892. */
  10893. get: function () {
  10894. return this._reject;
  10895. },
  10896. enumerable: true,
  10897. configurable: true
  10898. });
  10899. return Deferred;
  10900. }());
  10901. BABYLON.Deferred = Deferred;
  10902. })(BABYLON || (BABYLON = {}));
  10903. //# sourceMappingURL=deferred.js.map
  10904. var BABYLON;
  10905. (function (BABYLON) {
  10906. /**
  10907. * A class serves as a medium between the observable and its observers
  10908. */
  10909. var EventState = /** @class */ (function () {
  10910. /**
  10911. * Create a new EventState
  10912. * @param mask defines the mask associated with this state
  10913. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10914. * @param target defines the original target of the state
  10915. * @param currentTarget defines the current target of the state
  10916. */
  10917. function EventState(mask, skipNextObservers, target, currentTarget) {
  10918. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10919. this.initalize(mask, skipNextObservers, target, currentTarget);
  10920. }
  10921. /**
  10922. * Initialize the current event state
  10923. * @param mask defines the mask associated with this state
  10924. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10925. * @param target defines the original target of the state
  10926. * @param currentTarget defines the current target of the state
  10927. * @returns the current event state
  10928. */
  10929. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10930. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10931. this.mask = mask;
  10932. this.skipNextObservers = skipNextObservers;
  10933. this.target = target;
  10934. this.currentTarget = currentTarget;
  10935. return this;
  10936. };
  10937. return EventState;
  10938. }());
  10939. BABYLON.EventState = EventState;
  10940. /**
  10941. * Represent an Observer registered to a given Observable object.
  10942. */
  10943. var Observer = /** @class */ (function () {
  10944. /**
  10945. * Creates a new observer
  10946. * @param callback defines the callback to call when the observer is notified
  10947. * @param mask defines the mask of the observer (used to filter notifications)
  10948. * @param scope defines the current scope used to restore the JS context
  10949. */
  10950. function Observer(
  10951. /**
  10952. * Defines the callback to call when the observer is notified
  10953. */
  10954. callback,
  10955. /**
  10956. * Defines the mask of the observer (used to filter notifications)
  10957. */
  10958. mask,
  10959. /**
  10960. * Defines the current scope used to restore the JS context
  10961. */
  10962. scope) {
  10963. if (scope === void 0) { scope = null; }
  10964. this.callback = callback;
  10965. this.mask = mask;
  10966. this.scope = scope;
  10967. /** @hidden */
  10968. this._willBeUnregistered = false;
  10969. /**
  10970. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10971. */
  10972. this.unregisterOnNextCall = false;
  10973. }
  10974. return Observer;
  10975. }());
  10976. BABYLON.Observer = Observer;
  10977. /**
  10978. * Represent a list of observers registered to multiple Observables object.
  10979. */
  10980. var MultiObserver = /** @class */ (function () {
  10981. function MultiObserver() {
  10982. }
  10983. /**
  10984. * Release associated resources
  10985. */
  10986. MultiObserver.prototype.dispose = function () {
  10987. if (this._observers && this._observables) {
  10988. for (var index = 0; index < this._observers.length; index++) {
  10989. this._observables[index].remove(this._observers[index]);
  10990. }
  10991. }
  10992. this._observers = null;
  10993. this._observables = null;
  10994. };
  10995. /**
  10996. * Raise a callback when one of the observable will notify
  10997. * @param observables defines a list of observables to watch
  10998. * @param callback defines the callback to call on notification
  10999. * @param mask defines the mask used to filter notifications
  11000. * @param scope defines the current scope used to restore the JS context
  11001. * @returns the new MultiObserver
  11002. */
  11003. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11004. if (mask === void 0) { mask = -1; }
  11005. if (scope === void 0) { scope = null; }
  11006. var result = new MultiObserver();
  11007. result._observers = new Array();
  11008. result._observables = observables;
  11009. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11010. var observable = observables_1[_i];
  11011. var observer = observable.add(callback, mask, false, scope);
  11012. if (observer) {
  11013. result._observers.push(observer);
  11014. }
  11015. }
  11016. return result;
  11017. };
  11018. return MultiObserver;
  11019. }());
  11020. BABYLON.MultiObserver = MultiObserver;
  11021. /**
  11022. * The Observable class is a simple implementation of the Observable pattern.
  11023. *
  11024. * 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.
  11025. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11026. * 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).
  11027. * 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.
  11028. */
  11029. var Observable = /** @class */ (function () {
  11030. /**
  11031. * Creates a new observable
  11032. * @param onObserverAdded defines a callback to call when a new observer is added
  11033. */
  11034. function Observable(onObserverAdded) {
  11035. this._observers = new Array();
  11036. this._eventState = new EventState(0);
  11037. if (onObserverAdded) {
  11038. this._onObserverAdded = onObserverAdded;
  11039. }
  11040. }
  11041. /**
  11042. * Create a new Observer with the specified callback
  11043. * @param callback the callback that will be executed for that Observer
  11044. * @param mask the mask used to filter observers
  11045. * @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.
  11046. * @param scope optional scope for the callback to be called from
  11047. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11048. * @returns the new observer created for the callback
  11049. */
  11050. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11051. if (mask === void 0) { mask = -1; }
  11052. if (insertFirst === void 0) { insertFirst = false; }
  11053. if (scope === void 0) { scope = null; }
  11054. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11055. if (!callback) {
  11056. return null;
  11057. }
  11058. var observer = new Observer(callback, mask, scope);
  11059. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11060. if (insertFirst) {
  11061. this._observers.unshift(observer);
  11062. }
  11063. else {
  11064. this._observers.push(observer);
  11065. }
  11066. if (this._onObserverAdded) {
  11067. this._onObserverAdded(observer);
  11068. }
  11069. return observer;
  11070. };
  11071. /**
  11072. * Create a new Observer with the specified callback and unregisters after the next notification
  11073. * @param callback the callback that will be executed for that Observer
  11074. * @returns the new observer created for the callback
  11075. */
  11076. Observable.prototype.addOnce = function (callback) {
  11077. return this.add(callback, undefined, undefined, undefined, true);
  11078. };
  11079. /**
  11080. * Remove an Observer from the Observable object
  11081. * @param observer the instance of the Observer to remove
  11082. * @returns false if it doesn't belong to this Observable
  11083. */
  11084. Observable.prototype.remove = function (observer) {
  11085. if (!observer) {
  11086. return false;
  11087. }
  11088. var index = this._observers.indexOf(observer);
  11089. if (index !== -1) {
  11090. this._deferUnregister(observer);
  11091. return true;
  11092. }
  11093. return false;
  11094. };
  11095. /**
  11096. * Remove a callback from the Observable object
  11097. * @param callback the callback to remove
  11098. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11099. * @returns false if it doesn't belong to this Observable
  11100. */
  11101. Observable.prototype.removeCallback = function (callback, scope) {
  11102. for (var index = 0; index < this._observers.length; index++) {
  11103. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11104. this._deferUnregister(this._observers[index]);
  11105. return true;
  11106. }
  11107. }
  11108. return false;
  11109. };
  11110. Observable.prototype._deferUnregister = function (observer) {
  11111. var _this = this;
  11112. observer.unregisterOnNextCall = false;
  11113. observer._willBeUnregistered = true;
  11114. BABYLON.Tools.SetImmediate(function () {
  11115. _this._remove(observer);
  11116. });
  11117. };
  11118. // This should only be called when not iterating over _observers to avoid callback skipping.
  11119. // Removes an observer from the _observer Array.
  11120. Observable.prototype._remove = function (observer) {
  11121. if (!observer) {
  11122. return false;
  11123. }
  11124. var index = this._observers.indexOf(observer);
  11125. if (index !== -1) {
  11126. this._observers.splice(index, 1);
  11127. return true;
  11128. }
  11129. return false;
  11130. };
  11131. /**
  11132. * Notify all Observers by calling their respective callback with the given data
  11133. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11134. * @param eventData defines the data to send to all observers
  11135. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11136. * @param target defines the original target of the state
  11137. * @param currentTarget defines the current target of the state
  11138. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11139. */
  11140. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11141. if (mask === void 0) { mask = -1; }
  11142. if (!this._observers.length) {
  11143. return true;
  11144. }
  11145. var state = this._eventState;
  11146. state.mask = mask;
  11147. state.target = target;
  11148. state.currentTarget = currentTarget;
  11149. state.skipNextObservers = false;
  11150. state.lastReturnValue = eventData;
  11151. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11152. var obs = _a[_i];
  11153. if (obs._willBeUnregistered) {
  11154. continue;
  11155. }
  11156. if (obs.mask & mask) {
  11157. if (obs.scope) {
  11158. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11159. }
  11160. else {
  11161. state.lastReturnValue = obs.callback(eventData, state);
  11162. }
  11163. if (obs.unregisterOnNextCall) {
  11164. this._deferUnregister(obs);
  11165. }
  11166. }
  11167. if (state.skipNextObservers) {
  11168. return false;
  11169. }
  11170. }
  11171. return true;
  11172. };
  11173. /**
  11174. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11175. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11176. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11177. * and it is crucial that all callbacks will be executed.
  11178. * The order of the callbacks is kept, callbacks are not executed parallel.
  11179. *
  11180. * @param eventData The data to be sent to each callback
  11181. * @param mask is used to filter observers defaults to -1
  11182. * @param target defines the callback target (see EventState)
  11183. * @param currentTarget defines he current object in the bubbling phase
  11184. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11185. */
  11186. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11187. var _this = this;
  11188. if (mask === void 0) { mask = -1; }
  11189. // create an empty promise
  11190. var p = Promise.resolve(eventData);
  11191. // no observers? return this promise.
  11192. if (!this._observers.length) {
  11193. return p;
  11194. }
  11195. var state = this._eventState;
  11196. state.mask = mask;
  11197. state.target = target;
  11198. state.currentTarget = currentTarget;
  11199. state.skipNextObservers = false;
  11200. // execute one callback after another (not using Promise.all, the order is important)
  11201. this._observers.forEach(function (obs) {
  11202. if (state.skipNextObservers) {
  11203. return;
  11204. }
  11205. if (obs._willBeUnregistered) {
  11206. return;
  11207. }
  11208. if (obs.mask & mask) {
  11209. if (obs.scope) {
  11210. p = p.then(function (lastReturnedValue) {
  11211. state.lastReturnValue = lastReturnedValue;
  11212. return obs.callback.apply(obs.scope, [eventData, state]);
  11213. });
  11214. }
  11215. else {
  11216. p = p.then(function (lastReturnedValue) {
  11217. state.lastReturnValue = lastReturnedValue;
  11218. return obs.callback(eventData, state);
  11219. });
  11220. }
  11221. if (obs.unregisterOnNextCall) {
  11222. _this._deferUnregister(obs);
  11223. }
  11224. }
  11225. });
  11226. // return the eventData
  11227. return p.then(function () { return eventData; });
  11228. };
  11229. /**
  11230. * Notify a specific observer
  11231. * @param observer defines the observer to notify
  11232. * @param eventData defines the data to be sent to each callback
  11233. * @param mask is used to filter observers defaults to -1
  11234. */
  11235. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11236. if (mask === void 0) { mask = -1; }
  11237. var state = this._eventState;
  11238. state.mask = mask;
  11239. state.skipNextObservers = false;
  11240. observer.callback(eventData, state);
  11241. };
  11242. /**
  11243. * Gets a boolean indicating if the observable has at least one observer
  11244. * @returns true is the Observable has at least one Observer registered
  11245. */
  11246. Observable.prototype.hasObservers = function () {
  11247. return this._observers.length > 0;
  11248. };
  11249. /**
  11250. * Clear the list of observers
  11251. */
  11252. Observable.prototype.clear = function () {
  11253. this._observers = new Array();
  11254. this._onObserverAdded = null;
  11255. };
  11256. /**
  11257. * Clone the current observable
  11258. * @returns a new observable
  11259. */
  11260. Observable.prototype.clone = function () {
  11261. var result = new Observable();
  11262. result._observers = this._observers.slice(0);
  11263. return result;
  11264. };
  11265. /**
  11266. * Does this observable handles observer registered with a given mask
  11267. * @param mask defines the mask to be tested
  11268. * @return whether or not one observer registered with the given mask is handeled
  11269. **/
  11270. Observable.prototype.hasSpecificMask = function (mask) {
  11271. if (mask === void 0) { mask = -1; }
  11272. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11273. var obs = _a[_i];
  11274. if (obs.mask & mask || obs.mask === mask) {
  11275. return true;
  11276. }
  11277. }
  11278. return false;
  11279. };
  11280. return Observable;
  11281. }());
  11282. BABYLON.Observable = Observable;
  11283. })(BABYLON || (BABYLON = {}));
  11284. //# sourceMappingURL=observable.js.map
  11285. var BABYLON;
  11286. (function (BABYLON) {
  11287. /**
  11288. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11289. */
  11290. var SmartArray = /** @class */ (function () {
  11291. /**
  11292. * Instantiates a Smart Array.
  11293. * @param capacity defines the default capacity of the array.
  11294. */
  11295. function SmartArray(capacity) {
  11296. /**
  11297. * The active length of the array.
  11298. */
  11299. this.length = 0;
  11300. this.data = new Array(capacity);
  11301. this._id = SmartArray._GlobalId++;
  11302. }
  11303. /**
  11304. * Pushes a value at the end of the active data.
  11305. * @param value defines the object to push in the array.
  11306. */
  11307. SmartArray.prototype.push = function (value) {
  11308. this.data[this.length++] = value;
  11309. if (this.length > this.data.length) {
  11310. this.data.length *= 2;
  11311. }
  11312. };
  11313. /**
  11314. * Iterates over the active data and apply the lambda to them.
  11315. * @param func defines the action to apply on each value.
  11316. */
  11317. SmartArray.prototype.forEach = function (func) {
  11318. for (var index = 0; index < this.length; index++) {
  11319. func(this.data[index]);
  11320. }
  11321. };
  11322. /**
  11323. * Sorts the full sets of data.
  11324. * @param compareFn defines the comparison function to apply.
  11325. */
  11326. SmartArray.prototype.sort = function (compareFn) {
  11327. this.data.sort(compareFn);
  11328. };
  11329. /**
  11330. * Resets the active data to an empty array.
  11331. */
  11332. SmartArray.prototype.reset = function () {
  11333. this.length = 0;
  11334. };
  11335. /**
  11336. * Releases all the data from the array as well as the array.
  11337. */
  11338. SmartArray.prototype.dispose = function () {
  11339. this.reset();
  11340. if (this.data) {
  11341. this.data.length = 0;
  11342. this.data = [];
  11343. }
  11344. };
  11345. /**
  11346. * Concats the active data with a given array.
  11347. * @param array defines the data to concatenate with.
  11348. */
  11349. SmartArray.prototype.concat = function (array) {
  11350. if (array.length === 0) {
  11351. return;
  11352. }
  11353. if (this.length + array.length > this.data.length) {
  11354. this.data.length = (this.length + array.length) * 2;
  11355. }
  11356. for (var index = 0; index < array.length; index++) {
  11357. this.data[this.length++] = (array.data || array)[index];
  11358. }
  11359. };
  11360. /**
  11361. * Returns the position of a value in the active data.
  11362. * @param value defines the value to find the index for
  11363. * @returns the index if found in the active data otherwise -1
  11364. */
  11365. SmartArray.prototype.indexOf = function (value) {
  11366. var position = this.data.indexOf(value);
  11367. if (position >= this.length) {
  11368. return -1;
  11369. }
  11370. return position;
  11371. };
  11372. /**
  11373. * Returns whether an element is part of the active data.
  11374. * @param value defines the value to look for
  11375. * @returns true if found in the active data otherwise false
  11376. */
  11377. SmartArray.prototype.contains = function (value) {
  11378. return this.indexOf(value) !== -1;
  11379. };
  11380. // Statics
  11381. SmartArray._GlobalId = 0;
  11382. return SmartArray;
  11383. }());
  11384. BABYLON.SmartArray = SmartArray;
  11385. /**
  11386. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11387. * The data in this array can only be present once
  11388. */
  11389. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11390. __extends(SmartArrayNoDuplicate, _super);
  11391. function SmartArrayNoDuplicate() {
  11392. var _this = _super !== null && _super.apply(this, arguments) || this;
  11393. _this._duplicateId = 0;
  11394. return _this;
  11395. }
  11396. /**
  11397. * Pushes a value at the end of the active data.
  11398. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11399. * @param value defines the object to push in the array.
  11400. */
  11401. SmartArrayNoDuplicate.prototype.push = function (value) {
  11402. _super.prototype.push.call(this, value);
  11403. if (!value.__smartArrayFlags) {
  11404. value.__smartArrayFlags = {};
  11405. }
  11406. value.__smartArrayFlags[this._id] = this._duplicateId;
  11407. };
  11408. /**
  11409. * Pushes a value at the end of the active data.
  11410. * If the data is already present, it won t be added again
  11411. * @param value defines the object to push in the array.
  11412. * @returns true if added false if it was already present
  11413. */
  11414. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11415. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11416. return false;
  11417. }
  11418. this.push(value);
  11419. return true;
  11420. };
  11421. /**
  11422. * Resets the active data to an empty array.
  11423. */
  11424. SmartArrayNoDuplicate.prototype.reset = function () {
  11425. _super.prototype.reset.call(this);
  11426. this._duplicateId++;
  11427. };
  11428. /**
  11429. * Concats the active data with a given array.
  11430. * This ensures no dupplicate will be present in the result.
  11431. * @param array defines the data to concatenate with.
  11432. */
  11433. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11434. if (array.length === 0) {
  11435. return;
  11436. }
  11437. if (this.length + array.length > this.data.length) {
  11438. this.data.length = (this.length + array.length) * 2;
  11439. }
  11440. for (var index = 0; index < array.length; index++) {
  11441. var item = (array.data || array)[index];
  11442. this.pushNoDuplicate(item);
  11443. }
  11444. };
  11445. return SmartArrayNoDuplicate;
  11446. }(SmartArray));
  11447. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11448. })(BABYLON || (BABYLON = {}));
  11449. //# sourceMappingURL=smartArray.js.map
  11450. var BABYLON;
  11451. (function (BABYLON) {
  11452. var PromiseStates;
  11453. (function (PromiseStates) {
  11454. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11455. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11456. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11457. })(PromiseStates || (PromiseStates = {}));
  11458. var FulFillmentAgregator = /** @class */ (function () {
  11459. function FulFillmentAgregator() {
  11460. this.count = 0;
  11461. this.target = 0;
  11462. this.results = [];
  11463. }
  11464. return FulFillmentAgregator;
  11465. }());
  11466. var InternalPromise = /** @class */ (function () {
  11467. function InternalPromise(resolver) {
  11468. var _this = this;
  11469. this._state = PromiseStates.Pending;
  11470. this._children = new Array();
  11471. this._rejectWasConsumed = false;
  11472. if (!resolver) {
  11473. return;
  11474. }
  11475. try {
  11476. resolver(function (value) {
  11477. _this._resolve(value);
  11478. }, function (reason) {
  11479. _this._reject(reason);
  11480. });
  11481. }
  11482. catch (e) {
  11483. this._reject(e);
  11484. }
  11485. }
  11486. Object.defineProperty(InternalPromise.prototype, "_result", {
  11487. get: function () {
  11488. return this._resultValue;
  11489. },
  11490. set: function (value) {
  11491. this._resultValue = value;
  11492. if (this._parent && this._parent._result === undefined) {
  11493. this._parent._result = value;
  11494. }
  11495. },
  11496. enumerable: true,
  11497. configurable: true
  11498. });
  11499. InternalPromise.prototype.catch = function (onRejected) {
  11500. return this.then(undefined, onRejected);
  11501. };
  11502. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11503. var _this = this;
  11504. var newPromise = new InternalPromise();
  11505. newPromise._onFulfilled = onFulfilled;
  11506. newPromise._onRejected = onRejected;
  11507. // Composition
  11508. this._children.push(newPromise);
  11509. newPromise._parent = this;
  11510. if (this._state !== PromiseStates.Pending) {
  11511. BABYLON.Tools.SetImmediate(function () {
  11512. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11513. var returnedValue = newPromise._resolve(_this._result);
  11514. if (returnedValue !== undefined && returnedValue !== null) {
  11515. if (returnedValue._state !== undefined) {
  11516. var returnedPromise = returnedValue;
  11517. newPromise._children.push(returnedPromise);
  11518. returnedPromise._parent = newPromise;
  11519. newPromise = returnedPromise;
  11520. }
  11521. else {
  11522. newPromise._result = returnedValue;
  11523. }
  11524. }
  11525. }
  11526. else {
  11527. newPromise._reject(_this._reason);
  11528. }
  11529. });
  11530. }
  11531. return newPromise;
  11532. };
  11533. InternalPromise.prototype._moveChildren = function (children) {
  11534. var _this = this;
  11535. var _a;
  11536. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11537. this._children.forEach(function (child) {
  11538. child._parent = _this;
  11539. });
  11540. if (this._state === PromiseStates.Fulfilled) {
  11541. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11542. var child = _b[_i];
  11543. child._resolve(this._result);
  11544. }
  11545. }
  11546. else if (this._state === PromiseStates.Rejected) {
  11547. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11548. var child = _d[_c];
  11549. child._reject(this._reason);
  11550. }
  11551. }
  11552. };
  11553. InternalPromise.prototype._resolve = function (value) {
  11554. try {
  11555. this._state = PromiseStates.Fulfilled;
  11556. var returnedValue = null;
  11557. if (this._onFulfilled) {
  11558. returnedValue = this._onFulfilled(value);
  11559. }
  11560. if (returnedValue !== undefined && returnedValue !== null) {
  11561. if (returnedValue._state !== undefined) {
  11562. // Transmit children
  11563. var returnedPromise = returnedValue;
  11564. returnedPromise._parent = this;
  11565. returnedPromise._moveChildren(this._children);
  11566. value = returnedPromise._result;
  11567. }
  11568. else {
  11569. value = returnedValue;
  11570. }
  11571. }
  11572. this._result = value;
  11573. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11574. var child = _a[_i];
  11575. child._resolve(value);
  11576. }
  11577. this._children.length = 0;
  11578. delete this._onFulfilled;
  11579. delete this._onRejected;
  11580. }
  11581. catch (e) {
  11582. this._reject(e, true);
  11583. }
  11584. };
  11585. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11586. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11587. this._state = PromiseStates.Rejected;
  11588. this._reason = reason;
  11589. if (this._onRejected && !onLocalThrow) {
  11590. try {
  11591. this._onRejected(reason);
  11592. this._rejectWasConsumed = true;
  11593. }
  11594. catch (e) {
  11595. reason = e;
  11596. }
  11597. }
  11598. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11599. var child = _a[_i];
  11600. if (this._rejectWasConsumed) {
  11601. child._resolve(null);
  11602. }
  11603. else {
  11604. child._reject(reason);
  11605. }
  11606. }
  11607. this._children.length = 0;
  11608. delete this._onFulfilled;
  11609. delete this._onRejected;
  11610. };
  11611. InternalPromise.resolve = function (value) {
  11612. var newPromise = new InternalPromise();
  11613. newPromise._resolve(value);
  11614. return newPromise;
  11615. };
  11616. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11617. promise.then(function (value) {
  11618. agregator.results[index] = value;
  11619. agregator.count++;
  11620. if (agregator.count === agregator.target) {
  11621. agregator.rootPromise._resolve(agregator.results);
  11622. }
  11623. return null;
  11624. }, function (reason) {
  11625. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11626. agregator.rootPromise._reject(reason);
  11627. }
  11628. });
  11629. };
  11630. InternalPromise.all = function (promises) {
  11631. var newPromise = new InternalPromise();
  11632. var agregator = new FulFillmentAgregator();
  11633. agregator.target = promises.length;
  11634. agregator.rootPromise = newPromise;
  11635. if (promises.length) {
  11636. for (var index = 0; index < promises.length; index++) {
  11637. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11638. }
  11639. }
  11640. else {
  11641. newPromise._resolve([]);
  11642. }
  11643. return newPromise;
  11644. };
  11645. InternalPromise.race = function (promises) {
  11646. var newPromise = new InternalPromise();
  11647. if (promises.length) {
  11648. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11649. var promise = promises_1[_i];
  11650. promise.then(function (value) {
  11651. if (newPromise) {
  11652. newPromise._resolve(value);
  11653. newPromise = null;
  11654. }
  11655. return null;
  11656. }, function (reason) {
  11657. if (newPromise) {
  11658. newPromise._reject(reason);
  11659. newPromise = null;
  11660. }
  11661. });
  11662. }
  11663. }
  11664. return newPromise;
  11665. };
  11666. return InternalPromise;
  11667. }());
  11668. /**
  11669. * Helper class that provides a small promise polyfill
  11670. */
  11671. var PromisePolyfill = /** @class */ (function () {
  11672. function PromisePolyfill() {
  11673. }
  11674. /**
  11675. * Static function used to check if the polyfill is required
  11676. * If this is the case then the function will inject the polyfill to window.Promise
  11677. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11678. */
  11679. PromisePolyfill.Apply = function (force) {
  11680. if (force === void 0) { force = false; }
  11681. if (force || typeof Promise === 'undefined') {
  11682. var root = window;
  11683. root.Promise = InternalPromise;
  11684. }
  11685. };
  11686. return PromisePolyfill;
  11687. }());
  11688. BABYLON.PromisePolyfill = PromisePolyfill;
  11689. })(BABYLON || (BABYLON = {}));
  11690. //# sourceMappingURL=promise.js.map
  11691. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11692. var BABYLON;
  11693. (function (BABYLON) {
  11694. /**
  11695. * Helper class to push actions to a pool of workers.
  11696. */
  11697. var WorkerPool = /** @class */ (function () {
  11698. /**
  11699. * Constructor
  11700. * @param workers Array of workers to use for actions
  11701. */
  11702. function WorkerPool(workers) {
  11703. this._pendingActions = new Array();
  11704. this._workerInfos = workers.map(function (worker) { return ({
  11705. worker: worker,
  11706. active: false
  11707. }); });
  11708. }
  11709. /**
  11710. * Terminates all workers and clears any pending actions.
  11711. */
  11712. WorkerPool.prototype.dispose = function () {
  11713. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11714. var workerInfo = _a[_i];
  11715. workerInfo.worker.terminate();
  11716. }
  11717. delete this._workerInfos;
  11718. delete this._pendingActions;
  11719. };
  11720. /**
  11721. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11722. * pended until a worker has completed its action.
  11723. * @param action The action to perform. Call onComplete when the action is complete.
  11724. */
  11725. WorkerPool.prototype.push = function (action) {
  11726. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11727. var workerInfo = _a[_i];
  11728. if (!workerInfo.active) {
  11729. this._execute(workerInfo, action);
  11730. return;
  11731. }
  11732. }
  11733. this._pendingActions.push(action);
  11734. };
  11735. WorkerPool.prototype._execute = function (workerInfo, action) {
  11736. var _this = this;
  11737. workerInfo.active = true;
  11738. action(workerInfo.worker, function () {
  11739. workerInfo.active = false;
  11740. var nextAction = _this._pendingActions.shift();
  11741. if (nextAction) {
  11742. _this._execute(workerInfo, nextAction);
  11743. }
  11744. });
  11745. };
  11746. return WorkerPool;
  11747. }());
  11748. BABYLON.WorkerPool = WorkerPool;
  11749. })(BABYLON || (BABYLON = {}));
  11750. //# sourceMappingURL=workerPool.js.map
  11751. var BABYLON;
  11752. (function (BABYLON) {
  11753. /**
  11754. * @hidden
  11755. **/
  11756. var _AlphaState = /** @class */ (function () {
  11757. /**
  11758. * Initializes the state.
  11759. */
  11760. function _AlphaState() {
  11761. this._isAlphaBlendDirty = false;
  11762. this._isBlendFunctionParametersDirty = false;
  11763. this._isBlendEquationParametersDirty = false;
  11764. this._isBlendConstantsDirty = false;
  11765. this._alphaBlend = false;
  11766. this._blendFunctionParameters = new Array(4);
  11767. this._blendEquationParameters = new Array(2);
  11768. this._blendConstants = new Array(4);
  11769. this.reset();
  11770. }
  11771. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11772. get: function () {
  11773. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11774. },
  11775. enumerable: true,
  11776. configurable: true
  11777. });
  11778. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11779. get: function () {
  11780. return this._alphaBlend;
  11781. },
  11782. set: function (value) {
  11783. if (this._alphaBlend === value) {
  11784. return;
  11785. }
  11786. this._alphaBlend = value;
  11787. this._isAlphaBlendDirty = true;
  11788. },
  11789. enumerable: true,
  11790. configurable: true
  11791. });
  11792. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11793. if (this._blendConstants[0] === r &&
  11794. this._blendConstants[1] === g &&
  11795. this._blendConstants[2] === b &&
  11796. this._blendConstants[3] === a) {
  11797. return;
  11798. }
  11799. this._blendConstants[0] = r;
  11800. this._blendConstants[1] = g;
  11801. this._blendConstants[2] = b;
  11802. this._blendConstants[3] = a;
  11803. this._isBlendConstantsDirty = true;
  11804. };
  11805. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11806. if (this._blendFunctionParameters[0] === value0 &&
  11807. this._blendFunctionParameters[1] === value1 &&
  11808. this._blendFunctionParameters[2] === value2 &&
  11809. this._blendFunctionParameters[3] === value3) {
  11810. return;
  11811. }
  11812. this._blendFunctionParameters[0] = value0;
  11813. this._blendFunctionParameters[1] = value1;
  11814. this._blendFunctionParameters[2] = value2;
  11815. this._blendFunctionParameters[3] = value3;
  11816. this._isBlendFunctionParametersDirty = true;
  11817. };
  11818. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11819. if (this._blendEquationParameters[0] === rgb &&
  11820. this._blendEquationParameters[1] === alpha) {
  11821. return;
  11822. }
  11823. this._blendEquationParameters[0] = rgb;
  11824. this._blendEquationParameters[1] = alpha;
  11825. this._isBlendEquationParametersDirty = true;
  11826. };
  11827. _AlphaState.prototype.reset = function () {
  11828. this._alphaBlend = false;
  11829. this._blendFunctionParameters[0] = null;
  11830. this._blendFunctionParameters[1] = null;
  11831. this._blendFunctionParameters[2] = null;
  11832. this._blendFunctionParameters[3] = null;
  11833. this._blendEquationParameters[0] = null;
  11834. this._blendEquationParameters[1] = null;
  11835. this._blendConstants[0] = null;
  11836. this._blendConstants[1] = null;
  11837. this._blendConstants[2] = null;
  11838. this._blendConstants[3] = null;
  11839. this._isAlphaBlendDirty = true;
  11840. this._isBlendFunctionParametersDirty = false;
  11841. this._isBlendEquationParametersDirty = false;
  11842. this._isBlendConstantsDirty = false;
  11843. };
  11844. _AlphaState.prototype.apply = function (gl) {
  11845. if (!this.isDirty) {
  11846. return;
  11847. }
  11848. // Alpha blend
  11849. if (this._isAlphaBlendDirty) {
  11850. if (this._alphaBlend) {
  11851. gl.enable(gl.BLEND);
  11852. }
  11853. else {
  11854. gl.disable(gl.BLEND);
  11855. }
  11856. this._isAlphaBlendDirty = false;
  11857. }
  11858. // Alpha function
  11859. if (this._isBlendFunctionParametersDirty) {
  11860. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11861. this._isBlendFunctionParametersDirty = false;
  11862. }
  11863. // Alpha equation
  11864. if (this._isBlendEquationParametersDirty) {
  11865. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11866. this._isBlendEquationParametersDirty = false;
  11867. }
  11868. // Constants
  11869. if (this._isBlendConstantsDirty) {
  11870. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11871. this._isBlendConstantsDirty = false;
  11872. }
  11873. };
  11874. return _AlphaState;
  11875. }());
  11876. BABYLON._AlphaState = _AlphaState;
  11877. })(BABYLON || (BABYLON = {}));
  11878. //# sourceMappingURL=alphaCullingState.js.map
  11879. var BABYLON;
  11880. (function (BABYLON) {
  11881. /**
  11882. * @hidden
  11883. **/
  11884. var _DepthCullingState = /** @class */ (function () {
  11885. /**
  11886. * Initializes the state.
  11887. */
  11888. function _DepthCullingState() {
  11889. this._isDepthTestDirty = false;
  11890. this._isDepthMaskDirty = false;
  11891. this._isDepthFuncDirty = false;
  11892. this._isCullFaceDirty = false;
  11893. this._isCullDirty = false;
  11894. this._isZOffsetDirty = false;
  11895. this._isFrontFaceDirty = false;
  11896. this.reset();
  11897. }
  11898. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11899. get: function () {
  11900. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11901. },
  11902. enumerable: true,
  11903. configurable: true
  11904. });
  11905. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11906. get: function () {
  11907. return this._zOffset;
  11908. },
  11909. set: function (value) {
  11910. if (this._zOffset === value) {
  11911. return;
  11912. }
  11913. this._zOffset = value;
  11914. this._isZOffsetDirty = true;
  11915. },
  11916. enumerable: true,
  11917. configurable: true
  11918. });
  11919. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11920. get: function () {
  11921. return this._cullFace;
  11922. },
  11923. set: function (value) {
  11924. if (this._cullFace === value) {
  11925. return;
  11926. }
  11927. this._cullFace = value;
  11928. this._isCullFaceDirty = true;
  11929. },
  11930. enumerable: true,
  11931. configurable: true
  11932. });
  11933. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11934. get: function () {
  11935. return this._cull;
  11936. },
  11937. set: function (value) {
  11938. if (this._cull === value) {
  11939. return;
  11940. }
  11941. this._cull = value;
  11942. this._isCullDirty = true;
  11943. },
  11944. enumerable: true,
  11945. configurable: true
  11946. });
  11947. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11948. get: function () {
  11949. return this._depthFunc;
  11950. },
  11951. set: function (value) {
  11952. if (this._depthFunc === value) {
  11953. return;
  11954. }
  11955. this._depthFunc = value;
  11956. this._isDepthFuncDirty = true;
  11957. },
  11958. enumerable: true,
  11959. configurable: true
  11960. });
  11961. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11962. get: function () {
  11963. return this._depthMask;
  11964. },
  11965. set: function (value) {
  11966. if (this._depthMask === value) {
  11967. return;
  11968. }
  11969. this._depthMask = value;
  11970. this._isDepthMaskDirty = true;
  11971. },
  11972. enumerable: true,
  11973. configurable: true
  11974. });
  11975. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11976. get: function () {
  11977. return this._depthTest;
  11978. },
  11979. set: function (value) {
  11980. if (this._depthTest === value) {
  11981. return;
  11982. }
  11983. this._depthTest = value;
  11984. this._isDepthTestDirty = true;
  11985. },
  11986. enumerable: true,
  11987. configurable: true
  11988. });
  11989. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11990. get: function () {
  11991. return this._frontFace;
  11992. },
  11993. set: function (value) {
  11994. if (this._frontFace === value) {
  11995. return;
  11996. }
  11997. this._frontFace = value;
  11998. this._isFrontFaceDirty = true;
  11999. },
  12000. enumerable: true,
  12001. configurable: true
  12002. });
  12003. _DepthCullingState.prototype.reset = function () {
  12004. this._depthMask = true;
  12005. this._depthTest = true;
  12006. this._depthFunc = null;
  12007. this._cullFace = null;
  12008. this._cull = null;
  12009. this._zOffset = 0;
  12010. this._frontFace = null;
  12011. this._isDepthTestDirty = true;
  12012. this._isDepthMaskDirty = true;
  12013. this._isDepthFuncDirty = false;
  12014. this._isCullFaceDirty = false;
  12015. this._isCullDirty = false;
  12016. this._isZOffsetDirty = false;
  12017. this._isFrontFaceDirty = false;
  12018. };
  12019. _DepthCullingState.prototype.apply = function (gl) {
  12020. if (!this.isDirty) {
  12021. return;
  12022. }
  12023. // Cull
  12024. if (this._isCullDirty) {
  12025. if (this.cull) {
  12026. gl.enable(gl.CULL_FACE);
  12027. }
  12028. else {
  12029. gl.disable(gl.CULL_FACE);
  12030. }
  12031. this._isCullDirty = false;
  12032. }
  12033. // Cull face
  12034. if (this._isCullFaceDirty) {
  12035. gl.cullFace(this.cullFace);
  12036. this._isCullFaceDirty = false;
  12037. }
  12038. // Depth mask
  12039. if (this._isDepthMaskDirty) {
  12040. gl.depthMask(this.depthMask);
  12041. this._isDepthMaskDirty = false;
  12042. }
  12043. // Depth test
  12044. if (this._isDepthTestDirty) {
  12045. if (this.depthTest) {
  12046. gl.enable(gl.DEPTH_TEST);
  12047. }
  12048. else {
  12049. gl.disable(gl.DEPTH_TEST);
  12050. }
  12051. this._isDepthTestDirty = false;
  12052. }
  12053. // Depth func
  12054. if (this._isDepthFuncDirty) {
  12055. gl.depthFunc(this.depthFunc);
  12056. this._isDepthFuncDirty = false;
  12057. }
  12058. // zOffset
  12059. if (this._isZOffsetDirty) {
  12060. if (this.zOffset) {
  12061. gl.enable(gl.POLYGON_OFFSET_FILL);
  12062. gl.polygonOffset(this.zOffset, 0);
  12063. }
  12064. else {
  12065. gl.disable(gl.POLYGON_OFFSET_FILL);
  12066. }
  12067. this._isZOffsetDirty = false;
  12068. }
  12069. // Front face
  12070. if (this._isFrontFaceDirty) {
  12071. gl.frontFace(this.frontFace);
  12072. this._isFrontFaceDirty = false;
  12073. }
  12074. };
  12075. return _DepthCullingState;
  12076. }());
  12077. BABYLON._DepthCullingState = _DepthCullingState;
  12078. })(BABYLON || (BABYLON = {}));
  12079. //# sourceMappingURL=depthCullingState.js.map
  12080. var BABYLON;
  12081. (function (BABYLON) {
  12082. /**
  12083. * @hidden
  12084. **/
  12085. var _StencilState = /** @class */ (function () {
  12086. function _StencilState() {
  12087. this._isStencilTestDirty = false;
  12088. this._isStencilMaskDirty = false;
  12089. this._isStencilFuncDirty = false;
  12090. this._isStencilOpDirty = false;
  12091. this.reset();
  12092. }
  12093. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12094. get: function () {
  12095. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12096. },
  12097. enumerable: true,
  12098. configurable: true
  12099. });
  12100. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12101. get: function () {
  12102. return this._stencilFunc;
  12103. },
  12104. set: function (value) {
  12105. if (this._stencilFunc === value) {
  12106. return;
  12107. }
  12108. this._stencilFunc = value;
  12109. this._isStencilFuncDirty = true;
  12110. },
  12111. enumerable: true,
  12112. configurable: true
  12113. });
  12114. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12115. get: function () {
  12116. return this._stencilFuncRef;
  12117. },
  12118. set: function (value) {
  12119. if (this._stencilFuncRef === value) {
  12120. return;
  12121. }
  12122. this._stencilFuncRef = value;
  12123. this._isStencilFuncDirty = true;
  12124. },
  12125. enumerable: true,
  12126. configurable: true
  12127. });
  12128. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12129. get: function () {
  12130. return this._stencilFuncMask;
  12131. },
  12132. set: function (value) {
  12133. if (this._stencilFuncMask === value) {
  12134. return;
  12135. }
  12136. this._stencilFuncMask = value;
  12137. this._isStencilFuncDirty = true;
  12138. },
  12139. enumerable: true,
  12140. configurable: true
  12141. });
  12142. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12143. get: function () {
  12144. return this._stencilOpStencilFail;
  12145. },
  12146. set: function (value) {
  12147. if (this._stencilOpStencilFail === value) {
  12148. return;
  12149. }
  12150. this._stencilOpStencilFail = value;
  12151. this._isStencilOpDirty = true;
  12152. },
  12153. enumerable: true,
  12154. configurable: true
  12155. });
  12156. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12157. get: function () {
  12158. return this._stencilOpDepthFail;
  12159. },
  12160. set: function (value) {
  12161. if (this._stencilOpDepthFail === value) {
  12162. return;
  12163. }
  12164. this._stencilOpDepthFail = value;
  12165. this._isStencilOpDirty = true;
  12166. },
  12167. enumerable: true,
  12168. configurable: true
  12169. });
  12170. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12171. get: function () {
  12172. return this._stencilOpStencilDepthPass;
  12173. },
  12174. set: function (value) {
  12175. if (this._stencilOpStencilDepthPass === value) {
  12176. return;
  12177. }
  12178. this._stencilOpStencilDepthPass = value;
  12179. this._isStencilOpDirty = true;
  12180. },
  12181. enumerable: true,
  12182. configurable: true
  12183. });
  12184. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12185. get: function () {
  12186. return this._stencilMask;
  12187. },
  12188. set: function (value) {
  12189. if (this._stencilMask === value) {
  12190. return;
  12191. }
  12192. this._stencilMask = value;
  12193. this._isStencilMaskDirty = true;
  12194. },
  12195. enumerable: true,
  12196. configurable: true
  12197. });
  12198. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12199. get: function () {
  12200. return this._stencilTest;
  12201. },
  12202. set: function (value) {
  12203. if (this._stencilTest === value) {
  12204. return;
  12205. }
  12206. this._stencilTest = value;
  12207. this._isStencilTestDirty = true;
  12208. },
  12209. enumerable: true,
  12210. configurable: true
  12211. });
  12212. _StencilState.prototype.reset = function () {
  12213. this._stencilTest = false;
  12214. this._stencilMask = 0xFF;
  12215. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12216. this._stencilFuncRef = 1;
  12217. this._stencilFuncMask = 0xFF;
  12218. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12219. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12220. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12221. this._isStencilTestDirty = true;
  12222. this._isStencilMaskDirty = true;
  12223. this._isStencilFuncDirty = true;
  12224. this._isStencilOpDirty = true;
  12225. };
  12226. _StencilState.prototype.apply = function (gl) {
  12227. if (!this.isDirty) {
  12228. return;
  12229. }
  12230. // Stencil test
  12231. if (this._isStencilTestDirty) {
  12232. if (this.stencilTest) {
  12233. gl.enable(gl.STENCIL_TEST);
  12234. }
  12235. else {
  12236. gl.disable(gl.STENCIL_TEST);
  12237. }
  12238. this._isStencilTestDirty = false;
  12239. }
  12240. // Stencil mask
  12241. if (this._isStencilMaskDirty) {
  12242. gl.stencilMask(this.stencilMask);
  12243. this._isStencilMaskDirty = false;
  12244. }
  12245. // Stencil func
  12246. if (this._isStencilFuncDirty) {
  12247. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12248. this._isStencilFuncDirty = false;
  12249. }
  12250. // Stencil op
  12251. if (this._isStencilOpDirty) {
  12252. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12253. this._isStencilOpDirty = false;
  12254. }
  12255. };
  12256. return _StencilState;
  12257. }());
  12258. BABYLON._StencilState = _StencilState;
  12259. })(BABYLON || (BABYLON = {}));
  12260. //# sourceMappingURL=stencilState.js.map
  12261. var __assign = (this && this.__assign) || function () {
  12262. __assign = Object.assign || function(t) {
  12263. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12264. s = arguments[i];
  12265. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12266. t[p] = s[p];
  12267. }
  12268. return t;
  12269. };
  12270. return __assign.apply(this, arguments);
  12271. };
  12272. var BABYLON;
  12273. (function (BABYLON) {
  12274. /**
  12275. * Keeps track of all the buffer info used in engine.
  12276. */
  12277. var BufferPointer = /** @class */ (function () {
  12278. function BufferPointer() {
  12279. }
  12280. return BufferPointer;
  12281. }());
  12282. /**
  12283. * Interface for attribute information associated with buffer instanciation
  12284. */
  12285. var InstancingAttributeInfo = /** @class */ (function () {
  12286. function InstancingAttributeInfo() {
  12287. }
  12288. return InstancingAttributeInfo;
  12289. }());
  12290. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12291. /**
  12292. * Define options used to create a render target texture
  12293. */
  12294. var RenderTargetCreationOptions = /** @class */ (function () {
  12295. function RenderTargetCreationOptions() {
  12296. }
  12297. return RenderTargetCreationOptions;
  12298. }());
  12299. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12300. /**
  12301. * Define options used to create a depth texture
  12302. */
  12303. var DepthTextureCreationOptions = /** @class */ (function () {
  12304. function DepthTextureCreationOptions() {
  12305. }
  12306. return DepthTextureCreationOptions;
  12307. }());
  12308. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12309. /**
  12310. * Class used to describe the capabilities of the engine relatively to the current browser
  12311. */
  12312. var EngineCapabilities = /** @class */ (function () {
  12313. function EngineCapabilities() {
  12314. }
  12315. return EngineCapabilities;
  12316. }());
  12317. BABYLON.EngineCapabilities = EngineCapabilities;
  12318. /**
  12319. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12320. */
  12321. var Engine = /** @class */ (function () {
  12322. /**
  12323. * Creates a new engine
  12324. * @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
  12325. * @param antialias defines enable antialiasing (default: false)
  12326. * @param options defines further options to be sent to the getContext() function
  12327. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12328. */
  12329. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12330. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12331. var _this = this;
  12332. // Public members
  12333. /**
  12334. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12335. */
  12336. this.forcePOTTextures = false;
  12337. /**
  12338. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12339. */
  12340. this.isFullscreen = false;
  12341. /**
  12342. * Gets a boolean indicating if the pointer is currently locked
  12343. */
  12344. this.isPointerLock = false;
  12345. /**
  12346. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12347. */
  12348. this.cullBackFaces = true;
  12349. /**
  12350. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12351. */
  12352. this.renderEvenInBackground = true;
  12353. /**
  12354. * Gets or sets a boolean indicating that cache can be kept between frames
  12355. */
  12356. this.preventCacheWipeBetweenFrames = false;
  12357. /**
  12358. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12359. **/
  12360. this.enableOfflineSupport = false;
  12361. /**
  12362. * 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)
  12363. **/
  12364. this.disableManifestCheck = false;
  12365. /**
  12366. * Gets the list of created scenes
  12367. */
  12368. this.scenes = new Array();
  12369. /**
  12370. * Event raised when a new scene is created
  12371. */
  12372. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12373. /**
  12374. * Gets the list of created postprocesses
  12375. */
  12376. this.postProcesses = new Array();
  12377. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12378. this.validateShaderPrograms = false;
  12379. // Observables
  12380. /**
  12381. * Observable event triggered each time the rendering canvas is resized
  12382. */
  12383. this.onResizeObservable = new BABYLON.Observable();
  12384. /**
  12385. * Observable event triggered each time the canvas loses focus
  12386. */
  12387. this.onCanvasBlurObservable = new BABYLON.Observable();
  12388. /**
  12389. * Observable event triggered each time the canvas gains focus
  12390. */
  12391. this.onCanvasFocusObservable = new BABYLON.Observable();
  12392. /**
  12393. * Observable event triggered each time the canvas receives pointerout event
  12394. */
  12395. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12396. /**
  12397. * Observable event triggered before each texture is initialized
  12398. */
  12399. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12400. //WebVR
  12401. this._vrDisplay = undefined;
  12402. this._vrSupported = false;
  12403. this._vrExclusivePointerMode = false;
  12404. // Uniform buffers list
  12405. /**
  12406. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12407. */
  12408. this.disableUniformBuffers = false;
  12409. /** @hidden */
  12410. this._uniformBuffers = new Array();
  12411. // Observables
  12412. /**
  12413. * Observable raised when the engine begins a new frame
  12414. */
  12415. this.onBeginFrameObservable = new BABYLON.Observable();
  12416. /**
  12417. * If set, will be used to request the next animation frame for the render loop
  12418. */
  12419. this.customAnimationFrameRequester = null;
  12420. /**
  12421. * Observable raised when the engine ends the current frame
  12422. */
  12423. this.onEndFrameObservable = new BABYLON.Observable();
  12424. /**
  12425. * Observable raised when the engine is about to compile a shader
  12426. */
  12427. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12428. /**
  12429. * Observable raised when the engine has jsut compiled a shader
  12430. */
  12431. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12432. this._windowIsBackground = false;
  12433. this._webGLVersion = 1.0;
  12434. /** @hidden */
  12435. this._badOS = false;
  12436. /** @hidden */
  12437. this._badDesktopOS = false;
  12438. /**
  12439. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12440. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12441. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12442. */
  12443. this.disableTextureBindingOptimization = false;
  12444. /**
  12445. * Observable signaled when VR display mode changes
  12446. */
  12447. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12448. /**
  12449. * Observable signaled when VR request present is complete
  12450. */
  12451. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12452. /**
  12453. * Observable signaled when VR request present starts
  12454. */
  12455. this.onVRRequestPresentStart = new BABYLON.Observable();
  12456. this._colorWrite = true;
  12457. /** @hidden */
  12458. this._drawCalls = new BABYLON.PerfCounter();
  12459. /** @hidden */
  12460. this._textureCollisions = new BABYLON.PerfCounter();
  12461. this._renderingQueueLaunched = false;
  12462. this._activeRenderLoops = new Array();
  12463. // Deterministic lockstepMaxSteps
  12464. this._deterministicLockstep = false;
  12465. this._lockstepMaxSteps = 4;
  12466. // Lost context
  12467. /**
  12468. * Observable signaled when a context lost event is raised
  12469. */
  12470. this.onContextLostObservable = new BABYLON.Observable();
  12471. /**
  12472. * Observable signaled when a context restored event is raised
  12473. */
  12474. this.onContextRestoredObservable = new BABYLON.Observable();
  12475. this._contextWasLost = false;
  12476. this._doNotHandleContextLost = false;
  12477. // FPS
  12478. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12479. this._fps = 60;
  12480. this._deltaTime = 0;
  12481. /**
  12482. * Turn this value on if you want to pause FPS computation when in background
  12483. */
  12484. this.disablePerformanceMonitorInBackground = false;
  12485. // States
  12486. /** @hidden */
  12487. this._depthCullingState = new BABYLON._DepthCullingState();
  12488. /** @hidden */
  12489. this._stencilState = new BABYLON._StencilState();
  12490. /** @hidden */
  12491. this._alphaState = new BABYLON._AlphaState();
  12492. /** @hidden */
  12493. this._alphaMode = Engine.ALPHA_DISABLE;
  12494. // Cache
  12495. this._internalTexturesCache = new Array();
  12496. /** @hidden */
  12497. this._activeChannel = 0;
  12498. this._currentTextureChannel = -1;
  12499. /** @hidden */
  12500. this._boundTexturesCache = {};
  12501. this._compiledEffects = {};
  12502. this._vertexAttribArraysEnabled = [];
  12503. this._uintIndicesCurrentlySet = false;
  12504. this._currentBoundBuffer = new Array();
  12505. /** @hidden */
  12506. this._currentFramebuffer = null;
  12507. this._currentBufferPointers = new Array();
  12508. this._currentInstanceLocations = new Array();
  12509. this._currentInstanceBuffers = new Array();
  12510. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12511. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12512. this._vaoRecordInProgress = false;
  12513. this._mustWipeVertexAttributes = false;
  12514. this._nextFreeTextureSlots = new Array();
  12515. this._maxSimultaneousTextures = 0;
  12516. this._activeRequests = new Array();
  12517. // Hardware supported Compressed Textures
  12518. this._texturesSupported = new Array();
  12519. /**
  12520. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12521. */
  12522. this.premultipliedAlpha = true;
  12523. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12524. this._onVRFullScreenTriggered = function () {
  12525. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12526. //get the old size before we change
  12527. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12528. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12529. //get the width and height, change the render size
  12530. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12531. _this.setHardwareScalingLevel(1);
  12532. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12533. }
  12534. else {
  12535. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12536. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12537. }
  12538. };
  12539. this._unpackFlipYCached = null;
  12540. /**
  12541. * In case you are sharing the context with other applications, it might
  12542. * be interested to not cache the unpack flip y state to ensure a consistent
  12543. * value would be set.
  12544. */
  12545. this.enableUnpackFlipYCached = true;
  12546. this._boundUniforms = {};
  12547. // Register promises
  12548. BABYLON.PromisePolyfill.Apply();
  12549. var canvas = null;
  12550. Engine.Instances.push(this);
  12551. if (!canvasOrContext) {
  12552. return;
  12553. }
  12554. options = options || {};
  12555. if (canvasOrContext.getContext) {
  12556. canvas = canvasOrContext;
  12557. this._renderingCanvas = canvas;
  12558. if (antialias != null) {
  12559. options.antialias = antialias;
  12560. }
  12561. if (options.deterministicLockstep === undefined) {
  12562. options.deterministicLockstep = false;
  12563. }
  12564. if (options.lockstepMaxSteps === undefined) {
  12565. options.lockstepMaxSteps = 4;
  12566. }
  12567. if (options.preserveDrawingBuffer === undefined) {
  12568. options.preserveDrawingBuffer = false;
  12569. }
  12570. if (options.audioEngine === undefined) {
  12571. options.audioEngine = true;
  12572. }
  12573. if (options.stencil === undefined) {
  12574. options.stencil = true;
  12575. }
  12576. if (options.premultipliedAlpha === false) {
  12577. this.premultipliedAlpha = false;
  12578. }
  12579. this._deterministicLockstep = options.deterministicLockstep;
  12580. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12581. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12582. // Exceptions
  12583. if (navigator && navigator.userAgent) {
  12584. var ua = navigator.userAgent;
  12585. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12586. var exception = _a[_i];
  12587. var key = exception.key;
  12588. var targets = exception.targets;
  12589. if (ua.indexOf(key) > -1) {
  12590. if (exception.capture && exception.captureConstraint) {
  12591. var capture = exception.capture;
  12592. var constraint = exception.captureConstraint;
  12593. var regex = new RegExp(capture);
  12594. var matches = regex.exec(ua);
  12595. if (matches && matches.length > 0) {
  12596. var capturedValue = parseInt(matches[matches.length - 1]);
  12597. if (capturedValue >= constraint) {
  12598. continue;
  12599. }
  12600. }
  12601. }
  12602. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12603. var target = targets_1[_b];
  12604. switch (target) {
  12605. case "uniformBuffer":
  12606. this.disableUniformBuffers = true;
  12607. break;
  12608. case "textureBindingOptimization":
  12609. this.disableTextureBindingOptimization = true;
  12610. break;
  12611. }
  12612. }
  12613. }
  12614. }
  12615. }
  12616. // GL
  12617. if (!options.disableWebGL2Support) {
  12618. try {
  12619. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12620. if (this._gl) {
  12621. this._webGLVersion = 2.0;
  12622. // Prevent weird browsers to lie :-)
  12623. if (!this._gl.deleteQuery) {
  12624. this._webGLVersion = 1.0;
  12625. }
  12626. }
  12627. }
  12628. catch (e) {
  12629. // Do nothing
  12630. }
  12631. }
  12632. if (!this._gl) {
  12633. if (!canvas) {
  12634. throw new Error("The provided canvas is null or undefined.");
  12635. }
  12636. try {
  12637. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12638. }
  12639. catch (e) {
  12640. throw new Error("WebGL not supported");
  12641. }
  12642. }
  12643. if (!this._gl) {
  12644. throw new Error("WebGL not supported");
  12645. }
  12646. this._onCanvasFocus = function () {
  12647. _this.onCanvasFocusObservable.notifyObservers(_this);
  12648. };
  12649. this._onCanvasBlur = function () {
  12650. _this.onCanvasBlurObservable.notifyObservers(_this);
  12651. };
  12652. canvas.addEventListener("focus", this._onCanvasFocus);
  12653. canvas.addEventListener("blur", this._onCanvasBlur);
  12654. this._onBlur = function () {
  12655. if (_this.disablePerformanceMonitorInBackground) {
  12656. _this._performanceMonitor.disable();
  12657. }
  12658. _this._windowIsBackground = true;
  12659. };
  12660. this._onFocus = function () {
  12661. if (_this.disablePerformanceMonitorInBackground) {
  12662. _this._performanceMonitor.enable();
  12663. }
  12664. _this._windowIsBackground = false;
  12665. };
  12666. this._onCanvasPointerOut = function (ev) {
  12667. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12668. };
  12669. if (BABYLON.Tools.IsWindowObjectExist()) {
  12670. window.addEventListener("blur", this._onBlur);
  12671. window.addEventListener("focus", this._onFocus);
  12672. }
  12673. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12674. // Context lost
  12675. if (!this._doNotHandleContextLost) {
  12676. this._onContextLost = function (evt) {
  12677. evt.preventDefault();
  12678. _this._contextWasLost = true;
  12679. BABYLON.Tools.Warn("WebGL context lost.");
  12680. _this.onContextLostObservable.notifyObservers(_this);
  12681. };
  12682. this._onContextRestored = function (evt) {
  12683. // Adding a timeout to avoid race condition at browser level
  12684. setTimeout(function () {
  12685. // Rebuild gl context
  12686. _this._initGLContext();
  12687. // Rebuild effects
  12688. _this._rebuildEffects();
  12689. // Rebuild textures
  12690. _this._rebuildInternalTextures();
  12691. // Rebuild buffers
  12692. _this._rebuildBuffers();
  12693. // Cache
  12694. _this.wipeCaches(true);
  12695. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12696. _this.onContextRestoredObservable.notifyObservers(_this);
  12697. _this._contextWasLost = false;
  12698. }, 0);
  12699. };
  12700. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12701. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12702. }
  12703. }
  12704. else {
  12705. this._gl = canvasOrContext;
  12706. this._renderingCanvas = this._gl.canvas;
  12707. if (this._gl.renderbufferStorageMultisample) {
  12708. this._webGLVersion = 2.0;
  12709. }
  12710. var attributes = this._gl.getContextAttributes();
  12711. if (attributes) {
  12712. options.stencil = attributes.stencil;
  12713. }
  12714. }
  12715. // Viewport
  12716. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12717. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12718. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12719. this.resize();
  12720. this._isStencilEnable = options.stencil ? true : false;
  12721. this._initGLContext();
  12722. if (canvas) {
  12723. // Fullscreen
  12724. this._onFullscreenChange = function () {
  12725. if (document.fullscreen !== undefined) {
  12726. _this.isFullscreen = document.fullscreen;
  12727. }
  12728. else if (document.mozFullScreen !== undefined) {
  12729. _this.isFullscreen = document.mozFullScreen;
  12730. }
  12731. else if (document.webkitIsFullScreen !== undefined) {
  12732. _this.isFullscreen = document.webkitIsFullScreen;
  12733. }
  12734. else if (document.msIsFullScreen !== undefined) {
  12735. _this.isFullscreen = document.msIsFullScreen;
  12736. }
  12737. // Pointer lock
  12738. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12739. canvas.requestPointerLock = canvas.requestPointerLock ||
  12740. canvas.msRequestPointerLock ||
  12741. canvas.mozRequestPointerLock ||
  12742. canvas.webkitRequestPointerLock;
  12743. if (canvas.requestPointerLock) {
  12744. canvas.requestPointerLock();
  12745. }
  12746. }
  12747. };
  12748. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12749. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12750. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12751. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12752. // Pointer lock
  12753. this._onPointerLockChange = function () {
  12754. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12755. document.webkitPointerLockElement === canvas ||
  12756. document.msPointerLockElement === canvas ||
  12757. document.pointerLockElement === canvas);
  12758. };
  12759. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12760. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12761. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12762. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12763. this._onVRDisplayPointerRestricted = function () {
  12764. if (canvas) {
  12765. canvas.requestPointerLock();
  12766. }
  12767. };
  12768. this._onVRDisplayPointerUnrestricted = function () {
  12769. document.exitPointerLock();
  12770. };
  12771. if (BABYLON.Tools.IsWindowObjectExist()) {
  12772. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12773. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12774. }
  12775. }
  12776. // Create Audio Engine if needed.
  12777. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12778. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12779. }
  12780. // Prepare buffer pointers
  12781. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12782. this._currentBufferPointers[i] = new BufferPointer();
  12783. }
  12784. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12785. // Load WebVR Devices
  12786. if (options.autoEnableWebVR) {
  12787. this.initWebVR();
  12788. }
  12789. // Detect if we are running on a faulty buggy OS.
  12790. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12791. // Detect if we are running on a faulty buggy desktop OS.
  12792. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12793. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12794. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12795. }
  12796. Object.defineProperty(Engine, "LastCreatedEngine", {
  12797. /**
  12798. * Gets the latest created engine
  12799. */
  12800. get: function () {
  12801. if (Engine.Instances.length === 0) {
  12802. return null;
  12803. }
  12804. return Engine.Instances[Engine.Instances.length - 1];
  12805. },
  12806. enumerable: true,
  12807. configurable: true
  12808. });
  12809. Object.defineProperty(Engine, "LastCreatedScene", {
  12810. /**
  12811. * Gets the latest created scene
  12812. */
  12813. get: function () {
  12814. var lastCreatedEngine = Engine.LastCreatedEngine;
  12815. if (!lastCreatedEngine) {
  12816. return null;
  12817. }
  12818. if (lastCreatedEngine.scenes.length === 0) {
  12819. return null;
  12820. }
  12821. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12822. },
  12823. enumerable: true,
  12824. configurable: true
  12825. });
  12826. /**
  12827. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12828. * @param flag defines which part of the materials must be marked as dirty
  12829. * @param predicate defines a predicate used to filter which materials should be affected
  12830. */
  12831. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12832. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12833. var engine = Engine.Instances[engineIndex];
  12834. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12835. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12836. }
  12837. }
  12838. };
  12839. Object.defineProperty(Engine, "Version", {
  12840. /**
  12841. * Returns the current version of the framework
  12842. */
  12843. get: function () {
  12844. return "4.0.0-alpha.6";
  12845. },
  12846. enumerable: true,
  12847. configurable: true
  12848. });
  12849. Object.defineProperty(Engine.prototype, "description", {
  12850. /**
  12851. * Returns a string describing the current engine
  12852. */
  12853. get: function () {
  12854. var description = "WebGL" + this.webGLVersion;
  12855. if (this._caps.parallelShaderCompile) {
  12856. description += " - Parallel shader compilation";
  12857. }
  12858. return description;
  12859. },
  12860. enumerable: true,
  12861. configurable: true
  12862. });
  12863. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12864. /**
  12865. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12866. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12867. */
  12868. get: function () {
  12869. return this._vrExclusivePointerMode;
  12870. },
  12871. enumerable: true,
  12872. configurable: true
  12873. });
  12874. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12875. /**
  12876. * Gets a boolean indicating that the engine supports uniform buffers
  12877. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12878. */
  12879. get: function () {
  12880. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12881. },
  12882. enumerable: true,
  12883. configurable: true
  12884. });
  12885. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12886. /**
  12887. * Gets a boolean indicating that only power of 2 textures are supported
  12888. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12889. */
  12890. get: function () {
  12891. return this._webGLVersion < 2 || this.forcePOTTextures;
  12892. },
  12893. enumerable: true,
  12894. configurable: true
  12895. });
  12896. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12897. /**
  12898. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12899. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12900. */
  12901. get: function () {
  12902. return this._doNotHandleContextLost;
  12903. },
  12904. set: function (value) {
  12905. this._doNotHandleContextLost = value;
  12906. },
  12907. enumerable: true,
  12908. configurable: true
  12909. });
  12910. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12911. /**
  12912. * Gets the performance monitor attached to this engine
  12913. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12914. */
  12915. get: function () {
  12916. return this._performanceMonitor;
  12917. },
  12918. enumerable: true,
  12919. configurable: true
  12920. });
  12921. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12922. /**
  12923. * Gets the list of texture formats supported
  12924. */
  12925. get: function () {
  12926. return this._texturesSupported;
  12927. },
  12928. enumerable: true,
  12929. configurable: true
  12930. });
  12931. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12932. /**
  12933. * Gets the list of texture formats in use
  12934. */
  12935. get: function () {
  12936. return this._textureFormatInUse;
  12937. },
  12938. enumerable: true,
  12939. configurable: true
  12940. });
  12941. Object.defineProperty(Engine.prototype, "currentViewport", {
  12942. /**
  12943. * Gets the current viewport
  12944. */
  12945. get: function () {
  12946. return this._cachedViewport;
  12947. },
  12948. enumerable: true,
  12949. configurable: true
  12950. });
  12951. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12952. /**
  12953. * Gets the default empty texture
  12954. */
  12955. get: function () {
  12956. if (!this._emptyTexture) {
  12957. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12958. }
  12959. return this._emptyTexture;
  12960. },
  12961. enumerable: true,
  12962. configurable: true
  12963. });
  12964. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12965. /**
  12966. * Gets the default empty 3D texture
  12967. */
  12968. get: function () {
  12969. if (!this._emptyTexture3D) {
  12970. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12971. }
  12972. return this._emptyTexture3D;
  12973. },
  12974. enumerable: true,
  12975. configurable: true
  12976. });
  12977. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12978. /**
  12979. * Gets the default empty cube texture
  12980. */
  12981. get: function () {
  12982. if (!this._emptyCubeTexture) {
  12983. var faceData = new Uint8Array(4);
  12984. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12985. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12986. }
  12987. return this._emptyCubeTexture;
  12988. },
  12989. enumerable: true,
  12990. configurable: true
  12991. });
  12992. Engine.prototype._rebuildInternalTextures = function () {
  12993. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12994. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12995. var internalTexture = currentState_1[_i];
  12996. internalTexture._rebuild();
  12997. }
  12998. };
  12999. Engine.prototype._rebuildEffects = function () {
  13000. for (var key in this._compiledEffects) {
  13001. var effect = this._compiledEffects[key];
  13002. effect._prepareEffect();
  13003. }
  13004. BABYLON.Effect.ResetCache();
  13005. };
  13006. /**
  13007. * Gets a boolean indicating if all created effects are ready
  13008. * @returns true if all effects are ready
  13009. */
  13010. Engine.prototype.areAllEffectsReady = function () {
  13011. for (var key in this._compiledEffects) {
  13012. var effect = this._compiledEffects[key];
  13013. if (!effect.isReady()) {
  13014. return false;
  13015. }
  13016. }
  13017. return true;
  13018. };
  13019. Engine.prototype._rebuildBuffers = function () {
  13020. // Index / Vertex
  13021. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13022. var scene = _a[_i];
  13023. scene.resetCachedMaterial();
  13024. scene._rebuildGeometries();
  13025. scene._rebuildTextures();
  13026. }
  13027. // Uniforms
  13028. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13029. var uniformBuffer = _c[_b];
  13030. uniformBuffer._rebuild();
  13031. }
  13032. };
  13033. Engine.prototype._initGLContext = function () {
  13034. // Caps
  13035. this._caps = new EngineCapabilities();
  13036. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13037. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13038. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13039. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13040. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13041. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13042. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13043. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13044. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13045. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13046. // Infos
  13047. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13048. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13049. if (rendererInfo != null) {
  13050. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13051. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13052. }
  13053. if (!this._glVendor) {
  13054. this._glVendor = "Unknown vendor";
  13055. }
  13056. if (!this._glRenderer) {
  13057. this._glRenderer = "Unknown renderer";
  13058. }
  13059. // Constants
  13060. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13061. if (this._gl.RGBA16F !== 0x881A) {
  13062. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13063. }
  13064. if (this._gl.RGBA32F !== 0x8814) {
  13065. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13066. }
  13067. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13068. this._gl.DEPTH24_STENCIL8 = 35056;
  13069. }
  13070. // Extensions
  13071. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13072. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13073. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13074. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13075. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13076. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13077. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13078. 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');
  13079. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13080. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13081. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13082. this._caps.highPrecisionShaderSupported = false;
  13083. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13084. if (this._caps.timerQuery) {
  13085. if (this._webGLVersion === 1) {
  13086. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13087. }
  13088. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13089. }
  13090. // Checks if some of the format renders first to allow the use of webgl inspector.
  13091. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13092. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13093. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13094. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13095. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13096. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13097. if (this._webGLVersion > 1) {
  13098. this._gl.HALF_FLOAT_OES = 0x140B;
  13099. }
  13100. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13101. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13102. // Draw buffers
  13103. if (this._webGLVersion > 1) {
  13104. this._caps.drawBuffersExtension = true;
  13105. }
  13106. else {
  13107. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13108. if (drawBuffersExtension !== null) {
  13109. this._caps.drawBuffersExtension = true;
  13110. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13111. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13112. for (var i = 0; i < 16; i++) {
  13113. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13114. }
  13115. }
  13116. else {
  13117. this._caps.drawBuffersExtension = false;
  13118. }
  13119. }
  13120. // Shader compiler threads
  13121. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13122. if (this._caps.parallelShaderCompile) {
  13123. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13124. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13125. }
  13126. // Depth Texture
  13127. if (this._webGLVersion > 1) {
  13128. this._caps.depthTextureExtension = true;
  13129. }
  13130. else {
  13131. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13132. if (depthTextureExtension != null) {
  13133. this._caps.depthTextureExtension = true;
  13134. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13135. }
  13136. }
  13137. // Vertex array object
  13138. if (this._webGLVersion > 1) {
  13139. this._caps.vertexArrayObject = true;
  13140. }
  13141. else {
  13142. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13143. if (vertexArrayObjectExtension != null) {
  13144. this._caps.vertexArrayObject = true;
  13145. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13146. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13147. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13148. }
  13149. else {
  13150. this._caps.vertexArrayObject = false;
  13151. }
  13152. }
  13153. // Instances count
  13154. if (this._webGLVersion > 1) {
  13155. this._caps.instancedArrays = true;
  13156. }
  13157. else {
  13158. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13159. if (instanceExtension != null) {
  13160. this._caps.instancedArrays = true;
  13161. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13162. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13163. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13164. }
  13165. else {
  13166. this._caps.instancedArrays = false;
  13167. }
  13168. }
  13169. // Intelligently add supported compressed formats in order to check for.
  13170. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13171. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13172. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13173. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13174. if (this._caps.astc) {
  13175. this.texturesSupported.push('-astc.ktx');
  13176. }
  13177. if (this._caps.s3tc) {
  13178. this.texturesSupported.push('-dxt.ktx');
  13179. }
  13180. if (this._caps.pvrtc) {
  13181. this.texturesSupported.push('-pvrtc.ktx');
  13182. }
  13183. if (this._caps.etc2) {
  13184. this.texturesSupported.push('-etc2.ktx');
  13185. }
  13186. if (this._caps.etc1) {
  13187. this.texturesSupported.push('-etc1.ktx');
  13188. }
  13189. if (this._gl.getShaderPrecisionFormat) {
  13190. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13191. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13192. if (vertex_highp && fragment_highp) {
  13193. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13194. }
  13195. }
  13196. // Depth buffer
  13197. this.setDepthBuffer(true);
  13198. this.setDepthFunctionToLessOrEqual();
  13199. this.setDepthWrite(true);
  13200. // Texture maps
  13201. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13202. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13203. this._nextFreeTextureSlots.push(slot);
  13204. }
  13205. };
  13206. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13207. /**
  13208. * Gets version of the current webGL context
  13209. */
  13210. get: function () {
  13211. return this._webGLVersion;
  13212. },
  13213. enumerable: true,
  13214. configurable: true
  13215. });
  13216. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13217. /**
  13218. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13219. */
  13220. get: function () {
  13221. return this._isStencilEnable;
  13222. },
  13223. enumerable: true,
  13224. configurable: true
  13225. });
  13226. Engine.prototype._prepareWorkingCanvas = function () {
  13227. if (this._workingCanvas) {
  13228. return;
  13229. }
  13230. this._workingCanvas = document.createElement("canvas");
  13231. var context = this._workingCanvas.getContext("2d");
  13232. if (context) {
  13233. this._workingContext = context;
  13234. }
  13235. };
  13236. /**
  13237. * Reset the texture cache to empty state
  13238. */
  13239. Engine.prototype.resetTextureCache = function () {
  13240. for (var key in this._boundTexturesCache) {
  13241. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13242. continue;
  13243. }
  13244. var boundTexture = this._boundTexturesCache[key];
  13245. if (boundTexture) {
  13246. this._removeDesignatedSlot(boundTexture);
  13247. }
  13248. this._boundTexturesCache[key] = null;
  13249. }
  13250. if (!this.disableTextureBindingOptimization) {
  13251. this._nextFreeTextureSlots = [];
  13252. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13253. this._nextFreeTextureSlots.push(slot);
  13254. }
  13255. }
  13256. this._currentTextureChannel = -1;
  13257. };
  13258. /**
  13259. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13260. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13261. * @returns true if engine is in deterministic lock step mode
  13262. */
  13263. Engine.prototype.isDeterministicLockStep = function () {
  13264. return this._deterministicLockstep;
  13265. };
  13266. /**
  13267. * Gets the max steps when engine is running in deterministic lock step
  13268. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13269. * @returns the max steps
  13270. */
  13271. Engine.prototype.getLockstepMaxSteps = function () {
  13272. return this._lockstepMaxSteps;
  13273. };
  13274. /**
  13275. * Gets an object containing information about the current webGL context
  13276. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13277. */
  13278. Engine.prototype.getGlInfo = function () {
  13279. return {
  13280. vendor: this._glVendor,
  13281. renderer: this._glRenderer,
  13282. version: this._glVersion
  13283. };
  13284. };
  13285. /**
  13286. * Gets current aspect ratio
  13287. * @param camera defines the camera to use to get the aspect ratio
  13288. * @param useScreen defines if screen size must be used (or the current render target if any)
  13289. * @returns a number defining the aspect ratio
  13290. */
  13291. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13292. if (useScreen === void 0) { useScreen = false; }
  13293. var viewport = camera.viewport;
  13294. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13295. };
  13296. /**
  13297. * Gets current screen aspect ratio
  13298. * @returns a number defining the aspect ratio
  13299. */
  13300. Engine.prototype.getScreenAspectRatio = function () {
  13301. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13302. };
  13303. /**
  13304. * Gets the current render width
  13305. * @param useScreen defines if screen size must be used (or the current render target if any)
  13306. * @returns a number defining the current render width
  13307. */
  13308. Engine.prototype.getRenderWidth = function (useScreen) {
  13309. if (useScreen === void 0) { useScreen = false; }
  13310. if (!useScreen && this._currentRenderTarget) {
  13311. return this._currentRenderTarget.width;
  13312. }
  13313. return this._gl.drawingBufferWidth;
  13314. };
  13315. /**
  13316. * Gets the current render height
  13317. * @param useScreen defines if screen size must be used (or the current render target if any)
  13318. * @returns a number defining the current render height
  13319. */
  13320. Engine.prototype.getRenderHeight = function (useScreen) {
  13321. if (useScreen === void 0) { useScreen = false; }
  13322. if (!useScreen && this._currentRenderTarget) {
  13323. return this._currentRenderTarget.height;
  13324. }
  13325. return this._gl.drawingBufferHeight;
  13326. };
  13327. /**
  13328. * Gets the HTML canvas attached with the current webGL context
  13329. * @returns a HTML canvas
  13330. */
  13331. Engine.prototype.getRenderingCanvas = function () {
  13332. return this._renderingCanvas;
  13333. };
  13334. /**
  13335. * Gets the client rect of the HTML canvas attached with the current webGL context
  13336. * @returns a client rectanglee
  13337. */
  13338. Engine.prototype.getRenderingCanvasClientRect = function () {
  13339. if (!this._renderingCanvas) {
  13340. return null;
  13341. }
  13342. return this._renderingCanvas.getBoundingClientRect();
  13343. };
  13344. /**
  13345. * Defines the hardware scaling level.
  13346. * By default the hardware scaling level is computed from the window device ratio.
  13347. * 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.
  13348. * @param level defines the level to use
  13349. */
  13350. Engine.prototype.setHardwareScalingLevel = function (level) {
  13351. this._hardwareScalingLevel = level;
  13352. this.resize();
  13353. };
  13354. /**
  13355. * Gets the current hardware scaling level.
  13356. * By default the hardware scaling level is computed from the window device ratio.
  13357. * 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.
  13358. * @returns a number indicating the current hardware scaling level
  13359. */
  13360. Engine.prototype.getHardwareScalingLevel = function () {
  13361. return this._hardwareScalingLevel;
  13362. };
  13363. /**
  13364. * Gets the list of loaded textures
  13365. * @returns an array containing all loaded textures
  13366. */
  13367. Engine.prototype.getLoadedTexturesCache = function () {
  13368. return this._internalTexturesCache;
  13369. };
  13370. /**
  13371. * Gets the object containing all engine capabilities
  13372. * @returns the EngineCapabilities object
  13373. */
  13374. Engine.prototype.getCaps = function () {
  13375. return this._caps;
  13376. };
  13377. /**
  13378. * Gets the current depth function
  13379. * @returns a number defining the depth function
  13380. */
  13381. Engine.prototype.getDepthFunction = function () {
  13382. return this._depthCullingState.depthFunc;
  13383. };
  13384. /**
  13385. * Sets the current depth function
  13386. * @param depthFunc defines the function to use
  13387. */
  13388. Engine.prototype.setDepthFunction = function (depthFunc) {
  13389. this._depthCullingState.depthFunc = depthFunc;
  13390. };
  13391. /**
  13392. * Sets the current depth function to GREATER
  13393. */
  13394. Engine.prototype.setDepthFunctionToGreater = function () {
  13395. this._depthCullingState.depthFunc = this._gl.GREATER;
  13396. };
  13397. /**
  13398. * Sets the current depth function to GEQUAL
  13399. */
  13400. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13401. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13402. };
  13403. /**
  13404. * Sets the current depth function to LESS
  13405. */
  13406. Engine.prototype.setDepthFunctionToLess = function () {
  13407. this._depthCullingState.depthFunc = this._gl.LESS;
  13408. };
  13409. /**
  13410. * Sets the current depth function to LEQUAL
  13411. */
  13412. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13413. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13414. };
  13415. /**
  13416. * Gets a boolean indicating if stencil buffer is enabled
  13417. * @returns the current stencil buffer state
  13418. */
  13419. Engine.prototype.getStencilBuffer = function () {
  13420. return this._stencilState.stencilTest;
  13421. };
  13422. /**
  13423. * Enable or disable the stencil buffer
  13424. * @param enable defines if the stencil buffer must be enabled or disabled
  13425. */
  13426. Engine.prototype.setStencilBuffer = function (enable) {
  13427. this._stencilState.stencilTest = enable;
  13428. };
  13429. /**
  13430. * Gets the current stencil mask
  13431. * @returns a number defining the new stencil mask to use
  13432. */
  13433. Engine.prototype.getStencilMask = function () {
  13434. return this._stencilState.stencilMask;
  13435. };
  13436. /**
  13437. * Sets the current stencil mask
  13438. * @param mask defines the new stencil mask to use
  13439. */
  13440. Engine.prototype.setStencilMask = function (mask) {
  13441. this._stencilState.stencilMask = mask;
  13442. };
  13443. /**
  13444. * Gets the current stencil function
  13445. * @returns a number defining the stencil function to use
  13446. */
  13447. Engine.prototype.getStencilFunction = function () {
  13448. return this._stencilState.stencilFunc;
  13449. };
  13450. /**
  13451. * Gets the current stencil reference value
  13452. * @returns a number defining the stencil reference value to use
  13453. */
  13454. Engine.prototype.getStencilFunctionReference = function () {
  13455. return this._stencilState.stencilFuncRef;
  13456. };
  13457. /**
  13458. * Gets the current stencil mask
  13459. * @returns a number defining the stencil mask to use
  13460. */
  13461. Engine.prototype.getStencilFunctionMask = function () {
  13462. return this._stencilState.stencilFuncMask;
  13463. };
  13464. /**
  13465. * Sets the current stencil function
  13466. * @param stencilFunc defines the new stencil function to use
  13467. */
  13468. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13469. this._stencilState.stencilFunc = stencilFunc;
  13470. };
  13471. /**
  13472. * Sets the current stencil reference
  13473. * @param reference defines the new stencil reference to use
  13474. */
  13475. Engine.prototype.setStencilFunctionReference = function (reference) {
  13476. this._stencilState.stencilFuncRef = reference;
  13477. };
  13478. /**
  13479. * Sets the current stencil mask
  13480. * @param mask defines the new stencil mask to use
  13481. */
  13482. Engine.prototype.setStencilFunctionMask = function (mask) {
  13483. this._stencilState.stencilFuncMask = mask;
  13484. };
  13485. /**
  13486. * Gets the current stencil operation when stencil fails
  13487. * @returns a number defining stencil operation to use when stencil fails
  13488. */
  13489. Engine.prototype.getStencilOperationFail = function () {
  13490. return this._stencilState.stencilOpStencilFail;
  13491. };
  13492. /**
  13493. * Gets the current stencil operation when depth fails
  13494. * @returns a number defining stencil operation to use when depth fails
  13495. */
  13496. Engine.prototype.getStencilOperationDepthFail = function () {
  13497. return this._stencilState.stencilOpDepthFail;
  13498. };
  13499. /**
  13500. * Gets the current stencil operation when stencil passes
  13501. * @returns a number defining stencil operation to use when stencil passes
  13502. */
  13503. Engine.prototype.getStencilOperationPass = function () {
  13504. return this._stencilState.stencilOpStencilDepthPass;
  13505. };
  13506. /**
  13507. * Sets the stencil operation to use when stencil fails
  13508. * @param operation defines the stencil operation to use when stencil fails
  13509. */
  13510. Engine.prototype.setStencilOperationFail = function (operation) {
  13511. this._stencilState.stencilOpStencilFail = operation;
  13512. };
  13513. /**
  13514. * Sets the stencil operation to use when depth fails
  13515. * @param operation defines the stencil operation to use when depth fails
  13516. */
  13517. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13518. this._stencilState.stencilOpDepthFail = operation;
  13519. };
  13520. /**
  13521. * Sets the stencil operation to use when stencil passes
  13522. * @param operation defines the stencil operation to use when stencil passes
  13523. */
  13524. Engine.prototype.setStencilOperationPass = function (operation) {
  13525. this._stencilState.stencilOpStencilDepthPass = operation;
  13526. };
  13527. /**
  13528. * Sets a boolean indicating if the dithering state is enabled or disabled
  13529. * @param value defines the dithering state
  13530. */
  13531. Engine.prototype.setDitheringState = function (value) {
  13532. if (value) {
  13533. this._gl.enable(this._gl.DITHER);
  13534. }
  13535. else {
  13536. this._gl.disable(this._gl.DITHER);
  13537. }
  13538. };
  13539. /**
  13540. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13541. * @param value defines the rasterizer state
  13542. */
  13543. Engine.prototype.setRasterizerState = function (value) {
  13544. if (value) {
  13545. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13546. }
  13547. else {
  13548. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13549. }
  13550. };
  13551. /**
  13552. * stop executing a render loop function and remove it from the execution array
  13553. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13554. */
  13555. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13556. if (!renderFunction) {
  13557. this._activeRenderLoops = [];
  13558. return;
  13559. }
  13560. var index = this._activeRenderLoops.indexOf(renderFunction);
  13561. if (index >= 0) {
  13562. this._activeRenderLoops.splice(index, 1);
  13563. }
  13564. };
  13565. /** @hidden */
  13566. Engine.prototype._renderLoop = function () {
  13567. if (!this._contextWasLost) {
  13568. var shouldRender = true;
  13569. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13570. shouldRender = false;
  13571. }
  13572. if (shouldRender) {
  13573. // Start new frame
  13574. this.beginFrame();
  13575. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13576. var renderFunction = this._activeRenderLoops[index];
  13577. renderFunction();
  13578. }
  13579. // Present
  13580. this.endFrame();
  13581. }
  13582. }
  13583. if (this._activeRenderLoops.length > 0) {
  13584. // Register new frame
  13585. if (this.customAnimationFrameRequester) {
  13586. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13587. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13588. }
  13589. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13590. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13591. }
  13592. else {
  13593. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13594. }
  13595. }
  13596. else {
  13597. this._renderingQueueLaunched = false;
  13598. }
  13599. };
  13600. /**
  13601. * Register and execute a render loop. The engine can have more than one render function
  13602. * @param renderFunction defines the function to continuously execute
  13603. */
  13604. Engine.prototype.runRenderLoop = function (renderFunction) {
  13605. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13606. return;
  13607. }
  13608. this._activeRenderLoops.push(renderFunction);
  13609. if (!this._renderingQueueLaunched) {
  13610. this._renderingQueueLaunched = true;
  13611. this._bindedRenderFunction = this._renderLoop.bind(this);
  13612. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13613. }
  13614. };
  13615. /**
  13616. * Toggle full screen mode
  13617. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13618. */
  13619. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13620. if (this.isFullscreen) {
  13621. BABYLON.Tools.ExitFullscreen();
  13622. }
  13623. else {
  13624. this._pointerLockRequested = requestPointerLock;
  13625. if (this._renderingCanvas) {
  13626. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13627. }
  13628. }
  13629. };
  13630. /**
  13631. * Clear the current render buffer or the current render target (if any is set up)
  13632. * @param color defines the color to use
  13633. * @param backBuffer defines if the back buffer must be cleared
  13634. * @param depth defines if the depth buffer must be cleared
  13635. * @param stencil defines if the stencil buffer must be cleared
  13636. */
  13637. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13638. if (stencil === void 0) { stencil = false; }
  13639. this.applyStates();
  13640. var mode = 0;
  13641. if (backBuffer && color) {
  13642. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13643. mode |= this._gl.COLOR_BUFFER_BIT;
  13644. }
  13645. if (depth) {
  13646. this._gl.clearDepth(1.0);
  13647. mode |= this._gl.DEPTH_BUFFER_BIT;
  13648. }
  13649. if (stencil) {
  13650. this._gl.clearStencil(0);
  13651. mode |= this._gl.STENCIL_BUFFER_BIT;
  13652. }
  13653. this._gl.clear(mode);
  13654. };
  13655. /**
  13656. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13657. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13658. * @param y defines the y-coordinate of the corner of the clear rectangle
  13659. * @param width defines the width of the clear rectangle
  13660. * @param height defines the height of the clear rectangle
  13661. * @param clearColor defines the clear color
  13662. */
  13663. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13664. var gl = this._gl;
  13665. // Save state
  13666. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13667. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13668. // Change state
  13669. gl.enable(gl.SCISSOR_TEST);
  13670. gl.scissor(x, y, width, height);
  13671. // Clear
  13672. this.clear(clearColor, true, true, true);
  13673. // Restore state
  13674. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13675. if (curScissor === true) {
  13676. gl.enable(gl.SCISSOR_TEST);
  13677. }
  13678. else {
  13679. gl.disable(gl.SCISSOR_TEST);
  13680. }
  13681. };
  13682. /** @hidden */
  13683. Engine.prototype._viewport = function (x, y, width, height) {
  13684. if (x !== this._viewportCached.x ||
  13685. y !== this._viewportCached.y ||
  13686. width !== this._viewportCached.z ||
  13687. height !== this._viewportCached.w) {
  13688. this._viewportCached.x = x;
  13689. this._viewportCached.y = y;
  13690. this._viewportCached.z = width;
  13691. this._viewportCached.w = height;
  13692. this._gl.viewport(x, y, width, height);
  13693. }
  13694. };
  13695. /**
  13696. * Set the WebGL's viewport
  13697. * @param viewport defines the viewport element to be used
  13698. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13699. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13700. */
  13701. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13702. var width = requiredWidth || this.getRenderWidth();
  13703. var height = requiredHeight || this.getRenderHeight();
  13704. var x = viewport.x || 0;
  13705. var y = viewport.y || 0;
  13706. this._cachedViewport = viewport;
  13707. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13708. };
  13709. /**
  13710. * Directly set the WebGL Viewport
  13711. * @param x defines the x coordinate of the viewport (in screen space)
  13712. * @param y defines the y coordinate of the viewport (in screen space)
  13713. * @param width defines the width of the viewport (in screen space)
  13714. * @param height defines the height of the viewport (in screen space)
  13715. * @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
  13716. */
  13717. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13718. var currentViewport = this._cachedViewport;
  13719. this._cachedViewport = null;
  13720. this._viewport(x, y, width, height);
  13721. return currentViewport;
  13722. };
  13723. /**
  13724. * Begin a new frame
  13725. */
  13726. Engine.prototype.beginFrame = function () {
  13727. this.onBeginFrameObservable.notifyObservers(this);
  13728. this._measureFps();
  13729. };
  13730. /**
  13731. * Enf the current frame
  13732. */
  13733. Engine.prototype.endFrame = function () {
  13734. // Force a flush in case we are using a bad OS.
  13735. if (this._badOS) {
  13736. this.flushFramebuffer();
  13737. }
  13738. // Submit frame to the vr device, if enabled
  13739. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13740. // TODO: We should only submit the frame if we read frameData successfully.
  13741. this._vrDisplay.submitFrame();
  13742. }
  13743. this.onEndFrameObservable.notifyObservers(this);
  13744. };
  13745. /**
  13746. * Resize the view according to the canvas' size
  13747. */
  13748. Engine.prototype.resize = function () {
  13749. // We're not resizing the size of the canvas while in VR mode & presenting
  13750. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13751. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13752. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13753. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13754. }
  13755. };
  13756. /**
  13757. * Force a specific size of the canvas
  13758. * @param width defines the new canvas' width
  13759. * @param height defines the new canvas' height
  13760. */
  13761. Engine.prototype.setSize = function (width, height) {
  13762. if (!this._renderingCanvas) {
  13763. return;
  13764. }
  13765. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13766. return;
  13767. }
  13768. this._renderingCanvas.width = width;
  13769. this._renderingCanvas.height = height;
  13770. for (var index = 0; index < this.scenes.length; index++) {
  13771. var scene = this.scenes[index];
  13772. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13773. var cam = scene.cameras[camIndex];
  13774. cam._currentRenderId = 0;
  13775. }
  13776. }
  13777. if (this.onResizeObservable.hasObservers) {
  13778. this.onResizeObservable.notifyObservers(this);
  13779. }
  13780. };
  13781. // WebVR functions
  13782. /**
  13783. * Gets a boolean indicating if a webVR device was detected
  13784. * @returns true if a webVR device was detected
  13785. */
  13786. Engine.prototype.isVRDevicePresent = function () {
  13787. return !!this._vrDisplay;
  13788. };
  13789. /**
  13790. * Gets the current webVR device
  13791. * @returns the current webVR device (or null)
  13792. */
  13793. Engine.prototype.getVRDevice = function () {
  13794. return this._vrDisplay;
  13795. };
  13796. /**
  13797. * Initializes a webVR display and starts listening to display change events
  13798. * The onVRDisplayChangedObservable will be notified upon these changes
  13799. * @returns The onVRDisplayChangedObservable
  13800. */
  13801. Engine.prototype.initWebVR = function () {
  13802. this.initWebVRAsync();
  13803. return this.onVRDisplayChangedObservable;
  13804. };
  13805. /**
  13806. * Initializes a webVR display and starts listening to display change events
  13807. * The onVRDisplayChangedObservable will be notified upon these changes
  13808. * @returns A promise containing a VRDisplay and if vr is supported
  13809. */
  13810. Engine.prototype.initWebVRAsync = function () {
  13811. var _this = this;
  13812. var notifyObservers = function () {
  13813. var eventArgs = {
  13814. vrDisplay: _this._vrDisplay,
  13815. vrSupported: _this._vrSupported
  13816. };
  13817. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13818. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13819. };
  13820. if (!this._onVrDisplayConnect) {
  13821. this._onVrDisplayConnect = function (event) {
  13822. _this._vrDisplay = event.display;
  13823. notifyObservers();
  13824. };
  13825. this._onVrDisplayDisconnect = function () {
  13826. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13827. _this._vrDisplay = undefined;
  13828. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13829. notifyObservers();
  13830. };
  13831. this._onVrDisplayPresentChange = function () {
  13832. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13833. };
  13834. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13835. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13836. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13837. }
  13838. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13839. this._webVRInitPromise.then(notifyObservers);
  13840. return this._webVRInitPromise;
  13841. };
  13842. /**
  13843. * Call this function to switch to webVR mode
  13844. * Will do nothing if webVR is not supported or if there is no webVR device
  13845. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13846. */
  13847. Engine.prototype.enableVR = function () {
  13848. var _this = this;
  13849. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13850. var onResolved = function () {
  13851. _this.onVRRequestPresentComplete.notifyObservers(true);
  13852. _this._onVRFullScreenTriggered();
  13853. };
  13854. var onRejected = function () {
  13855. _this.onVRRequestPresentComplete.notifyObservers(false);
  13856. };
  13857. this.onVRRequestPresentStart.notifyObservers(this);
  13858. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13859. }
  13860. };
  13861. /**
  13862. * Call this function to leave webVR mode
  13863. * Will do nothing if webVR is not supported or if there is no webVR device
  13864. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13865. */
  13866. Engine.prototype.disableVR = function () {
  13867. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13868. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13869. }
  13870. };
  13871. Engine.prototype._getVRDisplaysAsync = function () {
  13872. var _this = this;
  13873. return new Promise(function (res, rej) {
  13874. if (navigator.getVRDisplays) {
  13875. navigator.getVRDisplays().then(function (devices) {
  13876. _this._vrSupported = true;
  13877. // note that devices may actually be an empty array. This is fine;
  13878. // we expect this._vrDisplay to be undefined in this case.
  13879. _this._vrDisplay = devices[0];
  13880. res({
  13881. vrDisplay: _this._vrDisplay,
  13882. vrSupported: _this._vrSupported
  13883. });
  13884. });
  13885. }
  13886. else {
  13887. _this._vrDisplay = undefined;
  13888. _this._vrSupported = false;
  13889. res({
  13890. vrDisplay: _this._vrDisplay,
  13891. vrSupported: _this._vrSupported
  13892. });
  13893. }
  13894. });
  13895. };
  13896. /**
  13897. * Binds the frame buffer to the specified texture.
  13898. * @param texture The texture to render to or null for the default canvas
  13899. * @param faceIndex The face of the texture to render to in case of cube texture
  13900. * @param requiredWidth The width of the target to render to
  13901. * @param requiredHeight The height of the target to render to
  13902. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13903. * @param depthStencilTexture The depth stencil texture to use to render
  13904. * @param lodLevel defines le lod level to bind to the frame buffer
  13905. */
  13906. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13907. if (lodLevel === void 0) { lodLevel = 0; }
  13908. if (this._currentRenderTarget) {
  13909. this.unBindFramebuffer(this._currentRenderTarget);
  13910. }
  13911. this._currentRenderTarget = texture;
  13912. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13913. var gl = this._gl;
  13914. if (texture.isCube) {
  13915. if (faceIndex === undefined) {
  13916. faceIndex = 0;
  13917. }
  13918. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13919. if (depthStencilTexture) {
  13920. if (depthStencilTexture._generateStencilBuffer) {
  13921. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13922. }
  13923. else {
  13924. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13925. }
  13926. }
  13927. }
  13928. if (this._cachedViewport && !forceFullscreenViewport) {
  13929. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13930. }
  13931. else {
  13932. if (!requiredWidth) {
  13933. requiredWidth = texture.width;
  13934. if (lodLevel) {
  13935. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13936. }
  13937. }
  13938. if (!requiredHeight) {
  13939. requiredHeight = texture.height;
  13940. if (lodLevel) {
  13941. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13942. }
  13943. }
  13944. this._viewport(0, 0, requiredWidth, requiredHeight);
  13945. }
  13946. this.wipeCaches();
  13947. };
  13948. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13949. if (this._currentFramebuffer !== framebuffer) {
  13950. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13951. this._currentFramebuffer = framebuffer;
  13952. }
  13953. };
  13954. /**
  13955. * Unbind the current render target texture from the webGL context
  13956. * @param texture defines the render target texture to unbind
  13957. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13958. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13959. */
  13960. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13961. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13962. this._currentRenderTarget = null;
  13963. // If MSAA, we need to bitblt back to main texture
  13964. var gl = this._gl;
  13965. if (texture._MSAAFramebuffer) {
  13966. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13967. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13968. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13969. }
  13970. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13971. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13972. gl.generateMipmap(gl.TEXTURE_2D);
  13973. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13974. }
  13975. if (onBeforeUnbind) {
  13976. if (texture._MSAAFramebuffer) {
  13977. // Bind the correct framebuffer
  13978. this.bindUnboundFramebuffer(texture._framebuffer);
  13979. }
  13980. onBeforeUnbind();
  13981. }
  13982. this.bindUnboundFramebuffer(null);
  13983. };
  13984. /**
  13985. * Unbind a list of render target textures from the webGL context
  13986. * This is used only when drawBuffer extension or webGL2 are active
  13987. * @param textures defines the render target textures to unbind
  13988. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13989. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13990. */
  13991. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13992. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13993. this._currentRenderTarget = null;
  13994. // If MSAA, we need to bitblt back to main texture
  13995. var gl = this._gl;
  13996. if (textures[0]._MSAAFramebuffer) {
  13997. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13998. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13999. var attachments = textures[0]._attachments;
  14000. if (!attachments) {
  14001. attachments = new Array(textures.length);
  14002. textures[0]._attachments = attachments;
  14003. }
  14004. for (var i = 0; i < textures.length; i++) {
  14005. var texture = textures[i];
  14006. for (var j = 0; j < attachments.length; j++) {
  14007. attachments[j] = gl.NONE;
  14008. }
  14009. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14010. gl.readBuffer(attachments[i]);
  14011. gl.drawBuffers(attachments);
  14012. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14013. }
  14014. for (var i = 0; i < attachments.length; i++) {
  14015. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14016. }
  14017. gl.drawBuffers(attachments);
  14018. }
  14019. for (var i = 0; i < textures.length; i++) {
  14020. var texture = textures[i];
  14021. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14022. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14023. gl.generateMipmap(gl.TEXTURE_2D);
  14024. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14025. }
  14026. }
  14027. if (onBeforeUnbind) {
  14028. if (textures[0]._MSAAFramebuffer) {
  14029. // Bind the correct framebuffer
  14030. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14031. }
  14032. onBeforeUnbind();
  14033. }
  14034. this.bindUnboundFramebuffer(null);
  14035. };
  14036. /**
  14037. * Force the mipmap generation for the given render target texture
  14038. * @param texture defines the render target texture to use
  14039. */
  14040. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14041. if (texture.generateMipMaps) {
  14042. var gl = this._gl;
  14043. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14044. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14045. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14046. }
  14047. };
  14048. /**
  14049. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14050. */
  14051. Engine.prototype.flushFramebuffer = function () {
  14052. this._gl.flush();
  14053. };
  14054. /**
  14055. * Unbind the current render target and bind the default framebuffer
  14056. */
  14057. Engine.prototype.restoreDefaultFramebuffer = function () {
  14058. if (this._currentRenderTarget) {
  14059. this.unBindFramebuffer(this._currentRenderTarget);
  14060. }
  14061. else {
  14062. this.bindUnboundFramebuffer(null);
  14063. }
  14064. if (this._cachedViewport) {
  14065. this.setViewport(this._cachedViewport);
  14066. }
  14067. this.wipeCaches();
  14068. };
  14069. // UBOs
  14070. /**
  14071. * Create an uniform buffer
  14072. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14073. * @param elements defines the content of the uniform buffer
  14074. * @returns the webGL uniform buffer
  14075. */
  14076. Engine.prototype.createUniformBuffer = function (elements) {
  14077. var ubo = this._gl.createBuffer();
  14078. if (!ubo) {
  14079. throw new Error("Unable to create uniform buffer");
  14080. }
  14081. this.bindUniformBuffer(ubo);
  14082. if (elements instanceof Float32Array) {
  14083. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14084. }
  14085. else {
  14086. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14087. }
  14088. this.bindUniformBuffer(null);
  14089. ubo.references = 1;
  14090. return ubo;
  14091. };
  14092. /**
  14093. * Create a dynamic uniform buffer
  14094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14095. * @param elements defines the content of the uniform buffer
  14096. * @returns the webGL uniform buffer
  14097. */
  14098. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14099. var ubo = this._gl.createBuffer();
  14100. if (!ubo) {
  14101. throw new Error("Unable to create dynamic uniform buffer");
  14102. }
  14103. this.bindUniformBuffer(ubo);
  14104. if (elements instanceof Float32Array) {
  14105. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14106. }
  14107. else {
  14108. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14109. }
  14110. this.bindUniformBuffer(null);
  14111. ubo.references = 1;
  14112. return ubo;
  14113. };
  14114. /**
  14115. * Update an existing uniform buffer
  14116. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14117. * @param uniformBuffer defines the target uniform buffer
  14118. * @param elements defines the content to update
  14119. * @param offset defines the offset in the uniform buffer where update should start
  14120. * @param count defines the size of the data to update
  14121. */
  14122. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14123. this.bindUniformBuffer(uniformBuffer);
  14124. if (offset === undefined) {
  14125. offset = 0;
  14126. }
  14127. if (count === undefined) {
  14128. if (elements instanceof Float32Array) {
  14129. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14130. }
  14131. else {
  14132. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14133. }
  14134. }
  14135. else {
  14136. if (elements instanceof Float32Array) {
  14137. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14138. }
  14139. else {
  14140. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14141. }
  14142. }
  14143. this.bindUniformBuffer(null);
  14144. };
  14145. // VBOs
  14146. Engine.prototype._resetVertexBufferBinding = function () {
  14147. this.bindArrayBuffer(null);
  14148. this._cachedVertexBuffers = null;
  14149. };
  14150. /**
  14151. * Creates a vertex buffer
  14152. * @param data the data for the vertex buffer
  14153. * @returns the new WebGL static buffer
  14154. */
  14155. Engine.prototype.createVertexBuffer = function (data) {
  14156. var vbo = this._gl.createBuffer();
  14157. if (!vbo) {
  14158. throw new Error("Unable to create vertex buffer");
  14159. }
  14160. this.bindArrayBuffer(vbo);
  14161. if (data instanceof Array) {
  14162. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14163. }
  14164. else {
  14165. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14166. }
  14167. this._resetVertexBufferBinding();
  14168. vbo.references = 1;
  14169. return vbo;
  14170. };
  14171. /**
  14172. * Creates a dynamic vertex buffer
  14173. * @param data the data for the dynamic vertex buffer
  14174. * @returns the new WebGL dynamic buffer
  14175. */
  14176. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14177. var vbo = this._gl.createBuffer();
  14178. if (!vbo) {
  14179. throw new Error("Unable to create dynamic vertex buffer");
  14180. }
  14181. this.bindArrayBuffer(vbo);
  14182. if (data instanceof Array) {
  14183. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14184. }
  14185. else {
  14186. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14187. }
  14188. this._resetVertexBufferBinding();
  14189. vbo.references = 1;
  14190. return vbo;
  14191. };
  14192. /**
  14193. * Update a dynamic index buffer
  14194. * @param indexBuffer defines the target index buffer
  14195. * @param indices defines the data to update
  14196. * @param offset defines the offset in the target index buffer where update should start
  14197. */
  14198. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14199. if (offset === void 0) { offset = 0; }
  14200. // Force cache update
  14201. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14202. this.bindIndexBuffer(indexBuffer);
  14203. var arrayBuffer;
  14204. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14205. arrayBuffer = indices;
  14206. }
  14207. else {
  14208. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14209. }
  14210. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14211. this._resetIndexBufferBinding();
  14212. };
  14213. /**
  14214. * Updates a dynamic vertex buffer.
  14215. * @param vertexBuffer the vertex buffer to update
  14216. * @param data the data used to update the vertex buffer
  14217. * @param byteOffset the byte offset of the data
  14218. * @param byteLength the byte length of the data
  14219. */
  14220. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14221. this.bindArrayBuffer(vertexBuffer);
  14222. if (byteOffset === undefined) {
  14223. byteOffset = 0;
  14224. }
  14225. if (byteLength === undefined) {
  14226. if (data instanceof Array) {
  14227. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14228. }
  14229. else {
  14230. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14231. }
  14232. }
  14233. else {
  14234. if (data instanceof Array) {
  14235. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14236. }
  14237. else {
  14238. if (data instanceof ArrayBuffer) {
  14239. data = new Uint8Array(data, byteOffset, byteLength);
  14240. }
  14241. else {
  14242. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14243. }
  14244. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14245. }
  14246. }
  14247. this._resetVertexBufferBinding();
  14248. };
  14249. Engine.prototype._resetIndexBufferBinding = function () {
  14250. this.bindIndexBuffer(null);
  14251. this._cachedIndexBuffer = null;
  14252. };
  14253. /**
  14254. * Creates a new index buffer
  14255. * @param indices defines the content of the index buffer
  14256. * @param updatable defines if the index buffer must be updatable
  14257. * @returns a new webGL buffer
  14258. */
  14259. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14260. var vbo = this._gl.createBuffer();
  14261. if (!vbo) {
  14262. throw new Error("Unable to create index buffer");
  14263. }
  14264. this.bindIndexBuffer(vbo);
  14265. // Check for 32 bits indices
  14266. var arrayBuffer;
  14267. var need32Bits = false;
  14268. if (indices instanceof Uint16Array) {
  14269. arrayBuffer = indices;
  14270. }
  14271. else {
  14272. //check 32 bit support
  14273. if (this._caps.uintIndices) {
  14274. if (indices instanceof Uint32Array) {
  14275. arrayBuffer = indices;
  14276. need32Bits = true;
  14277. }
  14278. else {
  14279. //number[] or Int32Array, check if 32 bit is necessary
  14280. for (var index = 0; index < indices.length; index++) {
  14281. if (indices[index] > 65535) {
  14282. need32Bits = true;
  14283. break;
  14284. }
  14285. }
  14286. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14287. }
  14288. }
  14289. else {
  14290. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14291. arrayBuffer = new Uint16Array(indices);
  14292. }
  14293. }
  14294. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14295. this._resetIndexBufferBinding();
  14296. vbo.references = 1;
  14297. vbo.is32Bits = need32Bits;
  14298. return vbo;
  14299. };
  14300. /**
  14301. * Bind a webGL buffer to the webGL context
  14302. * @param buffer defines the buffer to bind
  14303. */
  14304. Engine.prototype.bindArrayBuffer = function (buffer) {
  14305. if (!this._vaoRecordInProgress) {
  14306. this._unbindVertexArrayObject();
  14307. }
  14308. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14309. };
  14310. /**
  14311. * Bind an uniform buffer to the current webGL context
  14312. * @param buffer defines the buffer to bind
  14313. */
  14314. Engine.prototype.bindUniformBuffer = function (buffer) {
  14315. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14316. };
  14317. /**
  14318. * Bind a buffer to the current webGL context at a given location
  14319. * @param buffer defines the buffer to bind
  14320. * @param location defines the index where to bind the buffer
  14321. */
  14322. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14323. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14324. };
  14325. /**
  14326. * Bind a specific block at a given index in a specific shader program
  14327. * @param shaderProgram defines the shader program
  14328. * @param blockName defines the block name
  14329. * @param index defines the index where to bind the block
  14330. */
  14331. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14332. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14333. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14334. };
  14335. Engine.prototype.bindIndexBuffer = function (buffer) {
  14336. if (!this._vaoRecordInProgress) {
  14337. this._unbindVertexArrayObject();
  14338. }
  14339. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14340. };
  14341. Engine.prototype.bindBuffer = function (buffer, target) {
  14342. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14343. this._gl.bindBuffer(target, buffer);
  14344. this._currentBoundBuffer[target] = buffer;
  14345. }
  14346. };
  14347. /**
  14348. * update the bound buffer with the given data
  14349. * @param data defines the data to update
  14350. */
  14351. Engine.prototype.updateArrayBuffer = function (data) {
  14352. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14353. };
  14354. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14355. var pointer = this._currentBufferPointers[indx];
  14356. var changed = false;
  14357. if (!pointer.active) {
  14358. changed = true;
  14359. pointer.active = true;
  14360. pointer.index = indx;
  14361. pointer.size = size;
  14362. pointer.type = type;
  14363. pointer.normalized = normalized;
  14364. pointer.stride = stride;
  14365. pointer.offset = offset;
  14366. pointer.buffer = buffer;
  14367. }
  14368. else {
  14369. if (pointer.buffer !== buffer) {
  14370. pointer.buffer = buffer;
  14371. changed = true;
  14372. }
  14373. if (pointer.size !== size) {
  14374. pointer.size = size;
  14375. changed = true;
  14376. }
  14377. if (pointer.type !== type) {
  14378. pointer.type = type;
  14379. changed = true;
  14380. }
  14381. if (pointer.normalized !== normalized) {
  14382. pointer.normalized = normalized;
  14383. changed = true;
  14384. }
  14385. if (pointer.stride !== stride) {
  14386. pointer.stride = stride;
  14387. changed = true;
  14388. }
  14389. if (pointer.offset !== offset) {
  14390. pointer.offset = offset;
  14391. changed = true;
  14392. }
  14393. }
  14394. if (changed || this._vaoRecordInProgress) {
  14395. this.bindArrayBuffer(buffer);
  14396. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14397. }
  14398. };
  14399. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14400. if (indexBuffer == null) {
  14401. return;
  14402. }
  14403. if (this._cachedIndexBuffer !== indexBuffer) {
  14404. this._cachedIndexBuffer = indexBuffer;
  14405. this.bindIndexBuffer(indexBuffer);
  14406. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14407. }
  14408. };
  14409. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14410. var attributes = effect.getAttributesNames();
  14411. if (!this._vaoRecordInProgress) {
  14412. this._unbindVertexArrayObject();
  14413. }
  14414. this.unbindAllAttributes();
  14415. for (var index = 0; index < attributes.length; index++) {
  14416. var order = effect.getAttributeLocation(index);
  14417. if (order >= 0) {
  14418. var vertexBuffer = vertexBuffers[attributes[index]];
  14419. if (!vertexBuffer) {
  14420. continue;
  14421. }
  14422. this._gl.enableVertexAttribArray(order);
  14423. if (!this._vaoRecordInProgress) {
  14424. this._vertexAttribArraysEnabled[order] = true;
  14425. }
  14426. var buffer = vertexBuffer.getBuffer();
  14427. if (buffer) {
  14428. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14429. if (vertexBuffer.getIsInstanced()) {
  14430. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14431. if (!this._vaoRecordInProgress) {
  14432. this._currentInstanceLocations.push(order);
  14433. this._currentInstanceBuffers.push(buffer);
  14434. }
  14435. }
  14436. }
  14437. }
  14438. }
  14439. };
  14440. /**
  14441. * Records a vertex array object
  14442. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14443. * @param vertexBuffers defines the list of vertex buffers to store
  14444. * @param indexBuffer defines the index buffer to store
  14445. * @param effect defines the effect to store
  14446. * @returns the new vertex array object
  14447. */
  14448. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14449. var vao = this._gl.createVertexArray();
  14450. this._vaoRecordInProgress = true;
  14451. this._gl.bindVertexArray(vao);
  14452. this._mustWipeVertexAttributes = true;
  14453. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14454. this.bindIndexBuffer(indexBuffer);
  14455. this._vaoRecordInProgress = false;
  14456. this._gl.bindVertexArray(null);
  14457. return vao;
  14458. };
  14459. /**
  14460. * Bind a specific vertex array object
  14461. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14462. * @param vertexArrayObject defines the vertex array object to bind
  14463. * @param indexBuffer defines the index buffer to bind
  14464. */
  14465. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14466. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14467. this._cachedVertexArrayObject = vertexArrayObject;
  14468. this._gl.bindVertexArray(vertexArrayObject);
  14469. this._cachedVertexBuffers = null;
  14470. this._cachedIndexBuffer = null;
  14471. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14472. this._mustWipeVertexAttributes = true;
  14473. }
  14474. };
  14475. /**
  14476. * Bind webGl buffers directly to the webGL context
  14477. * @param vertexBuffer defines the vertex buffer to bind
  14478. * @param indexBuffer defines the index buffer to bind
  14479. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14480. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14481. * @param effect defines the effect associated with the vertex buffer
  14482. */
  14483. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14484. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14485. this._cachedVertexBuffers = vertexBuffer;
  14486. this._cachedEffectForVertexBuffers = effect;
  14487. var attributesCount = effect.getAttributesCount();
  14488. this._unbindVertexArrayObject();
  14489. this.unbindAllAttributes();
  14490. var offset = 0;
  14491. for (var index = 0; index < attributesCount; index++) {
  14492. if (index < vertexDeclaration.length) {
  14493. var order = effect.getAttributeLocation(index);
  14494. if (order >= 0) {
  14495. this._gl.enableVertexAttribArray(order);
  14496. this._vertexAttribArraysEnabled[order] = true;
  14497. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14498. }
  14499. offset += vertexDeclaration[index] * 4;
  14500. }
  14501. }
  14502. }
  14503. this._bindIndexBufferWithCache(indexBuffer);
  14504. };
  14505. Engine.prototype._unbindVertexArrayObject = function () {
  14506. if (!this._cachedVertexArrayObject) {
  14507. return;
  14508. }
  14509. this._cachedVertexArrayObject = null;
  14510. this._gl.bindVertexArray(null);
  14511. };
  14512. /**
  14513. * Bind a list of vertex buffers to the webGL context
  14514. * @param vertexBuffers defines the list of vertex buffers to bind
  14515. * @param indexBuffer defines the index buffer to bind
  14516. * @param effect defines the effect associated with the vertex buffers
  14517. */
  14518. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14519. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14520. this._cachedVertexBuffers = vertexBuffers;
  14521. this._cachedEffectForVertexBuffers = effect;
  14522. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14523. }
  14524. this._bindIndexBufferWithCache(indexBuffer);
  14525. };
  14526. /**
  14527. * Unbind all instance attributes
  14528. */
  14529. Engine.prototype.unbindInstanceAttributes = function () {
  14530. var boundBuffer;
  14531. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14532. var instancesBuffer = this._currentInstanceBuffers[i];
  14533. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14534. boundBuffer = instancesBuffer;
  14535. this.bindArrayBuffer(instancesBuffer);
  14536. }
  14537. var offsetLocation = this._currentInstanceLocations[i];
  14538. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14539. }
  14540. this._currentInstanceBuffers.length = 0;
  14541. this._currentInstanceLocations.length = 0;
  14542. };
  14543. /**
  14544. * Release and free the memory of a vertex array object
  14545. * @param vao defines the vertex array object to delete
  14546. */
  14547. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14548. this._gl.deleteVertexArray(vao);
  14549. };
  14550. /** @hidden */
  14551. Engine.prototype._releaseBuffer = function (buffer) {
  14552. buffer.references--;
  14553. if (buffer.references === 0) {
  14554. this._gl.deleteBuffer(buffer);
  14555. return true;
  14556. }
  14557. return false;
  14558. };
  14559. /**
  14560. * Creates a webGL buffer to use with instanciation
  14561. * @param capacity defines the size of the buffer
  14562. * @returns the webGL buffer
  14563. */
  14564. Engine.prototype.createInstancesBuffer = function (capacity) {
  14565. var buffer = this._gl.createBuffer();
  14566. if (!buffer) {
  14567. throw new Error("Unable to create instance buffer");
  14568. }
  14569. buffer.capacity = capacity;
  14570. this.bindArrayBuffer(buffer);
  14571. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14572. return buffer;
  14573. };
  14574. /**
  14575. * Delete a webGL buffer used with instanciation
  14576. * @param buffer defines the webGL buffer to delete
  14577. */
  14578. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14579. this._gl.deleteBuffer(buffer);
  14580. };
  14581. /**
  14582. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14583. * @param instancesBuffer defines the webGL buffer to update and bind
  14584. * @param data defines the data to store in the buffer
  14585. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14586. */
  14587. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14588. this.bindArrayBuffer(instancesBuffer);
  14589. if (data) {
  14590. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14591. }
  14592. if (offsetLocations[0].index !== undefined) {
  14593. var stride = 0;
  14594. for (var i = 0; i < offsetLocations.length; i++) {
  14595. var ai = offsetLocations[i];
  14596. stride += ai.attributeSize * 4;
  14597. }
  14598. for (var i = 0; i < offsetLocations.length; i++) {
  14599. var ai = offsetLocations[i];
  14600. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14601. this._gl.enableVertexAttribArray(ai.index);
  14602. this._vertexAttribArraysEnabled[ai.index] = true;
  14603. }
  14604. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14605. this._gl.vertexAttribDivisor(ai.index, 1);
  14606. this._currentInstanceLocations.push(ai.index);
  14607. this._currentInstanceBuffers.push(instancesBuffer);
  14608. }
  14609. }
  14610. else {
  14611. for (var index = 0; index < 4; index++) {
  14612. var offsetLocation = offsetLocations[index];
  14613. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14614. this._gl.enableVertexAttribArray(offsetLocation);
  14615. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14616. }
  14617. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14618. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14619. this._currentInstanceLocations.push(offsetLocation);
  14620. this._currentInstanceBuffers.push(instancesBuffer);
  14621. }
  14622. }
  14623. };
  14624. /**
  14625. * Apply all cached states (depth, culling, stencil and alpha)
  14626. */
  14627. Engine.prototype.applyStates = function () {
  14628. this._depthCullingState.apply(this._gl);
  14629. this._stencilState.apply(this._gl);
  14630. this._alphaState.apply(this._gl);
  14631. };
  14632. /**
  14633. * Send a draw order
  14634. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14635. * @param indexStart defines the starting index
  14636. * @param indexCount defines the number of index to draw
  14637. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14638. */
  14639. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14640. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14641. };
  14642. /**
  14643. * Draw a list of points
  14644. * @param verticesStart defines the index of first vertex to draw
  14645. * @param verticesCount defines the count of vertices to draw
  14646. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14647. */
  14648. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14649. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14650. };
  14651. /**
  14652. * Draw a list of unindexed primitives
  14653. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14654. * @param verticesStart defines the index of first vertex to draw
  14655. * @param verticesCount defines the count of vertices to draw
  14656. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14657. */
  14658. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14659. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14660. };
  14661. /**
  14662. * Draw a list of indexed primitives
  14663. * @param fillMode defines the primitive to use
  14664. * @param indexStart defines the starting index
  14665. * @param indexCount defines the number of index to draw
  14666. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14667. */
  14668. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14669. // Apply states
  14670. this.applyStates();
  14671. this._drawCalls.addCount(1, false);
  14672. // Render
  14673. var drawMode = this._drawMode(fillMode);
  14674. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14675. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14676. if (instancesCount) {
  14677. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14678. }
  14679. else {
  14680. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14681. }
  14682. };
  14683. /**
  14684. * Draw a list of unindexed primitives
  14685. * @param fillMode defines the primitive to use
  14686. * @param verticesStart defines the index of first vertex to draw
  14687. * @param verticesCount defines the count of vertices to draw
  14688. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14689. */
  14690. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14691. // Apply states
  14692. this.applyStates();
  14693. this._drawCalls.addCount(1, false);
  14694. var drawMode = this._drawMode(fillMode);
  14695. if (instancesCount) {
  14696. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14697. }
  14698. else {
  14699. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14700. }
  14701. };
  14702. Engine.prototype._drawMode = function (fillMode) {
  14703. switch (fillMode) {
  14704. // Triangle views
  14705. case BABYLON.Material.TriangleFillMode:
  14706. return this._gl.TRIANGLES;
  14707. case BABYLON.Material.PointFillMode:
  14708. return this._gl.POINTS;
  14709. case BABYLON.Material.WireFrameFillMode:
  14710. return this._gl.LINES;
  14711. // Draw modes
  14712. case BABYLON.Material.PointListDrawMode:
  14713. return this._gl.POINTS;
  14714. case BABYLON.Material.LineListDrawMode:
  14715. return this._gl.LINES;
  14716. case BABYLON.Material.LineLoopDrawMode:
  14717. return this._gl.LINE_LOOP;
  14718. case BABYLON.Material.LineStripDrawMode:
  14719. return this._gl.LINE_STRIP;
  14720. case BABYLON.Material.TriangleStripDrawMode:
  14721. return this._gl.TRIANGLE_STRIP;
  14722. case BABYLON.Material.TriangleFanDrawMode:
  14723. return this._gl.TRIANGLE_FAN;
  14724. default:
  14725. return this._gl.TRIANGLES;
  14726. }
  14727. };
  14728. // Shaders
  14729. /** @hidden */
  14730. Engine.prototype._releaseEffect = function (effect) {
  14731. if (this._compiledEffects[effect._key]) {
  14732. delete this._compiledEffects[effect._key];
  14733. this._deleteProgram(effect.getProgram());
  14734. }
  14735. };
  14736. /** @hidden */
  14737. Engine.prototype._deleteProgram = function (program) {
  14738. if (program) {
  14739. program.__SPECTOR_rebuildProgram = null;
  14740. if (program.transformFeedback) {
  14741. this.deleteTransformFeedback(program.transformFeedback);
  14742. program.transformFeedback = null;
  14743. }
  14744. this._gl.deleteProgram(program);
  14745. }
  14746. };
  14747. /**
  14748. * Create a new effect (used to store vertex/fragment shaders)
  14749. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14750. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14751. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14752. * @param samplers defines an array of string used to represent textures
  14753. * @param defines defines the string containing the defines to use to compile the shaders
  14754. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14755. * @param onCompiled defines a function to call when the effect creation is successful
  14756. * @param onError defines a function to call when the effect creation has failed
  14757. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14758. * @returns the new Effect
  14759. */
  14760. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14761. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14762. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14763. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14764. if (this._compiledEffects[name]) {
  14765. var compiledEffect = this._compiledEffects[name];
  14766. if (onCompiled && compiledEffect.isReady()) {
  14767. onCompiled(compiledEffect);
  14768. }
  14769. return compiledEffect;
  14770. }
  14771. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14772. effect._key = name;
  14773. this._compiledEffects[name] = effect;
  14774. return effect;
  14775. };
  14776. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14777. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14778. };
  14779. Engine.prototype._compileRawShader = function (source, type) {
  14780. var gl = this._gl;
  14781. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14782. if (!shader) {
  14783. throw new Error("Something went wrong while compile the shader.");
  14784. }
  14785. gl.shaderSource(shader, source);
  14786. gl.compileShader(shader);
  14787. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14788. var log = gl.getShaderInfoLog(shader);
  14789. if (log) {
  14790. throw new Error(log);
  14791. }
  14792. }
  14793. return shader;
  14794. };
  14795. /**
  14796. * Directly creates a webGL program
  14797. * @param vertexCode defines the vertex shader code to use
  14798. * @param fragmentCode defines the fragment shader code to use
  14799. * @param context defines the webGL context to use (if not set, the current one will be used)
  14800. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14801. * @returns the new webGL program
  14802. */
  14803. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14804. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14805. context = context || this._gl;
  14806. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14807. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14808. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14809. };
  14810. /**
  14811. * Creates a webGL program
  14812. * @param vertexCode defines the vertex shader code to use
  14813. * @param fragmentCode defines the fragment shader code to use
  14814. * @param defines defines the string containing the defines to use to compile the shaders
  14815. * @param context defines the webGL context to use (if not set, the current one will be used)
  14816. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14817. * @returns the new webGL program
  14818. */
  14819. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14820. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14821. context = context || this._gl;
  14822. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14823. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14824. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14825. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14826. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14827. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14828. return program;
  14829. };
  14830. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14831. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14832. var shaderProgram = context.createProgram();
  14833. if (!shaderProgram) {
  14834. throw new Error("Unable to create program");
  14835. }
  14836. context.attachShader(shaderProgram, vertexShader);
  14837. context.attachShader(shaderProgram, fragmentShader);
  14838. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14839. var transformFeedback = this.createTransformFeedback();
  14840. this.bindTransformFeedback(transformFeedback);
  14841. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14842. shaderProgram.transformFeedback = transformFeedback;
  14843. }
  14844. context.linkProgram(shaderProgram);
  14845. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14846. this.bindTransformFeedback(null);
  14847. }
  14848. shaderProgram.context = context;
  14849. shaderProgram.vertexShader = vertexShader;
  14850. shaderProgram.fragmentShader = fragmentShader;
  14851. if (!this._caps.parallelShaderCompile) {
  14852. this._finalizeProgram(shaderProgram);
  14853. }
  14854. else {
  14855. shaderProgram.isParallelCompiled = true;
  14856. }
  14857. return shaderProgram;
  14858. };
  14859. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14860. var context = shaderProgram.context;
  14861. var vertexShader = shaderProgram.vertexShader;
  14862. var fragmentShader = shaderProgram.fragmentShader;
  14863. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14864. if (!linked) {
  14865. var error = context.getProgramInfoLog(shaderProgram);
  14866. if (error) {
  14867. throw new Error(error);
  14868. }
  14869. }
  14870. if (this.validateShaderPrograms) {
  14871. context.validateProgram(shaderProgram);
  14872. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14873. if (!validated) {
  14874. var error = context.getProgramInfoLog(shaderProgram);
  14875. if (error) {
  14876. throw new Error(error);
  14877. }
  14878. }
  14879. }
  14880. context.deleteShader(vertexShader);
  14881. context.deleteShader(fragmentShader);
  14882. shaderProgram.context = undefined;
  14883. shaderProgram.vertexShader = undefined;
  14884. shaderProgram.fragmentShader = undefined;
  14885. if (shaderProgram.onCompiled) {
  14886. shaderProgram.onCompiled();
  14887. shaderProgram.onCompiled = undefined;
  14888. }
  14889. };
  14890. /** @hidden */
  14891. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14892. if (!shaderProgram.isParallelCompiled) {
  14893. return true;
  14894. }
  14895. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14896. this._finalizeProgram(shaderProgram);
  14897. return true;
  14898. }
  14899. return false;
  14900. };
  14901. /** @hidden */
  14902. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14903. if (!shaderProgram.isParallelCompiled) {
  14904. action();
  14905. return;
  14906. }
  14907. shaderProgram.onCompiled = action;
  14908. };
  14909. /**
  14910. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14911. * @param shaderProgram defines the webGL program to use
  14912. * @param uniformsNames defines the list of uniform names
  14913. * @returns an array of webGL uniform locations
  14914. */
  14915. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14916. var results = new Array();
  14917. for (var index = 0; index < uniformsNames.length; index++) {
  14918. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14919. }
  14920. return results;
  14921. };
  14922. /**
  14923. * Gets the lsit of active attributes for a given webGL program
  14924. * @param shaderProgram defines the webGL program to use
  14925. * @param attributesNames defines the list of attribute names to get
  14926. * @returns an array of indices indicating the offset of each attribute
  14927. */
  14928. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14929. var results = [];
  14930. for (var index = 0; index < attributesNames.length; index++) {
  14931. try {
  14932. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14933. }
  14934. catch (e) {
  14935. results.push(-1);
  14936. }
  14937. }
  14938. return results;
  14939. };
  14940. /**
  14941. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14942. * @param effect defines the effect to activate
  14943. */
  14944. Engine.prototype.enableEffect = function (effect) {
  14945. if (!effect || effect === this._currentEffect) {
  14946. return;
  14947. }
  14948. // Use program
  14949. this.bindSamplers(effect);
  14950. this._currentEffect = effect;
  14951. if (effect.onBind) {
  14952. effect.onBind(effect);
  14953. }
  14954. if (effect._onBindObservable) {
  14955. effect._onBindObservable.notifyObservers(effect);
  14956. }
  14957. };
  14958. /**
  14959. * Set the value of an uniform to an array of int32
  14960. * @param uniform defines the webGL uniform location where to store the value
  14961. * @param array defines the array of int32 to store
  14962. */
  14963. Engine.prototype.setIntArray = function (uniform, array) {
  14964. if (!uniform) {
  14965. return;
  14966. }
  14967. this._gl.uniform1iv(uniform, array);
  14968. };
  14969. /**
  14970. * Set the value of an uniform to an array of int32 (stored as vec2)
  14971. * @param uniform defines the webGL uniform location where to store the value
  14972. * @param array defines the array of int32 to store
  14973. */
  14974. Engine.prototype.setIntArray2 = function (uniform, array) {
  14975. if (!uniform || array.length % 2 !== 0) {
  14976. return;
  14977. }
  14978. this._gl.uniform2iv(uniform, array);
  14979. };
  14980. /**
  14981. * Set the value of an uniform to an array of int32 (stored as vec3)
  14982. * @param uniform defines the webGL uniform location where to store the value
  14983. * @param array defines the array of int32 to store
  14984. */
  14985. Engine.prototype.setIntArray3 = function (uniform, array) {
  14986. if (!uniform || array.length % 3 !== 0) {
  14987. return;
  14988. }
  14989. this._gl.uniform3iv(uniform, array);
  14990. };
  14991. /**
  14992. * Set the value of an uniform to an array of int32 (stored as vec4)
  14993. * @param uniform defines the webGL uniform location where to store the value
  14994. * @param array defines the array of int32 to store
  14995. */
  14996. Engine.prototype.setIntArray4 = function (uniform, array) {
  14997. if (!uniform || array.length % 4 !== 0) {
  14998. return;
  14999. }
  15000. this._gl.uniform4iv(uniform, array);
  15001. };
  15002. /**
  15003. * Set the value of an uniform to an array of float32
  15004. * @param uniform defines the webGL uniform location where to store the value
  15005. * @param array defines the array of float32 to store
  15006. */
  15007. Engine.prototype.setFloatArray = function (uniform, array) {
  15008. if (!uniform) {
  15009. return;
  15010. }
  15011. this._gl.uniform1fv(uniform, array);
  15012. };
  15013. /**
  15014. * Set the value of an uniform to an array of float32 (stored as vec2)
  15015. * @param uniform defines the webGL uniform location where to store the value
  15016. * @param array defines the array of float32 to store
  15017. */
  15018. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15019. if (!uniform || array.length % 2 !== 0) {
  15020. return;
  15021. }
  15022. this._gl.uniform2fv(uniform, array);
  15023. };
  15024. /**
  15025. * Set the value of an uniform to an array of float32 (stored as vec3)
  15026. * @param uniform defines the webGL uniform location where to store the value
  15027. * @param array defines the array of float32 to store
  15028. */
  15029. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15030. if (!uniform || array.length % 3 !== 0) {
  15031. return;
  15032. }
  15033. this._gl.uniform3fv(uniform, array);
  15034. };
  15035. /**
  15036. * Set the value of an uniform to an array of float32 (stored as vec4)
  15037. * @param uniform defines the webGL uniform location where to store the value
  15038. * @param array defines the array of float32 to store
  15039. */
  15040. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15041. if (!uniform || array.length % 4 !== 0) {
  15042. return;
  15043. }
  15044. this._gl.uniform4fv(uniform, array);
  15045. };
  15046. /**
  15047. * Set the value of an uniform to an array of number
  15048. * @param uniform defines the webGL uniform location where to store the value
  15049. * @param array defines the array of number to store
  15050. */
  15051. Engine.prototype.setArray = function (uniform, array) {
  15052. if (!uniform) {
  15053. return;
  15054. }
  15055. this._gl.uniform1fv(uniform, array);
  15056. };
  15057. /**
  15058. * Set the value of an uniform to an array of number (stored as vec2)
  15059. * @param uniform defines the webGL uniform location where to store the value
  15060. * @param array defines the array of number to store
  15061. */
  15062. Engine.prototype.setArray2 = function (uniform, array) {
  15063. if (!uniform || array.length % 2 !== 0) {
  15064. return;
  15065. }
  15066. this._gl.uniform2fv(uniform, array);
  15067. };
  15068. /**
  15069. * Set the value of an uniform to an array of number (stored as vec3)
  15070. * @param uniform defines the webGL uniform location where to store the value
  15071. * @param array defines the array of number to store
  15072. */
  15073. Engine.prototype.setArray3 = function (uniform, array) {
  15074. if (!uniform || array.length % 3 !== 0) {
  15075. return;
  15076. }
  15077. this._gl.uniform3fv(uniform, array);
  15078. };
  15079. /**
  15080. * Set the value of an uniform to an array of number (stored as vec4)
  15081. * @param uniform defines the webGL uniform location where to store the value
  15082. * @param array defines the array of number to store
  15083. */
  15084. Engine.prototype.setArray4 = function (uniform, array) {
  15085. if (!uniform || array.length % 4 !== 0) {
  15086. return;
  15087. }
  15088. this._gl.uniform4fv(uniform, array);
  15089. };
  15090. /**
  15091. * Set the value of an uniform to an array of float32 (stored as matrices)
  15092. * @param uniform defines the webGL uniform location where to store the value
  15093. * @param matrices defines the array of float32 to store
  15094. */
  15095. Engine.prototype.setMatrices = function (uniform, matrices) {
  15096. if (!uniform) {
  15097. return;
  15098. }
  15099. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15100. };
  15101. /**
  15102. * Set the value of an uniform to a matrix
  15103. * @param uniform defines the webGL uniform location where to store the value
  15104. * @param matrix defines the matrix to store
  15105. */
  15106. Engine.prototype.setMatrix = function (uniform, matrix) {
  15107. if (!uniform) {
  15108. return;
  15109. }
  15110. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15111. };
  15112. /**
  15113. * Set the value of an uniform to a matrix (3x3)
  15114. * @param uniform defines the webGL uniform location where to store the value
  15115. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15116. */
  15117. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15118. if (!uniform) {
  15119. return;
  15120. }
  15121. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15122. };
  15123. /**
  15124. * Set the value of an uniform to a matrix (2x2)
  15125. * @param uniform defines the webGL uniform location where to store the value
  15126. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15127. */
  15128. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15129. if (!uniform) {
  15130. return;
  15131. }
  15132. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15133. };
  15134. /**
  15135. * Set the value of an uniform to a number (int)
  15136. * @param uniform defines the webGL uniform location where to store the value
  15137. * @param value defines the int number to store
  15138. */
  15139. Engine.prototype.setInt = function (uniform, value) {
  15140. if (!uniform) {
  15141. return;
  15142. }
  15143. this._gl.uniform1i(uniform, value);
  15144. };
  15145. /**
  15146. * Set the value of an uniform to a number (float)
  15147. * @param uniform defines the webGL uniform location where to store the value
  15148. * @param value defines the float number to store
  15149. */
  15150. Engine.prototype.setFloat = function (uniform, value) {
  15151. if (!uniform) {
  15152. return;
  15153. }
  15154. this._gl.uniform1f(uniform, value);
  15155. };
  15156. /**
  15157. * Set the value of an uniform to a vec2
  15158. * @param uniform defines the webGL uniform location where to store the value
  15159. * @param x defines the 1st component of the value
  15160. * @param y defines the 2nd component of the value
  15161. */
  15162. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15163. if (!uniform) {
  15164. return;
  15165. }
  15166. this._gl.uniform2f(uniform, x, y);
  15167. };
  15168. /**
  15169. * Set the value of an uniform to a vec3
  15170. * @param uniform defines the webGL uniform location where to store the value
  15171. * @param x defines the 1st component of the value
  15172. * @param y defines the 2nd component of the value
  15173. * @param z defines the 3rd component of the value
  15174. */
  15175. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15176. if (!uniform) {
  15177. return;
  15178. }
  15179. this._gl.uniform3f(uniform, x, y, z);
  15180. };
  15181. /**
  15182. * Set the value of an uniform to a boolean
  15183. * @param uniform defines the webGL uniform location where to store the value
  15184. * @param bool defines the boolean to store
  15185. */
  15186. Engine.prototype.setBool = function (uniform, bool) {
  15187. if (!uniform) {
  15188. return;
  15189. }
  15190. this._gl.uniform1i(uniform, bool);
  15191. };
  15192. /**
  15193. * Set the value of an uniform to a vec4
  15194. * @param uniform defines the webGL uniform location where to store the value
  15195. * @param x defines the 1st component of the value
  15196. * @param y defines the 2nd component of the value
  15197. * @param z defines the 3rd component of the value
  15198. * @param w defines the 4th component of the value
  15199. */
  15200. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15201. if (!uniform) {
  15202. return;
  15203. }
  15204. this._gl.uniform4f(uniform, x, y, z, w);
  15205. };
  15206. /**
  15207. * Set the value of an uniform to a Color3
  15208. * @param uniform defines the webGL uniform location where to store the value
  15209. * @param color3 defines the color to store
  15210. */
  15211. Engine.prototype.setColor3 = function (uniform, color3) {
  15212. if (!uniform) {
  15213. return;
  15214. }
  15215. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15216. };
  15217. /**
  15218. * Set the value of an uniform to a Color3 and an alpha value
  15219. * @param uniform defines the webGL uniform location where to store the value
  15220. * @param color3 defines the color to store
  15221. * @param alpha defines the alpha component to store
  15222. */
  15223. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15224. if (!uniform) {
  15225. return;
  15226. }
  15227. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15228. };
  15229. /**
  15230. * Sets a Color4 on a uniform variable
  15231. * @param uniform defines the uniform location
  15232. * @param color4 defines the value to be set
  15233. */
  15234. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15235. if (!uniform) {
  15236. return;
  15237. }
  15238. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15239. };
  15240. // States
  15241. /**
  15242. * Set various states to the webGL context
  15243. * @param culling defines backface culling state
  15244. * @param zOffset defines the value to apply to zOffset (0 by default)
  15245. * @param force defines if states must be applied even if cache is up to date
  15246. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15247. */
  15248. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15249. if (zOffset === void 0) { zOffset = 0; }
  15250. if (reverseSide === void 0) { reverseSide = false; }
  15251. // Culling
  15252. if (this._depthCullingState.cull !== culling || force) {
  15253. this._depthCullingState.cull = culling;
  15254. }
  15255. // Cull face
  15256. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15257. if (this._depthCullingState.cullFace !== cullFace || force) {
  15258. this._depthCullingState.cullFace = cullFace;
  15259. }
  15260. // Z offset
  15261. this.setZOffset(zOffset);
  15262. // Front face
  15263. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15264. if (this._depthCullingState.frontFace !== frontFace || force) {
  15265. this._depthCullingState.frontFace = frontFace;
  15266. }
  15267. };
  15268. /**
  15269. * Set the z offset to apply to current rendering
  15270. * @param value defines the offset to apply
  15271. */
  15272. Engine.prototype.setZOffset = function (value) {
  15273. this._depthCullingState.zOffset = value;
  15274. };
  15275. /**
  15276. * Gets the current value of the zOffset
  15277. * @returns the current zOffset state
  15278. */
  15279. Engine.prototype.getZOffset = function () {
  15280. return this._depthCullingState.zOffset;
  15281. };
  15282. /**
  15283. * Enable or disable depth buffering
  15284. * @param enable defines the state to set
  15285. */
  15286. Engine.prototype.setDepthBuffer = function (enable) {
  15287. this._depthCullingState.depthTest = enable;
  15288. };
  15289. /**
  15290. * Gets a boolean indicating if depth writing is enabled
  15291. * @returns the current depth writing state
  15292. */
  15293. Engine.prototype.getDepthWrite = function () {
  15294. return this._depthCullingState.depthMask;
  15295. };
  15296. /**
  15297. * Enable or disable depth writing
  15298. * @param enable defines the state to set
  15299. */
  15300. Engine.prototype.setDepthWrite = function (enable) {
  15301. this._depthCullingState.depthMask = enable;
  15302. };
  15303. /**
  15304. * Enable or disable color writing
  15305. * @param enable defines the state to set
  15306. */
  15307. Engine.prototype.setColorWrite = function (enable) {
  15308. this._gl.colorMask(enable, enable, enable, enable);
  15309. this._colorWrite = enable;
  15310. };
  15311. /**
  15312. * Gets a boolean indicating if color writing is enabled
  15313. * @returns the current color writing state
  15314. */
  15315. Engine.prototype.getColorWrite = function () {
  15316. return this._colorWrite;
  15317. };
  15318. /**
  15319. * Sets alpha constants used by some alpha blending modes
  15320. * @param r defines the red component
  15321. * @param g defines the green component
  15322. * @param b defines the blue component
  15323. * @param a defines the alpha component
  15324. */
  15325. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15326. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15327. };
  15328. /**
  15329. * Sets the current alpha mode
  15330. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15331. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15332. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15333. */
  15334. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15335. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15336. if (this._alphaMode === mode) {
  15337. return;
  15338. }
  15339. switch (mode) {
  15340. case Engine.ALPHA_DISABLE:
  15341. this._alphaState.alphaBlend = false;
  15342. break;
  15343. case Engine.ALPHA_PREMULTIPLIED:
  15344. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15345. this._alphaState.alphaBlend = true;
  15346. break;
  15347. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15348. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15349. this._alphaState.alphaBlend = true;
  15350. break;
  15351. case Engine.ALPHA_COMBINE:
  15352. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15353. this._alphaState.alphaBlend = true;
  15354. break;
  15355. case Engine.ALPHA_ONEONE:
  15356. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15357. this._alphaState.alphaBlend = true;
  15358. break;
  15359. case Engine.ALPHA_ADD:
  15360. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15361. this._alphaState.alphaBlend = true;
  15362. break;
  15363. case Engine.ALPHA_SUBTRACT:
  15364. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15365. this._alphaState.alphaBlend = true;
  15366. break;
  15367. case Engine.ALPHA_MULTIPLY:
  15368. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15369. this._alphaState.alphaBlend = true;
  15370. break;
  15371. case Engine.ALPHA_MAXIMIZED:
  15372. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15373. this._alphaState.alphaBlend = true;
  15374. break;
  15375. case Engine.ALPHA_INTERPOLATE:
  15376. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15377. this._alphaState.alphaBlend = true;
  15378. break;
  15379. case Engine.ALPHA_SCREENMODE:
  15380. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15381. this._alphaState.alphaBlend = true;
  15382. break;
  15383. }
  15384. if (!noDepthWriteChange) {
  15385. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15386. }
  15387. this._alphaMode = mode;
  15388. };
  15389. /**
  15390. * Gets the current alpha mode
  15391. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15392. * @returns the current alpha mode
  15393. */
  15394. Engine.prototype.getAlphaMode = function () {
  15395. return this._alphaMode;
  15396. };
  15397. // Textures
  15398. /**
  15399. * Clears the list of texture accessible through engine.
  15400. * This can help preventing texture load conflict due to name collision.
  15401. */
  15402. Engine.prototype.clearInternalTexturesCache = function () {
  15403. this._internalTexturesCache = [];
  15404. };
  15405. /**
  15406. * Force the entire cache to be cleared
  15407. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15408. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15409. */
  15410. Engine.prototype.wipeCaches = function (bruteForce) {
  15411. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15412. return;
  15413. }
  15414. this._currentEffect = null;
  15415. this._viewportCached.x = 0;
  15416. this._viewportCached.y = 0;
  15417. this._viewportCached.z = 0;
  15418. this._viewportCached.w = 0;
  15419. if (bruteForce) {
  15420. this.resetTextureCache();
  15421. this._currentProgram = null;
  15422. this._stencilState.reset();
  15423. this._depthCullingState.reset();
  15424. this.setDepthFunctionToLessOrEqual();
  15425. this._alphaState.reset();
  15426. this._unpackFlipYCached = null;
  15427. }
  15428. this._resetVertexBufferBinding();
  15429. this._cachedIndexBuffer = null;
  15430. this._cachedEffectForVertexBuffers = null;
  15431. this._unbindVertexArrayObject();
  15432. this.bindIndexBuffer(null);
  15433. };
  15434. /**
  15435. * Set the compressed texture format to use, based on the formats you have, and the formats
  15436. * supported by the hardware / browser.
  15437. *
  15438. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15439. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15440. * to API arguments needed to compressed textures. This puts the burden on the container
  15441. * generator to house the arcane code for determining these for current & future formats.
  15442. *
  15443. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15444. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15445. *
  15446. * Note: The result of this call is not taken into account when a texture is base64.
  15447. *
  15448. * @param formatsAvailable defines the list of those format families you have created
  15449. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15450. *
  15451. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15452. * @returns The extension selected.
  15453. */
  15454. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15455. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15456. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15457. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15458. return this._textureFormatInUse = this._texturesSupported[i];
  15459. }
  15460. }
  15461. }
  15462. // actively set format to nothing, to allow this to be called more than once
  15463. // and possibly fail the 2nd time
  15464. this._textureFormatInUse = null;
  15465. return null;
  15466. };
  15467. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15468. var gl = this._gl;
  15469. var magFilter = gl.NEAREST;
  15470. var minFilter = gl.NEAREST;
  15471. switch (samplingMode) {
  15472. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15473. magFilter = gl.LINEAR;
  15474. if (generateMipMaps) {
  15475. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15476. }
  15477. else {
  15478. minFilter = gl.LINEAR;
  15479. }
  15480. break;
  15481. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15482. magFilter = gl.LINEAR;
  15483. if (generateMipMaps) {
  15484. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15485. }
  15486. else {
  15487. minFilter = gl.LINEAR;
  15488. }
  15489. break;
  15490. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15491. magFilter = gl.NEAREST;
  15492. if (generateMipMaps) {
  15493. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15494. }
  15495. else {
  15496. minFilter = gl.NEAREST;
  15497. }
  15498. break;
  15499. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15500. magFilter = gl.NEAREST;
  15501. if (generateMipMaps) {
  15502. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15503. }
  15504. else {
  15505. minFilter = gl.NEAREST;
  15506. }
  15507. break;
  15508. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15509. magFilter = gl.NEAREST;
  15510. if (generateMipMaps) {
  15511. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15512. }
  15513. else {
  15514. minFilter = gl.LINEAR;
  15515. }
  15516. break;
  15517. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15518. magFilter = gl.NEAREST;
  15519. if (generateMipMaps) {
  15520. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15521. }
  15522. else {
  15523. minFilter = gl.LINEAR;
  15524. }
  15525. break;
  15526. case Engine.TEXTURE_NEAREST_LINEAR:
  15527. magFilter = gl.NEAREST;
  15528. minFilter = gl.LINEAR;
  15529. break;
  15530. case Engine.TEXTURE_NEAREST_NEAREST:
  15531. magFilter = gl.NEAREST;
  15532. minFilter = gl.NEAREST;
  15533. break;
  15534. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15535. magFilter = gl.LINEAR;
  15536. if (generateMipMaps) {
  15537. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15538. }
  15539. else {
  15540. minFilter = gl.NEAREST;
  15541. }
  15542. break;
  15543. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15544. magFilter = gl.LINEAR;
  15545. if (generateMipMaps) {
  15546. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15547. }
  15548. else {
  15549. minFilter = gl.NEAREST;
  15550. }
  15551. break;
  15552. case Engine.TEXTURE_LINEAR_LINEAR:
  15553. magFilter = gl.LINEAR;
  15554. minFilter = gl.LINEAR;
  15555. break;
  15556. case Engine.TEXTURE_LINEAR_NEAREST:
  15557. magFilter = gl.LINEAR;
  15558. minFilter = gl.NEAREST;
  15559. break;
  15560. }
  15561. return {
  15562. min: minFilter,
  15563. mag: magFilter
  15564. };
  15565. };
  15566. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15567. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15568. var img;
  15569. var onload = function () {
  15570. loadedImages[index] = img;
  15571. loadedImages._internalCount++;
  15572. if (scene) {
  15573. scene._removePendingData(img);
  15574. }
  15575. if (loadedImages._internalCount === 6) {
  15576. onfinish(loadedImages);
  15577. }
  15578. };
  15579. var onerror = function (message, exception) {
  15580. if (scene) {
  15581. scene._removePendingData(img);
  15582. }
  15583. if (onErrorCallBack) {
  15584. onErrorCallBack(message, exception);
  15585. }
  15586. };
  15587. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15588. if (scene) {
  15589. scene._addPendingData(img);
  15590. }
  15591. };
  15592. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15593. if (onError === void 0) { onError = null; }
  15594. var loadedImages = [];
  15595. loadedImages._internalCount = 0;
  15596. for (var index = 0; index < 6; index++) {
  15597. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15598. }
  15599. };
  15600. /** @hidden */
  15601. Engine.prototype._createTexture = function () {
  15602. var texture = this._gl.createTexture();
  15603. if (!texture) {
  15604. throw new Error("Unable to create texture");
  15605. }
  15606. return texture;
  15607. };
  15608. /**
  15609. * Usually called from BABYLON.Texture.ts.
  15610. * Passed information to create a WebGLTexture
  15611. * @param urlArg defines a value which contains one of the following:
  15612. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15613. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15614. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15615. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15616. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15617. * @param scene needed for loading to the correct scene
  15618. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15619. * @param onLoad optional callback to be called upon successful completion
  15620. * @param onError optional callback to be called upon failure
  15621. * @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
  15622. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15623. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15624. * @param forcedExtension defines the extension to use to pick the right loader
  15625. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15626. */
  15627. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15628. var _this = this;
  15629. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15630. if (onLoad === void 0) { onLoad = null; }
  15631. if (onError === void 0) { onError = null; }
  15632. if (buffer === void 0) { buffer = null; }
  15633. if (fallback === void 0) { fallback = null; }
  15634. if (format === void 0) { format = null; }
  15635. if (forcedExtension === void 0) { forcedExtension = null; }
  15636. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15637. var fromData = url.substr(0, 5) === "data:";
  15638. var fromBlob = url.substr(0, 5) === "blob:";
  15639. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15640. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15641. // establish the file extension, if possible
  15642. var lastDot = url.lastIndexOf('.');
  15643. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15644. var loader = null;
  15645. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15646. var availableLoader = _a[_i];
  15647. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15648. loader = availableLoader;
  15649. break;
  15650. }
  15651. }
  15652. if (loader) {
  15653. url = loader.transformUrl(url, this._textureFormatInUse);
  15654. }
  15655. if (scene) {
  15656. scene._addPendingData(texture);
  15657. }
  15658. texture.url = url;
  15659. texture.generateMipMaps = !noMipmap;
  15660. texture.samplingMode = samplingMode;
  15661. texture.invertY = invertY;
  15662. if (!this._doNotHandleContextLost) {
  15663. // Keep a link to the buffer only if we plan to handle context lost
  15664. texture._buffer = buffer;
  15665. }
  15666. var onLoadObserver = null;
  15667. if (onLoad && !fallback) {
  15668. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15669. }
  15670. if (!fallback) {
  15671. this._internalTexturesCache.push(texture);
  15672. }
  15673. var onInternalError = function (message, exception) {
  15674. if (scene) {
  15675. scene._removePendingData(texture);
  15676. }
  15677. var customFallback = false;
  15678. if (loader) {
  15679. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15680. if (fallbackUrl) {
  15681. // Add Back
  15682. customFallback = true;
  15683. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15684. }
  15685. }
  15686. if (!customFallback) {
  15687. if (onLoadObserver) {
  15688. texture.onLoadedObservable.remove(onLoadObserver);
  15689. }
  15690. if (BABYLON.Tools.UseFallbackTexture) {
  15691. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15692. }
  15693. }
  15694. if (onError) {
  15695. onError(message || "Unknown error", exception);
  15696. }
  15697. };
  15698. // processing for non-image formats
  15699. if (loader) {
  15700. var callback = function (data) {
  15701. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15702. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15703. done();
  15704. return false;
  15705. }, samplingMode);
  15706. });
  15707. };
  15708. if (!buffer) {
  15709. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15710. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15711. });
  15712. }
  15713. else {
  15714. callback(buffer);
  15715. }
  15716. }
  15717. else {
  15718. var onload = function (img) {
  15719. if (fromBlob && !_this._doNotHandleContextLost) {
  15720. // We need to store the image if we need to rebuild the texture
  15721. // in case of a webgl context lost
  15722. texture._buffer = img;
  15723. }
  15724. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15725. var gl = _this._gl;
  15726. var isPot = (img.width === potWidth && img.height === potHeight);
  15727. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15728. if (isPot) {
  15729. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15730. return false;
  15731. }
  15732. var maxTextureSize = _this._caps.maxTextureSize;
  15733. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15734. _this._prepareWorkingCanvas();
  15735. if (!_this._workingCanvas || !_this._workingContext) {
  15736. return false;
  15737. }
  15738. _this._workingCanvas.width = potWidth;
  15739. _this._workingCanvas.height = potHeight;
  15740. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15741. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15742. texture.width = potWidth;
  15743. texture.height = potHeight;
  15744. return false;
  15745. }
  15746. else {
  15747. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15748. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15749. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15750. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15751. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15752. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15753. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15754. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15755. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15756. _this._releaseTexture(source_1);
  15757. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15758. continuationCallback();
  15759. });
  15760. }
  15761. return true;
  15762. }, samplingMode);
  15763. };
  15764. if (!fromData || isBase64) {
  15765. if (buffer instanceof HTMLImageElement) {
  15766. onload(buffer);
  15767. }
  15768. else {
  15769. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15770. }
  15771. }
  15772. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15773. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15774. }
  15775. else {
  15776. onload(buffer);
  15777. }
  15778. }
  15779. return texture;
  15780. };
  15781. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15782. var _this = this;
  15783. var rtt = this.createRenderTargetTexture({
  15784. width: destination.width,
  15785. height: destination.height,
  15786. }, {
  15787. generateMipMaps: false,
  15788. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15789. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15790. generateDepthBuffer: false,
  15791. generateStencilBuffer: false
  15792. });
  15793. if (!this._rescalePostProcess) {
  15794. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15795. }
  15796. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15797. _this._rescalePostProcess.onApply = function (effect) {
  15798. effect._bindTexture("textureSampler", source);
  15799. };
  15800. var hostingScene = scene;
  15801. if (!hostingScene) {
  15802. hostingScene = _this.scenes[_this.scenes.length - 1];
  15803. }
  15804. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15805. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15806. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15807. _this.unBindFramebuffer(rtt);
  15808. _this._releaseTexture(rtt);
  15809. if (onComplete) {
  15810. onComplete();
  15811. }
  15812. });
  15813. };
  15814. /**
  15815. * Update a raw texture
  15816. * @param texture defines the texture to update
  15817. * @param data defines the data to store in the texture
  15818. * @param format defines the format of the data
  15819. * @param invertY defines if data must be stored with Y axis inverted
  15820. * @param compression defines the compression used (null by default)
  15821. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15822. */
  15823. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15824. if (compression === void 0) { compression = null; }
  15825. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15826. if (!texture) {
  15827. return;
  15828. }
  15829. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15830. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15831. // babylon's internalFormat but gl's texImage2D format
  15832. var internalFormat = this._getInternalFormat(format);
  15833. var textureType = this._getWebGLTextureType(type);
  15834. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15835. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15836. if (!this._doNotHandleContextLost) {
  15837. texture._bufferView = data;
  15838. texture.format = format;
  15839. texture.type = type;
  15840. texture.invertY = invertY;
  15841. texture._compression = compression;
  15842. }
  15843. if (texture.width % 4 !== 0) {
  15844. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15845. }
  15846. if (compression && data) {
  15847. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15848. }
  15849. else {
  15850. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15851. }
  15852. if (texture.generateMipMaps) {
  15853. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15854. }
  15855. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15856. // this.resetTextureCache();
  15857. texture.isReady = true;
  15858. };
  15859. /**
  15860. * Creates a raw texture
  15861. * @param data defines the data to store in the texture
  15862. * @param width defines the width of the texture
  15863. * @param height defines the height of the texture
  15864. * @param format defines the format of the data
  15865. * @param generateMipMaps defines if the engine should generate the mip levels
  15866. * @param invertY defines if data must be stored with Y axis inverted
  15867. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15868. * @param compression defines the compression used (null by default)
  15869. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15870. * @returns the raw texture inside an InternalTexture
  15871. */
  15872. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15873. if (compression === void 0) { compression = null; }
  15874. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15875. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15876. texture.baseWidth = width;
  15877. texture.baseHeight = height;
  15878. texture.width = width;
  15879. texture.height = height;
  15880. texture.format = format;
  15881. texture.generateMipMaps = generateMipMaps;
  15882. texture.samplingMode = samplingMode;
  15883. texture.invertY = invertY;
  15884. texture._compression = compression;
  15885. texture.type = type;
  15886. if (!this._doNotHandleContextLost) {
  15887. texture._bufferView = data;
  15888. }
  15889. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15890. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15891. // Filters
  15892. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15893. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15894. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15895. if (generateMipMaps) {
  15896. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15897. }
  15898. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15899. this._internalTexturesCache.push(texture);
  15900. return texture;
  15901. };
  15902. /** @hidden */
  15903. Engine.prototype._unpackFlipY = function (value) {
  15904. if (this._unpackFlipYCached !== value) {
  15905. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15906. if (this.enableUnpackFlipYCached) {
  15907. this._unpackFlipYCached = value;
  15908. }
  15909. }
  15910. };
  15911. /** @hidden */
  15912. Engine.prototype._getUnpackAlignement = function () {
  15913. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15914. };
  15915. /**
  15916. * Creates a dynamic texture
  15917. * @param width defines the width of the texture
  15918. * @param height defines the height of the texture
  15919. * @param generateMipMaps defines if the engine should generate the mip levels
  15920. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15921. * @returns the dynamic texture inside an InternalTexture
  15922. */
  15923. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15924. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15925. texture.baseWidth = width;
  15926. texture.baseHeight = height;
  15927. if (generateMipMaps) {
  15928. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15929. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15930. }
  15931. // this.resetTextureCache();
  15932. texture.width = width;
  15933. texture.height = height;
  15934. texture.isReady = false;
  15935. texture.generateMipMaps = generateMipMaps;
  15936. texture.samplingMode = samplingMode;
  15937. this.updateTextureSamplingMode(samplingMode, texture);
  15938. this._internalTexturesCache.push(texture);
  15939. return texture;
  15940. };
  15941. /**
  15942. * Update the sampling mode of a given texture
  15943. * @param samplingMode defines the required sampling mode
  15944. * @param texture defines the texture to update
  15945. */
  15946. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15947. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15948. if (texture.isCube) {
  15949. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15950. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15951. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15952. }
  15953. else if (texture.is3D) {
  15954. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15955. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15956. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15957. }
  15958. else {
  15959. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15960. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15961. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15962. }
  15963. texture.samplingMode = samplingMode;
  15964. };
  15965. /**
  15966. * Update the content of a dynamic texture
  15967. * @param texture defines the texture to update
  15968. * @param canvas defines the canvas containing the source
  15969. * @param invertY defines if data must be stored with Y axis inverted
  15970. * @param premulAlpha defines if alpha is stored as premultiplied
  15971. * @param format defines the format of the data
  15972. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  15973. */
  15974. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  15975. if (premulAlpha === void 0) { premulAlpha = false; }
  15976. if (forceBindTexture === void 0) { forceBindTexture = false; }
  15977. if (!texture) {
  15978. return;
  15979. }
  15980. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  15981. this._unpackFlipY(invertY);
  15982. if (premulAlpha) {
  15983. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15984. }
  15985. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15986. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15987. if (texture.generateMipMaps) {
  15988. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15989. }
  15990. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15991. if (premulAlpha) {
  15992. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15993. }
  15994. texture.isReady = true;
  15995. };
  15996. /**
  15997. * Update a video texture
  15998. * @param texture defines the texture to update
  15999. * @param video defines the video element to use
  16000. * @param invertY defines if data must be stored with Y axis inverted
  16001. */
  16002. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16003. if (!texture || texture._isDisabled) {
  16004. return;
  16005. }
  16006. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16007. this._unpackFlipY(!invertY); // Video are upside down by default
  16008. try {
  16009. // Testing video texture support
  16010. if (this._videoTextureSupported === undefined) {
  16011. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16012. if (this._gl.getError() !== 0) {
  16013. this._videoTextureSupported = false;
  16014. }
  16015. else {
  16016. this._videoTextureSupported = true;
  16017. }
  16018. }
  16019. // Copy video through the current working canvas if video texture is not supported
  16020. if (!this._videoTextureSupported) {
  16021. if (!texture._workingCanvas) {
  16022. texture._workingCanvas = document.createElement("canvas");
  16023. var context = texture._workingCanvas.getContext("2d");
  16024. if (!context) {
  16025. throw new Error("Unable to get 2d context");
  16026. }
  16027. texture._workingContext = context;
  16028. texture._workingCanvas.width = texture.width;
  16029. texture._workingCanvas.height = texture.height;
  16030. }
  16031. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16032. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16033. }
  16034. else {
  16035. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16036. }
  16037. if (texture.generateMipMaps) {
  16038. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16039. }
  16040. if (!wasPreviouslyBound) {
  16041. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16042. }
  16043. // this.resetTextureCache();
  16044. texture.isReady = true;
  16045. }
  16046. catch (ex) {
  16047. // Something unexpected
  16048. // Let's disable the texture
  16049. texture._isDisabled = true;
  16050. }
  16051. };
  16052. /**
  16053. * Updates a depth texture Comparison Mode and Function.
  16054. * If the comparison Function is equal to 0, the mode will be set to none.
  16055. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16056. * @param texture The texture to set the comparison function for
  16057. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16058. */
  16059. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16060. if (this.webGLVersion === 1) {
  16061. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16062. return;
  16063. }
  16064. var gl = this._gl;
  16065. if (texture.isCube) {
  16066. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16067. if (comparisonFunction === 0) {
  16068. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16069. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16070. }
  16071. else {
  16072. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16073. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16074. }
  16075. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16076. }
  16077. else {
  16078. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16079. if (comparisonFunction === 0) {
  16080. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16081. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16082. }
  16083. else {
  16084. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16085. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16086. }
  16087. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16088. }
  16089. texture._comparisonFunction = comparisonFunction;
  16090. };
  16091. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16092. var width = size.width || size;
  16093. var height = size.height || size;
  16094. internalTexture.baseWidth = width;
  16095. internalTexture.baseHeight = height;
  16096. internalTexture.width = width;
  16097. internalTexture.height = height;
  16098. internalTexture.isReady = true;
  16099. internalTexture.samples = 1;
  16100. internalTexture.generateMipMaps = false;
  16101. internalTexture._generateDepthBuffer = true;
  16102. internalTexture._generateStencilBuffer = generateStencil;
  16103. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16104. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16105. internalTexture._comparisonFunction = comparisonFunction;
  16106. var gl = this._gl;
  16107. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16108. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16109. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16110. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16111. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16112. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16113. if (comparisonFunction === 0) {
  16114. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16115. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16116. }
  16117. else {
  16118. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16119. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16120. }
  16121. };
  16122. /**
  16123. * Creates a depth stencil texture.
  16124. * This is only available in WebGL 2 or with the depth texture extension available.
  16125. * @param size The size of face edge in the texture.
  16126. * @param options The options defining the texture.
  16127. * @returns The texture
  16128. */
  16129. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16130. if (options.isCube) {
  16131. var width = size.width || size;
  16132. return this._createDepthStencilCubeTexture(width, options);
  16133. }
  16134. else {
  16135. return this._createDepthStencilTexture(size, options);
  16136. }
  16137. };
  16138. /**
  16139. * Creates a depth stencil texture.
  16140. * This is only available in WebGL 2 or with the depth texture extension available.
  16141. * @param size The size of face edge in the texture.
  16142. * @param options The options defining the texture.
  16143. * @returns The texture
  16144. */
  16145. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16146. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16147. if (!this._caps.depthTextureExtension) {
  16148. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16149. return internalTexture;
  16150. }
  16151. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16152. var gl = this._gl;
  16153. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16154. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16155. if (this.webGLVersion > 1) {
  16156. if (internalOptions.generateStencil) {
  16157. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16158. }
  16159. else {
  16160. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16161. }
  16162. }
  16163. else {
  16164. if (internalOptions.generateStencil) {
  16165. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16166. }
  16167. else {
  16168. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16169. }
  16170. }
  16171. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16172. return internalTexture;
  16173. };
  16174. /**
  16175. * Creates a depth stencil cube texture.
  16176. * This is only available in WebGL 2.
  16177. * @param size The size of face edge in the cube texture.
  16178. * @param options The options defining the cube texture.
  16179. * @returns The cube texture
  16180. */
  16181. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16182. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16183. internalTexture.isCube = true;
  16184. if (this.webGLVersion === 1) {
  16185. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16186. return internalTexture;
  16187. }
  16188. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16189. var gl = this._gl;
  16190. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16191. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16192. // Create the depth/stencil buffer
  16193. for (var face = 0; face < 6; face++) {
  16194. if (internalOptions.generateStencil) {
  16195. 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);
  16196. }
  16197. else {
  16198. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16199. }
  16200. }
  16201. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16202. return internalTexture;
  16203. };
  16204. /**
  16205. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16206. * @param renderTarget The render target to set the frame buffer for
  16207. */
  16208. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16209. // Create the framebuffer
  16210. var internalTexture = renderTarget.getInternalTexture();
  16211. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16212. return;
  16213. }
  16214. var gl = this._gl;
  16215. var depthStencilTexture = renderTarget.depthStencilTexture;
  16216. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16217. if (depthStencilTexture.isCube) {
  16218. if (depthStencilTexture._generateStencilBuffer) {
  16219. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16220. }
  16221. else {
  16222. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16223. }
  16224. }
  16225. else {
  16226. if (depthStencilTexture._generateStencilBuffer) {
  16227. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16228. }
  16229. else {
  16230. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16231. }
  16232. }
  16233. this.bindUnboundFramebuffer(null);
  16234. };
  16235. /**
  16236. * Creates a new render target texture
  16237. * @param size defines the size of the texture
  16238. * @param options defines the options used to create the texture
  16239. * @returns a new render target texture stored in an InternalTexture
  16240. */
  16241. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16242. var fullOptions = new RenderTargetCreationOptions();
  16243. if (options !== undefined && typeof options === "object") {
  16244. fullOptions.generateMipMaps = options.generateMipMaps;
  16245. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16246. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16247. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16248. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16249. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16250. }
  16251. else {
  16252. fullOptions.generateMipMaps = options;
  16253. fullOptions.generateDepthBuffer = true;
  16254. fullOptions.generateStencilBuffer = false;
  16255. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16256. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16257. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16258. }
  16259. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16260. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16261. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16262. }
  16263. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16264. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16265. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16266. }
  16267. var gl = this._gl;
  16268. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16269. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16270. var width = size.width || size;
  16271. var height = size.height || size;
  16272. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16273. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16274. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16275. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16276. }
  16277. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16278. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16279. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16280. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16281. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16282. // Create the framebuffer
  16283. var currentFrameBuffer = this._currentFramebuffer;
  16284. var framebuffer = gl.createFramebuffer();
  16285. this.bindUnboundFramebuffer(framebuffer);
  16286. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16287. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16288. if (fullOptions.generateMipMaps) {
  16289. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16290. }
  16291. // Unbind
  16292. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16293. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16294. this.bindUnboundFramebuffer(currentFrameBuffer);
  16295. texture._framebuffer = framebuffer;
  16296. texture.baseWidth = width;
  16297. texture.baseHeight = height;
  16298. texture.width = width;
  16299. texture.height = height;
  16300. texture.isReady = true;
  16301. texture.samples = 1;
  16302. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16303. texture.samplingMode = fullOptions.samplingMode;
  16304. texture.type = fullOptions.type;
  16305. texture.format = fullOptions.format;
  16306. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16307. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16308. // this.resetTextureCache();
  16309. this._internalTexturesCache.push(texture);
  16310. return texture;
  16311. };
  16312. /**
  16313. * Create a multi render target texture
  16314. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16315. * @param size defines the size of the texture
  16316. * @param options defines the creation options
  16317. * @returns the cube texture as an InternalTexture
  16318. */
  16319. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16320. var generateMipMaps = false;
  16321. var generateDepthBuffer = true;
  16322. var generateStencilBuffer = false;
  16323. var generateDepthTexture = false;
  16324. var textureCount = 1;
  16325. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16326. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16327. var types = new Array();
  16328. var samplingModes = new Array();
  16329. if (options !== undefined) {
  16330. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16331. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16332. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16333. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16334. textureCount = options.textureCount || 1;
  16335. if (options.types) {
  16336. types = options.types;
  16337. }
  16338. if (options.samplingModes) {
  16339. samplingModes = options.samplingModes;
  16340. }
  16341. }
  16342. var gl = this._gl;
  16343. // Create the framebuffer
  16344. var framebuffer = gl.createFramebuffer();
  16345. this.bindUnboundFramebuffer(framebuffer);
  16346. var width = size.width || size;
  16347. var height = size.height || size;
  16348. var textures = [];
  16349. var attachments = [];
  16350. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16351. for (var i = 0; i < textureCount; i++) {
  16352. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16353. var type = types[i] || defaultType;
  16354. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16355. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16356. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16357. }
  16358. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16359. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16360. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16361. }
  16362. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16363. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16364. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16365. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16366. }
  16367. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16368. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16369. textures.push(texture);
  16370. attachments.push(attachment);
  16371. gl.activeTexture(gl["TEXTURE" + i]);
  16372. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16373. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16374. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16375. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16376. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16377. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16378. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16379. if (generateMipMaps) {
  16380. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16381. }
  16382. // Unbind
  16383. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16384. texture._framebuffer = framebuffer;
  16385. texture._depthStencilBuffer = depthStencilBuffer;
  16386. texture.baseWidth = width;
  16387. texture.baseHeight = height;
  16388. texture.width = width;
  16389. texture.height = height;
  16390. texture.isReady = true;
  16391. texture.samples = 1;
  16392. texture.generateMipMaps = generateMipMaps;
  16393. texture.samplingMode = samplingMode;
  16394. texture.type = type;
  16395. texture._generateDepthBuffer = generateDepthBuffer;
  16396. texture._generateStencilBuffer = generateStencilBuffer;
  16397. texture._attachments = attachments;
  16398. this._internalTexturesCache.push(texture);
  16399. }
  16400. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16401. // Depth texture
  16402. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16403. gl.activeTexture(gl.TEXTURE0);
  16404. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16405. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16406. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16407. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16408. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16409. 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);
  16410. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16411. depthTexture._framebuffer = framebuffer;
  16412. depthTexture.baseWidth = width;
  16413. depthTexture.baseHeight = height;
  16414. depthTexture.width = width;
  16415. depthTexture.height = height;
  16416. depthTexture.isReady = true;
  16417. depthTexture.samples = 1;
  16418. depthTexture.generateMipMaps = generateMipMaps;
  16419. depthTexture.samplingMode = gl.NEAREST;
  16420. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16421. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16422. textures.push(depthTexture);
  16423. this._internalTexturesCache.push(depthTexture);
  16424. }
  16425. gl.drawBuffers(attachments);
  16426. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16427. this.bindUnboundFramebuffer(null);
  16428. this.resetTextureCache();
  16429. return textures;
  16430. };
  16431. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16432. if (samples === void 0) { samples = 1; }
  16433. var depthStencilBuffer = null;
  16434. var gl = this._gl;
  16435. // Create the depth/stencil buffer
  16436. if (generateStencilBuffer) {
  16437. depthStencilBuffer = gl.createRenderbuffer();
  16438. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16439. if (samples > 1) {
  16440. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16441. }
  16442. else {
  16443. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16444. }
  16445. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16446. }
  16447. else if (generateDepthBuffer) {
  16448. depthStencilBuffer = gl.createRenderbuffer();
  16449. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16450. if (samples > 1) {
  16451. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16452. }
  16453. else {
  16454. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16455. }
  16456. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16457. }
  16458. return depthStencilBuffer;
  16459. };
  16460. /**
  16461. * Updates the sample count of a render target texture
  16462. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16463. * @param texture defines the texture to update
  16464. * @param samples defines the sample count to set
  16465. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16466. */
  16467. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16468. if (this.webGLVersion < 2 || !texture) {
  16469. return 1;
  16470. }
  16471. if (texture.samples === samples) {
  16472. return samples;
  16473. }
  16474. var gl = this._gl;
  16475. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16476. // Dispose previous render buffers
  16477. if (texture._depthStencilBuffer) {
  16478. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16479. texture._depthStencilBuffer = null;
  16480. }
  16481. if (texture._MSAAFramebuffer) {
  16482. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16483. texture._MSAAFramebuffer = null;
  16484. }
  16485. if (texture._MSAARenderBuffer) {
  16486. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16487. texture._MSAARenderBuffer = null;
  16488. }
  16489. if (samples > 1) {
  16490. var framebuffer = gl.createFramebuffer();
  16491. if (!framebuffer) {
  16492. throw new Error("Unable to create multi sampled framebuffer");
  16493. }
  16494. texture._MSAAFramebuffer = framebuffer;
  16495. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16496. var colorRenderbuffer = gl.createRenderbuffer();
  16497. if (!colorRenderbuffer) {
  16498. throw new Error("Unable to create multi sampled framebuffer");
  16499. }
  16500. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16501. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16502. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16503. texture._MSAARenderBuffer = colorRenderbuffer;
  16504. }
  16505. else {
  16506. this.bindUnboundFramebuffer(texture._framebuffer);
  16507. }
  16508. texture.samples = samples;
  16509. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16510. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16511. this.bindUnboundFramebuffer(null);
  16512. return samples;
  16513. };
  16514. /**
  16515. * Update the sample count for a given multiple render target texture
  16516. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16517. * @param textures defines the textures to update
  16518. * @param samples defines the sample count to set
  16519. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16520. */
  16521. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16522. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16523. return 1;
  16524. }
  16525. if (textures[0].samples === samples) {
  16526. return samples;
  16527. }
  16528. var gl = this._gl;
  16529. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16530. // Dispose previous render buffers
  16531. if (textures[0]._depthStencilBuffer) {
  16532. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16533. textures[0]._depthStencilBuffer = null;
  16534. }
  16535. if (textures[0]._MSAAFramebuffer) {
  16536. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16537. textures[0]._MSAAFramebuffer = null;
  16538. }
  16539. for (var i = 0; i < textures.length; i++) {
  16540. if (textures[i]._MSAARenderBuffer) {
  16541. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16542. textures[i]._MSAARenderBuffer = null;
  16543. }
  16544. }
  16545. if (samples > 1) {
  16546. var framebuffer = gl.createFramebuffer();
  16547. if (!framebuffer) {
  16548. throw new Error("Unable to create multi sampled framebuffer");
  16549. }
  16550. this.bindUnboundFramebuffer(framebuffer);
  16551. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16552. var attachments = [];
  16553. for (var i = 0; i < textures.length; i++) {
  16554. var texture = textures[i];
  16555. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16556. var colorRenderbuffer = gl.createRenderbuffer();
  16557. if (!colorRenderbuffer) {
  16558. throw new Error("Unable to create multi sampled framebuffer");
  16559. }
  16560. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16561. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16562. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16563. texture._MSAAFramebuffer = framebuffer;
  16564. texture._MSAARenderBuffer = colorRenderbuffer;
  16565. texture.samples = samples;
  16566. texture._depthStencilBuffer = depthStencilBuffer;
  16567. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16568. attachments.push(attachment);
  16569. }
  16570. gl.drawBuffers(attachments);
  16571. }
  16572. else {
  16573. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16574. }
  16575. this.bindUnboundFramebuffer(null);
  16576. return samples;
  16577. };
  16578. /** @hidden */
  16579. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16580. if (faceIndex === void 0) { faceIndex = 0; }
  16581. if (lod === void 0) { lod = 0; }
  16582. var gl = this._gl;
  16583. var target = gl.TEXTURE_2D;
  16584. if (texture.isCube) {
  16585. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16586. }
  16587. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16588. };
  16589. /** @hidden */
  16590. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16591. if (faceIndex === void 0) { faceIndex = 0; }
  16592. if (lod === void 0) { lod = 0; }
  16593. var gl = this._gl;
  16594. var textureType = this._getWebGLTextureType(texture.type);
  16595. var format = this._getInternalFormat(texture.format);
  16596. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16597. this._unpackFlipY(texture.invertY);
  16598. var target = gl.TEXTURE_2D;
  16599. if (texture.isCube) {
  16600. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16601. }
  16602. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16603. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16604. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16605. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16606. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16607. };
  16608. /** @hidden */
  16609. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16610. if (faceIndex === void 0) { faceIndex = 0; }
  16611. if (lod === void 0) { lod = 0; }
  16612. var gl = this._gl;
  16613. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16614. this._bindTextureDirectly(bindTarget, texture, true);
  16615. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16616. this._bindTextureDirectly(bindTarget, null, true);
  16617. };
  16618. /** @hidden */
  16619. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16620. if (faceIndex === void 0) { faceIndex = 0; }
  16621. if (lod === void 0) { lod = 0; }
  16622. var gl = this._gl;
  16623. var textureType = this._getWebGLTextureType(texture.type);
  16624. var format = this._getInternalFormat(texture.format);
  16625. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16626. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16627. this._bindTextureDirectly(bindTarget, texture, true);
  16628. this._unpackFlipY(texture.invertY);
  16629. var target = gl.TEXTURE_2D;
  16630. if (texture.isCube) {
  16631. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16632. }
  16633. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16634. this._bindTextureDirectly(bindTarget, null, true);
  16635. };
  16636. /**
  16637. * Creates a new render target cube texture
  16638. * @param size defines the size of the texture
  16639. * @param options defines the options used to create the texture
  16640. * @returns a new render target cube texture stored in an InternalTexture
  16641. */
  16642. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16643. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16644. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16645. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16646. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16647. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16648. }
  16649. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16650. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16651. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16652. }
  16653. var gl = this._gl;
  16654. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16655. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16656. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16657. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16658. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16659. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16660. }
  16661. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16662. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16663. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16664. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16665. for (var face = 0; face < 6; face++) {
  16666. 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);
  16667. }
  16668. // Create the framebuffer
  16669. var framebuffer = gl.createFramebuffer();
  16670. this.bindUnboundFramebuffer(framebuffer);
  16671. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16672. // MipMaps
  16673. if (fullOptions.generateMipMaps) {
  16674. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16675. }
  16676. // Unbind
  16677. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16678. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16679. this.bindUnboundFramebuffer(null);
  16680. texture._framebuffer = framebuffer;
  16681. texture.width = size;
  16682. texture.height = size;
  16683. texture.isReady = true;
  16684. texture.isCube = true;
  16685. texture.samples = 1;
  16686. texture.generateMipMaps = fullOptions.generateMipMaps;
  16687. texture.samplingMode = fullOptions.samplingMode;
  16688. texture.type = fullOptions.type;
  16689. texture.format = fullOptions.format;
  16690. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16691. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16692. this._internalTexturesCache.push(texture);
  16693. return texture;
  16694. };
  16695. /**
  16696. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16697. * @param rootUrl defines the url where the file to load is located
  16698. * @param scene defines the current scene
  16699. * @param lodScale defines scale to apply to the mip map selection
  16700. * @param lodOffset defines offset to apply to the mip map selection
  16701. * @param onLoad defines an optional callback raised when the texture is loaded
  16702. * @param onError defines an optional callback raised if there is an issue to load the texture
  16703. * @param format defines the format of the data
  16704. * @param forcedExtension defines the extension to use to pick the right loader
  16705. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16706. * @returns the cube texture as an InternalTexture
  16707. */
  16708. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16709. var _this = this;
  16710. if (onLoad === void 0) { onLoad = null; }
  16711. if (onError === void 0) { onError = null; }
  16712. if (forcedExtension === void 0) { forcedExtension = null; }
  16713. if (createPolynomials === void 0) { createPolynomials = true; }
  16714. var callback = function (loadData) {
  16715. if (!loadData) {
  16716. if (onLoad) {
  16717. onLoad(null);
  16718. }
  16719. return;
  16720. }
  16721. var texture = loadData.texture;
  16722. if (!createPolynomials) {
  16723. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16724. }
  16725. else if (loadData.info.sphericalPolynomial) {
  16726. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16727. }
  16728. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16729. if (_this._caps.textureLOD) {
  16730. // Do not add extra process if texture lod is supported.
  16731. if (onLoad) {
  16732. onLoad(texture);
  16733. }
  16734. return;
  16735. }
  16736. var mipSlices = 3;
  16737. var gl = _this._gl;
  16738. var width = loadData.width;
  16739. if (!width) {
  16740. return;
  16741. }
  16742. var textures = [];
  16743. for (var i = 0; i < mipSlices; i++) {
  16744. //compute LOD from even spacing in smoothness (matching shader calculation)
  16745. var smoothness = i / (mipSlices - 1);
  16746. var roughness = 1 - smoothness;
  16747. var minLODIndex = lodOffset; // roughness = 0
  16748. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16749. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16750. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16751. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16752. glTextureFromLod.type = texture.type;
  16753. glTextureFromLod.format = texture.format;
  16754. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16755. glTextureFromLod.height = glTextureFromLod.width;
  16756. glTextureFromLod.isCube = true;
  16757. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16758. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16759. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16760. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16761. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16762. if (loadData.isDDS) {
  16763. var info = loadData.info;
  16764. var data = loadData.data;
  16765. _this._unpackFlipY(info.isCompressed);
  16766. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16767. }
  16768. else {
  16769. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16770. }
  16771. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16772. // Wrap in a base texture for easy binding.
  16773. var lodTexture = new BABYLON.BaseTexture(scene);
  16774. lodTexture.isCube = true;
  16775. lodTexture._texture = glTextureFromLod;
  16776. glTextureFromLod.isReady = true;
  16777. textures.push(lodTexture);
  16778. }
  16779. texture._lodTextureHigh = textures[2];
  16780. texture._lodTextureMid = textures[1];
  16781. texture._lodTextureLow = textures[0];
  16782. if (onLoad) {
  16783. onLoad(texture);
  16784. }
  16785. };
  16786. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16787. };
  16788. /**
  16789. * Creates a cube texture
  16790. * @param rootUrl defines the url where the files to load is located
  16791. * @param scene defines the current scene
  16792. * @param files defines the list of files to load (1 per face)
  16793. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16794. * @param onLoad defines an optional callback raised when the texture is loaded
  16795. * @param onError defines an optional callback raised if there is an issue to load the texture
  16796. * @param format defines the format of the data
  16797. * @param forcedExtension defines the extension to use to pick the right loader
  16798. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16799. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16800. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16801. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16802. * @returns the cube texture as an InternalTexture
  16803. */
  16804. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16805. var _this = this;
  16806. if (onLoad === void 0) { onLoad = null; }
  16807. if (onError === void 0) { onError = null; }
  16808. if (forcedExtension === void 0) { forcedExtension = null; }
  16809. if (createPolynomials === void 0) { createPolynomials = false; }
  16810. if (lodScale === void 0) { lodScale = 0; }
  16811. if (lodOffset === void 0) { lodOffset = 0; }
  16812. if (fallback === void 0) { fallback = null; }
  16813. var gl = this._gl;
  16814. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16815. texture.isCube = true;
  16816. texture.url = rootUrl;
  16817. texture.generateMipMaps = !noMipmap;
  16818. texture._lodGenerationScale = lodScale;
  16819. texture._lodGenerationOffset = lodOffset;
  16820. if (!this._doNotHandleContextLost) {
  16821. texture._extension = forcedExtension;
  16822. texture._files = files;
  16823. }
  16824. var lastDot = rootUrl.lastIndexOf('.');
  16825. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16826. var loader = null;
  16827. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16828. var availableLoader = _a[_i];
  16829. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16830. loader = availableLoader;
  16831. break;
  16832. }
  16833. }
  16834. var onInternalError = function (request, exception) {
  16835. if (loader) {
  16836. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16837. if (fallbackUrl) {
  16838. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16839. }
  16840. }
  16841. if (onError && request) {
  16842. onError(request.status + " " + request.statusText, exception);
  16843. }
  16844. };
  16845. if (loader) {
  16846. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16847. var onloaddata = function (data) {
  16848. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16849. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16850. };
  16851. if (files && files.length === 6) {
  16852. if (loader.supportCascades) {
  16853. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16854. }
  16855. else if (onError) {
  16856. onError("Textures type does not support cascades.");
  16857. }
  16858. }
  16859. else {
  16860. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16861. }
  16862. }
  16863. else {
  16864. if (!files) {
  16865. throw new Error("Cannot load cubemap because files were not defined");
  16866. }
  16867. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16868. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16869. var height = width;
  16870. _this._prepareWorkingCanvas();
  16871. if (!_this._workingCanvas || !_this._workingContext) {
  16872. return;
  16873. }
  16874. _this._workingCanvas.width = width;
  16875. _this._workingCanvas.height = height;
  16876. var faces = [
  16877. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16878. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16879. ];
  16880. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16881. _this._unpackFlipY(false);
  16882. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16883. for (var index = 0; index < faces.length; index++) {
  16884. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16885. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16886. }
  16887. if (!noMipmap) {
  16888. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16889. }
  16890. _this._setCubeMapTextureParams(!noMipmap);
  16891. texture.width = width;
  16892. texture.height = height;
  16893. texture.isReady = true;
  16894. if (format) {
  16895. texture.format = format;
  16896. }
  16897. texture.onLoadedObservable.notifyObservers(texture);
  16898. texture.onLoadedObservable.clear();
  16899. if (onLoad) {
  16900. onLoad();
  16901. }
  16902. }, files, onError);
  16903. }
  16904. this._internalTexturesCache.push(texture);
  16905. return texture;
  16906. };
  16907. /**
  16908. * @hidden
  16909. */
  16910. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16911. var gl = this._gl;
  16912. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16913. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16914. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16915. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16916. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16917. // this.resetTextureCache();
  16918. };
  16919. /**
  16920. * Update a raw cube texture
  16921. * @param texture defines the texture to udpdate
  16922. * @param data defines the data to store
  16923. * @param format defines the data format
  16924. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16925. * @param invertY defines if data must be stored with Y axis inverted
  16926. * @param compression defines the compression used (null by default)
  16927. * @param level defines which level of the texture to update
  16928. */
  16929. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16930. if (compression === void 0) { compression = null; }
  16931. if (level === void 0) { level = 0; }
  16932. texture._bufferViewArray = data;
  16933. texture.format = format;
  16934. texture.type = type;
  16935. texture.invertY = invertY;
  16936. texture._compression = compression;
  16937. var gl = this._gl;
  16938. var textureType = this._getWebGLTextureType(type);
  16939. var internalFormat = this._getInternalFormat(format);
  16940. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16941. var needConversion = false;
  16942. if (internalFormat === gl.RGB) {
  16943. internalFormat = gl.RGBA;
  16944. needConversion = true;
  16945. }
  16946. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16947. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16948. if (texture.width % 4 !== 0) {
  16949. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16950. }
  16951. // Data are known to be in +X +Y +Z -X -Y -Z
  16952. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16953. var faceData = data[faceIndex];
  16954. if (compression) {
  16955. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16956. }
  16957. else {
  16958. if (needConversion) {
  16959. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16960. }
  16961. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16962. }
  16963. }
  16964. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16965. if (isPot && texture.generateMipMaps && level === 0) {
  16966. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16967. }
  16968. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16969. // this.resetTextureCache();
  16970. texture.isReady = true;
  16971. };
  16972. /**
  16973. * Creates a new raw cube texture
  16974. * @param data defines the array of data to use to create each face
  16975. * @param size defines the size of the textures
  16976. * @param format defines the format of the data
  16977. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16978. * @param generateMipMaps defines if the engine should generate the mip levels
  16979. * @param invertY defines if data must be stored with Y axis inverted
  16980. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16981. * @param compression defines the compression used (null by default)
  16982. * @returns the cube texture as an InternalTexture
  16983. */
  16984. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16985. if (compression === void 0) { compression = null; }
  16986. var gl = this._gl;
  16987. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16988. texture.isCube = true;
  16989. texture.format = format;
  16990. texture.type = type;
  16991. if (!this._doNotHandleContextLost) {
  16992. texture._bufferViewArray = data;
  16993. }
  16994. var textureType = this._getWebGLTextureType(type);
  16995. var internalFormat = this._getInternalFormat(format);
  16996. if (internalFormat === gl.RGB) {
  16997. internalFormat = gl.RGBA;
  16998. }
  16999. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17000. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17001. generateMipMaps = false;
  17002. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17003. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17004. }
  17005. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17006. generateMipMaps = false;
  17007. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17008. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17009. }
  17010. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17011. generateMipMaps = false;
  17012. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17013. }
  17014. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17015. generateMipMaps = false;
  17016. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17017. }
  17018. var width = size;
  17019. var height = width;
  17020. texture.width = width;
  17021. texture.height = height;
  17022. // Double check on POT to generate Mips.
  17023. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17024. if (!isPot) {
  17025. generateMipMaps = false;
  17026. }
  17027. // Upload data if needed. The texture won't be ready until then.
  17028. if (data) {
  17029. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17030. }
  17031. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17032. // Filters
  17033. if (data && generateMipMaps) {
  17034. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17035. }
  17036. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17037. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17038. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17039. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17040. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17041. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17042. texture.generateMipMaps = generateMipMaps;
  17043. return texture;
  17044. };
  17045. /**
  17046. * Creates a new raw cube texture from a specified url
  17047. * @param url defines the url where the data is located
  17048. * @param scene defines the current scene
  17049. * @param size defines the size of the textures
  17050. * @param format defines the format of the data
  17051. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17052. * @param noMipmap defines if the engine should avoid generating the mip levels
  17053. * @param callback defines a callback used to extract texture data from loaded data
  17054. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17055. * @param onLoad defines a callback called when texture is loaded
  17056. * @param onError defines a callback called if there is an error
  17057. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17058. * @param invertY defines if data must be stored with Y axis inverted
  17059. * @returns the cube texture as an InternalTexture
  17060. */
  17061. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17062. var _this = this;
  17063. if (onLoad === void 0) { onLoad = null; }
  17064. if (onError === void 0) { onError = null; }
  17065. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17066. if (invertY === void 0) { invertY = false; }
  17067. var gl = this._gl;
  17068. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17069. scene._addPendingData(texture);
  17070. texture.url = url;
  17071. this._internalTexturesCache.push(texture);
  17072. var onerror = function (request, exception) {
  17073. scene._removePendingData(texture);
  17074. if (onError && request) {
  17075. onError(request.status + " " + request.statusText, exception);
  17076. }
  17077. };
  17078. var internalCallback = function (data) {
  17079. var width = texture.width;
  17080. var faceDataArrays = callback(data);
  17081. if (!faceDataArrays) {
  17082. return;
  17083. }
  17084. if (mipmapGenerator) {
  17085. var textureType = _this._getWebGLTextureType(type);
  17086. var internalFormat = _this._getInternalFormat(format);
  17087. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17088. var needConversion = false;
  17089. if (internalFormat === gl.RGB) {
  17090. internalFormat = gl.RGBA;
  17091. needConversion = true;
  17092. }
  17093. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17094. _this._unpackFlipY(false);
  17095. var mipData = mipmapGenerator(faceDataArrays);
  17096. for (var level = 0; level < mipData.length; level++) {
  17097. var mipSize = width >> level;
  17098. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17099. var mipFaceData = mipData[level][faceIndex];
  17100. if (needConversion) {
  17101. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17102. }
  17103. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17104. }
  17105. }
  17106. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17107. }
  17108. else {
  17109. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17110. }
  17111. texture.isReady = true;
  17112. // this.resetTextureCache();
  17113. scene._removePendingData(texture);
  17114. if (onLoad) {
  17115. onLoad();
  17116. }
  17117. };
  17118. this._loadFile(url, function (data) {
  17119. internalCallback(data);
  17120. }, undefined, scene.offlineProvider, true, onerror);
  17121. return texture;
  17122. };
  17123. /**
  17124. * Update a raw 3D texture
  17125. * @param texture defines the texture to update
  17126. * @param data defines the data to store
  17127. * @param format defines the data format
  17128. * @param invertY defines if data must be stored with Y axis inverted
  17129. * @param compression defines the used compression (can be null)
  17130. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17131. */
  17132. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17133. if (compression === void 0) { compression = null; }
  17134. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17135. var internalType = this._getWebGLTextureType(textureType);
  17136. var internalFormat = this._getInternalFormat(format);
  17137. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17138. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17139. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17140. if (!this._doNotHandleContextLost) {
  17141. texture._bufferView = data;
  17142. texture.format = format;
  17143. texture.invertY = invertY;
  17144. texture._compression = compression;
  17145. }
  17146. if (texture.width % 4 !== 0) {
  17147. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17148. }
  17149. if (compression && data) {
  17150. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17151. }
  17152. else {
  17153. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17154. }
  17155. if (texture.generateMipMaps) {
  17156. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17157. }
  17158. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17159. // this.resetTextureCache();
  17160. texture.isReady = true;
  17161. };
  17162. /**
  17163. * Creates a new raw 3D texture
  17164. * @param data defines the data used to create the texture
  17165. * @param width defines the width of the texture
  17166. * @param height defines the height of the texture
  17167. * @param depth defines the depth of the texture
  17168. * @param format defines the format of the texture
  17169. * @param generateMipMaps defines if the engine must generate mip levels
  17170. * @param invertY defines if data must be stored with Y axis inverted
  17171. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17172. * @param compression defines the compressed used (can be null)
  17173. * @param textureType defines the compressed used (can be null)
  17174. * @returns a new raw 3D texture (stored in an InternalTexture)
  17175. */
  17176. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17177. if (compression === void 0) { compression = null; }
  17178. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17179. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17180. texture.baseWidth = width;
  17181. texture.baseHeight = height;
  17182. texture.baseDepth = depth;
  17183. texture.width = width;
  17184. texture.height = height;
  17185. texture.depth = depth;
  17186. texture.format = format;
  17187. texture.type = textureType;
  17188. texture.generateMipMaps = generateMipMaps;
  17189. texture.samplingMode = samplingMode;
  17190. texture.is3D = true;
  17191. if (!this._doNotHandleContextLost) {
  17192. texture._bufferView = data;
  17193. }
  17194. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17195. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17196. // Filters
  17197. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17198. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17199. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17200. if (generateMipMaps) {
  17201. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17202. }
  17203. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17204. this._internalTexturesCache.push(texture);
  17205. return texture;
  17206. };
  17207. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17208. var gl = this._gl;
  17209. if (!gl) {
  17210. return;
  17211. }
  17212. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17213. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17214. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17215. if (!noMipmap && !isCompressed) {
  17216. gl.generateMipmap(gl.TEXTURE_2D);
  17217. }
  17218. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17219. // this.resetTextureCache();
  17220. if (scene) {
  17221. scene._removePendingData(texture);
  17222. }
  17223. texture.onLoadedObservable.notifyObservers(texture);
  17224. texture.onLoadedObservable.clear();
  17225. };
  17226. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17227. var _this = this;
  17228. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17229. var maxTextureSize = this.getCaps().maxTextureSize;
  17230. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17231. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17232. var gl = this._gl;
  17233. if (!gl) {
  17234. return;
  17235. }
  17236. if (!texture._webGLTexture) {
  17237. // this.resetTextureCache();
  17238. if (scene) {
  17239. scene._removePendingData(texture);
  17240. }
  17241. return;
  17242. }
  17243. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17244. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17245. texture.baseWidth = width;
  17246. texture.baseHeight = height;
  17247. texture.width = potWidth;
  17248. texture.height = potHeight;
  17249. texture.isReady = true;
  17250. if (processFunction(potWidth, potHeight, function () {
  17251. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17252. })) {
  17253. // Returning as texture needs extra async steps
  17254. return;
  17255. }
  17256. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17257. };
  17258. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17259. // Create new RGBA data container.
  17260. var rgbaData;
  17261. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17262. rgbaData = new Float32Array(width * height * 4);
  17263. }
  17264. else {
  17265. rgbaData = new Uint32Array(width * height * 4);
  17266. }
  17267. // Convert each pixel.
  17268. for (var x = 0; x < width; x++) {
  17269. for (var y = 0; y < height; y++) {
  17270. var index = (y * width + x) * 3;
  17271. var newIndex = (y * width + x) * 4;
  17272. // Map Old Value to new value.
  17273. rgbaData[newIndex + 0] = rgbData[index + 0];
  17274. rgbaData[newIndex + 1] = rgbData[index + 1];
  17275. rgbaData[newIndex + 2] = rgbData[index + 2];
  17276. // Add fully opaque alpha channel.
  17277. rgbaData[newIndex + 3] = 1;
  17278. }
  17279. }
  17280. return rgbaData;
  17281. };
  17282. /** @hidden */
  17283. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17284. var gl = this._gl;
  17285. if (texture._framebuffer) {
  17286. gl.deleteFramebuffer(texture._framebuffer);
  17287. texture._framebuffer = null;
  17288. }
  17289. if (texture._depthStencilBuffer) {
  17290. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17291. texture._depthStencilBuffer = null;
  17292. }
  17293. if (texture._MSAAFramebuffer) {
  17294. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17295. texture._MSAAFramebuffer = null;
  17296. }
  17297. if (texture._MSAARenderBuffer) {
  17298. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17299. texture._MSAARenderBuffer = null;
  17300. }
  17301. };
  17302. /** @hidden */
  17303. Engine.prototype._releaseTexture = function (texture) {
  17304. var gl = this._gl;
  17305. this._releaseFramebufferObjects(texture);
  17306. gl.deleteTexture(texture._webGLTexture);
  17307. // Unbind channels
  17308. this.unbindAllTextures();
  17309. var index = this._internalTexturesCache.indexOf(texture);
  17310. if (index !== -1) {
  17311. this._internalTexturesCache.splice(index, 1);
  17312. }
  17313. // Integrated fixed lod samplers.
  17314. if (texture._lodTextureHigh) {
  17315. texture._lodTextureHigh.dispose();
  17316. }
  17317. if (texture._lodTextureMid) {
  17318. texture._lodTextureMid.dispose();
  17319. }
  17320. if (texture._lodTextureLow) {
  17321. texture._lodTextureLow.dispose();
  17322. }
  17323. // Set output texture of post process to null if the texture has been released/disposed
  17324. this.scenes.forEach(function (scene) {
  17325. scene.postProcesses.forEach(function (postProcess) {
  17326. if (postProcess._outputTexture == texture) {
  17327. postProcess._outputTexture = null;
  17328. }
  17329. });
  17330. scene.cameras.forEach(function (camera) {
  17331. camera._postProcesses.forEach(function (postProcess) {
  17332. if (postProcess) {
  17333. if (postProcess._outputTexture == texture) {
  17334. postProcess._outputTexture = null;
  17335. }
  17336. }
  17337. });
  17338. });
  17339. });
  17340. };
  17341. Engine.prototype.setProgram = function (program) {
  17342. if (this._currentProgram !== program) {
  17343. this._gl.useProgram(program);
  17344. this._currentProgram = program;
  17345. }
  17346. };
  17347. /**
  17348. * Binds an effect to the webGL context
  17349. * @param effect defines the effect to bind
  17350. */
  17351. Engine.prototype.bindSamplers = function (effect) {
  17352. this.setProgram(effect.getProgram());
  17353. var samplers = effect.getSamplers();
  17354. for (var index = 0; index < samplers.length; index++) {
  17355. var uniform = effect.getUniform(samplers[index]);
  17356. if (uniform) {
  17357. this._boundUniforms[index] = uniform;
  17358. }
  17359. }
  17360. this._currentEffect = null;
  17361. };
  17362. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17363. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17364. return;
  17365. }
  17366. // Remove
  17367. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17368. // Bind last to it
  17369. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17370. // Bind to dummy
  17371. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17372. };
  17373. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17374. if (!internalTexture) {
  17375. return -1;
  17376. }
  17377. internalTexture._initialSlot = channel;
  17378. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17379. if (channel !== internalTexture._designatedSlot) {
  17380. this._textureCollisions.addCount(1, false);
  17381. }
  17382. }
  17383. else {
  17384. if (channel !== internalTexture._designatedSlot) {
  17385. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17386. return internalTexture._designatedSlot;
  17387. }
  17388. else {
  17389. // No slot for this texture, let's pick a new one (if we find a free slot)
  17390. if (this._nextFreeTextureSlots.length) {
  17391. return this._nextFreeTextureSlots[0];
  17392. }
  17393. // We need to recycle the oldest bound texture, sorry.
  17394. this._textureCollisions.addCount(1, false);
  17395. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17396. }
  17397. }
  17398. }
  17399. return channel;
  17400. };
  17401. Engine.prototype._linkTrackers = function (previous, next) {
  17402. previous.next = next;
  17403. next.previous = previous;
  17404. };
  17405. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17406. var currentSlot = internalTexture._designatedSlot;
  17407. if (currentSlot === -1) {
  17408. return -1;
  17409. }
  17410. internalTexture._designatedSlot = -1;
  17411. if (this.disableTextureBindingOptimization) {
  17412. return -1;
  17413. }
  17414. // Remove from bound list
  17415. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17416. // Free the slot
  17417. this._boundTexturesCache[currentSlot] = null;
  17418. this._nextFreeTextureSlots.push(currentSlot);
  17419. return currentSlot;
  17420. };
  17421. Engine.prototype._activateCurrentTexture = function () {
  17422. if (this._currentTextureChannel !== this._activeChannel) {
  17423. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17424. this._currentTextureChannel = this._activeChannel;
  17425. }
  17426. };
  17427. /** @hidden */
  17428. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17429. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17430. if (force === void 0) { force = false; }
  17431. var wasPreviouslyBound = false;
  17432. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17433. this._activeChannel = texture._designatedSlot;
  17434. }
  17435. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17436. var isTextureForRendering = texture && texture._initialSlot > -1;
  17437. if (currentTextureBound !== texture || force) {
  17438. if (currentTextureBound) {
  17439. this._removeDesignatedSlot(currentTextureBound);
  17440. }
  17441. this._activateCurrentTexture();
  17442. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17443. this._boundTexturesCache[this._activeChannel] = texture;
  17444. if (texture) {
  17445. if (!this.disableTextureBindingOptimization) {
  17446. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17447. if (slotIndex > -1) {
  17448. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17449. }
  17450. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17451. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17452. }
  17453. texture._designatedSlot = this._activeChannel;
  17454. }
  17455. }
  17456. else if (forTextureDataUpdate) {
  17457. wasPreviouslyBound = true;
  17458. this._activateCurrentTexture();
  17459. }
  17460. if (isTextureForRendering && !forTextureDataUpdate) {
  17461. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17462. }
  17463. return wasPreviouslyBound;
  17464. };
  17465. /** @hidden */
  17466. Engine.prototype._bindTexture = function (channel, texture) {
  17467. if (channel < 0) {
  17468. return;
  17469. }
  17470. if (texture) {
  17471. channel = this._getCorrectTextureChannel(channel, texture);
  17472. }
  17473. this._activeChannel = channel;
  17474. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17475. };
  17476. /**
  17477. * Sets a texture to the webGL context from a postprocess
  17478. * @param channel defines the channel to use
  17479. * @param postProcess defines the source postprocess
  17480. */
  17481. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17482. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17483. };
  17484. /**
  17485. * Binds the output of the passed in post process to the texture channel specified
  17486. * @param channel The channel the texture should be bound to
  17487. * @param postProcess The post process which's output should be bound
  17488. */
  17489. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17490. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17491. };
  17492. /**
  17493. * Unbind all textures from the webGL context
  17494. */
  17495. Engine.prototype.unbindAllTextures = function () {
  17496. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17497. this._activeChannel = channel;
  17498. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17499. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17500. if (this.webGLVersion > 1) {
  17501. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17502. }
  17503. }
  17504. };
  17505. /**
  17506. * Sets a texture to the according uniform.
  17507. * @param channel The texture channel
  17508. * @param uniform The uniform to set
  17509. * @param texture The texture to apply
  17510. */
  17511. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17512. if (channel < 0) {
  17513. return;
  17514. }
  17515. if (uniform) {
  17516. this._boundUniforms[channel] = uniform;
  17517. }
  17518. this._setTexture(channel, texture);
  17519. };
  17520. /**
  17521. * Sets a depth stencil texture from a render target to the according uniform.
  17522. * @param channel The texture channel
  17523. * @param uniform The uniform to set
  17524. * @param texture The render target texture containing the depth stencil texture to apply
  17525. */
  17526. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17527. if (channel < 0) {
  17528. return;
  17529. }
  17530. if (uniform) {
  17531. this._boundUniforms[channel] = uniform;
  17532. }
  17533. if (!texture || !texture.depthStencilTexture) {
  17534. this._setTexture(channel, null);
  17535. }
  17536. else {
  17537. this._setTexture(channel, texture, false, true);
  17538. }
  17539. };
  17540. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17541. var uniform = this._boundUniforms[sourceSlot];
  17542. if (uniform._currentState === destination) {
  17543. return;
  17544. }
  17545. this._gl.uniform1i(uniform, destination);
  17546. uniform._currentState = destination;
  17547. };
  17548. Engine.prototype._getTextureWrapMode = function (mode) {
  17549. switch (mode) {
  17550. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17551. return this._gl.REPEAT;
  17552. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17553. return this._gl.CLAMP_TO_EDGE;
  17554. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17555. return this._gl.MIRRORED_REPEAT;
  17556. }
  17557. return this._gl.REPEAT;
  17558. };
  17559. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17560. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17561. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17562. // Not ready?
  17563. if (!texture) {
  17564. if (this._boundTexturesCache[channel] != null) {
  17565. this._activeChannel = channel;
  17566. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17567. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17568. if (this.webGLVersion > 1) {
  17569. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17570. }
  17571. }
  17572. return false;
  17573. }
  17574. // Video
  17575. if (texture.video) {
  17576. this._activeChannel = channel;
  17577. texture.update();
  17578. }
  17579. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17580. texture.delayLoad();
  17581. return false;
  17582. }
  17583. var internalTexture;
  17584. if (depthStencilTexture) {
  17585. internalTexture = texture.depthStencilTexture;
  17586. }
  17587. else if (texture.isReady()) {
  17588. internalTexture = texture.getInternalTexture();
  17589. }
  17590. else if (texture.isCube) {
  17591. internalTexture = this.emptyCubeTexture;
  17592. }
  17593. else if (texture.is3D) {
  17594. internalTexture = this.emptyTexture3D;
  17595. }
  17596. else {
  17597. internalTexture = this.emptyTexture;
  17598. }
  17599. if (!isPartOfTextureArray) {
  17600. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17601. }
  17602. var needToBind = true;
  17603. if (this._boundTexturesCache[channel] === internalTexture) {
  17604. this._moveBoundTextureOnTop(internalTexture);
  17605. if (!isPartOfTextureArray) {
  17606. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17607. }
  17608. needToBind = false;
  17609. }
  17610. this._activeChannel = channel;
  17611. if (internalTexture && internalTexture.is3D) {
  17612. if (needToBind) {
  17613. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17614. }
  17615. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17616. internalTexture._cachedWrapU = texture.wrapU;
  17617. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17618. }
  17619. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17620. internalTexture._cachedWrapV = texture.wrapV;
  17621. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17622. }
  17623. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17624. internalTexture._cachedWrapR = texture.wrapR;
  17625. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17626. }
  17627. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17628. }
  17629. else if (internalTexture && internalTexture.isCube) {
  17630. if (needToBind) {
  17631. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17632. }
  17633. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17634. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17635. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17636. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17637. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17638. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17639. }
  17640. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17641. }
  17642. else {
  17643. if (needToBind) {
  17644. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17645. }
  17646. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17647. internalTexture._cachedWrapU = texture.wrapU;
  17648. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17649. }
  17650. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17651. internalTexture._cachedWrapV = texture.wrapV;
  17652. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17653. }
  17654. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17655. }
  17656. return true;
  17657. };
  17658. /**
  17659. * Sets an array of texture to the webGL context
  17660. * @param channel defines the channel where the texture array must be set
  17661. * @param uniform defines the associated uniform location
  17662. * @param textures defines the array of textures to bind
  17663. */
  17664. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17665. if (channel < 0 || !uniform) {
  17666. return;
  17667. }
  17668. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17669. this._textureUnits = new Int32Array(textures.length);
  17670. }
  17671. for (var i = 0; i < textures.length; i++) {
  17672. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17673. }
  17674. this._gl.uniform1iv(uniform, this._textureUnits);
  17675. for (var index = 0; index < textures.length; index++) {
  17676. this._setTexture(this._textureUnits[index], textures[index], true);
  17677. }
  17678. };
  17679. /** @hidden */
  17680. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17681. var internalTexture = texture.getInternalTexture();
  17682. if (!internalTexture) {
  17683. return;
  17684. }
  17685. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17686. var value = texture.anisotropicFilteringLevel;
  17687. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17688. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17689. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17690. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17691. }
  17692. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17693. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17694. internalTexture._cachedAnisotropicFilteringLevel = value;
  17695. }
  17696. };
  17697. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17698. this._bindTextureDirectly(target, texture, true, true);
  17699. this._gl.texParameterf(target, parameter, value);
  17700. };
  17701. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17702. if (texture) {
  17703. this._bindTextureDirectly(target, texture, true, true);
  17704. }
  17705. this._gl.texParameteri(target, parameter, value);
  17706. };
  17707. /**
  17708. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17709. * @param x defines the x coordinate of the rectangle where pixels must be read
  17710. * @param y defines the y coordinate of the rectangle where pixels must be read
  17711. * @param width defines the width of the rectangle where pixels must be read
  17712. * @param height defines the height of the rectangle where pixels must be read
  17713. * @returns a Uint8Array containing RGBA colors
  17714. */
  17715. Engine.prototype.readPixels = function (x, y, width, height) {
  17716. var data = new Uint8Array(height * width * 4);
  17717. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17718. return data;
  17719. };
  17720. /**
  17721. * Add an externaly attached data from its key.
  17722. * This method call will fail and return false, if such key already exists.
  17723. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17724. * @param key the unique key that identifies the data
  17725. * @param data the data object to associate to the key for this Engine instance
  17726. * @return true if no such key were already present and the data was added successfully, false otherwise
  17727. */
  17728. Engine.prototype.addExternalData = function (key, data) {
  17729. if (!this._externalData) {
  17730. this._externalData = new BABYLON.StringDictionary();
  17731. }
  17732. return this._externalData.add(key, data);
  17733. };
  17734. /**
  17735. * Get an externaly attached data from its key
  17736. * @param key the unique key that identifies the data
  17737. * @return the associated data, if present (can be null), or undefined if not present
  17738. */
  17739. Engine.prototype.getExternalData = function (key) {
  17740. if (!this._externalData) {
  17741. this._externalData = new BABYLON.StringDictionary();
  17742. }
  17743. return this._externalData.get(key);
  17744. };
  17745. /**
  17746. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17747. * @param key the unique key that identifies the data
  17748. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17749. * @return the associated data, can be null if the factory returned null.
  17750. */
  17751. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17752. if (!this._externalData) {
  17753. this._externalData = new BABYLON.StringDictionary();
  17754. }
  17755. return this._externalData.getOrAddWithFactory(key, factory);
  17756. };
  17757. /**
  17758. * Remove an externaly attached data from the Engine instance
  17759. * @param key the unique key that identifies the data
  17760. * @return true if the data was successfully removed, false if it doesn't exist
  17761. */
  17762. Engine.prototype.removeExternalData = function (key) {
  17763. if (!this._externalData) {
  17764. this._externalData = new BABYLON.StringDictionary();
  17765. }
  17766. return this._externalData.remove(key);
  17767. };
  17768. /**
  17769. * Unbind all vertex attributes from the webGL context
  17770. */
  17771. Engine.prototype.unbindAllAttributes = function () {
  17772. if (this._mustWipeVertexAttributes) {
  17773. this._mustWipeVertexAttributes = false;
  17774. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17775. this._gl.disableVertexAttribArray(i);
  17776. this._vertexAttribArraysEnabled[i] = false;
  17777. this._currentBufferPointers[i].active = false;
  17778. }
  17779. return;
  17780. }
  17781. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17782. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17783. continue;
  17784. }
  17785. this._gl.disableVertexAttribArray(i);
  17786. this._vertexAttribArraysEnabled[i] = false;
  17787. this._currentBufferPointers[i].active = false;
  17788. }
  17789. };
  17790. /**
  17791. * 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
  17792. */
  17793. Engine.prototype.releaseEffects = function () {
  17794. for (var name in this._compiledEffects) {
  17795. this._deleteProgram(this._compiledEffects[name]._program);
  17796. }
  17797. this._compiledEffects = {};
  17798. };
  17799. /**
  17800. * Dispose and release all associated resources
  17801. */
  17802. Engine.prototype.dispose = function () {
  17803. this.hideLoadingUI();
  17804. this.stopRenderLoop();
  17805. this.onNewSceneAddedObservable.clear();
  17806. // Release postProcesses
  17807. while (this.postProcesses.length) {
  17808. this.postProcesses[0].dispose();
  17809. }
  17810. // Empty texture
  17811. if (this._emptyTexture) {
  17812. this._releaseTexture(this._emptyTexture);
  17813. this._emptyTexture = null;
  17814. }
  17815. if (this._emptyCubeTexture) {
  17816. this._releaseTexture(this._emptyCubeTexture);
  17817. this._emptyCubeTexture = null;
  17818. }
  17819. // Rescale PP
  17820. if (this._rescalePostProcess) {
  17821. this._rescalePostProcess.dispose();
  17822. }
  17823. // Release scenes
  17824. while (this.scenes.length) {
  17825. this.scenes[0].dispose();
  17826. }
  17827. // Release audio engine
  17828. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17829. Engine.audioEngine.dispose();
  17830. }
  17831. // Release effects
  17832. this.releaseEffects();
  17833. // Unbind
  17834. this.unbindAllAttributes();
  17835. this._boundUniforms = [];
  17836. if (this._dummyFramebuffer) {
  17837. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17838. }
  17839. //WebVR
  17840. this.disableVR();
  17841. // Events
  17842. if (BABYLON.Tools.IsWindowObjectExist()) {
  17843. window.removeEventListener("blur", this._onBlur);
  17844. window.removeEventListener("focus", this._onFocus);
  17845. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17846. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17847. if (this._renderingCanvas) {
  17848. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17849. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17850. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17851. if (!this._doNotHandleContextLost) {
  17852. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17853. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17854. }
  17855. }
  17856. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17857. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17858. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17859. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17860. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17861. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17862. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17863. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17864. if (this._onVrDisplayConnect) {
  17865. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17866. if (this._onVrDisplayDisconnect) {
  17867. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17868. }
  17869. if (this._onVrDisplayPresentChange) {
  17870. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17871. }
  17872. this._onVrDisplayConnect = null;
  17873. this._onVrDisplayDisconnect = null;
  17874. }
  17875. }
  17876. // Remove from Instances
  17877. var index = Engine.Instances.indexOf(this);
  17878. if (index >= 0) {
  17879. Engine.Instances.splice(index, 1);
  17880. }
  17881. this._workingCanvas = null;
  17882. this._workingContext = null;
  17883. this._currentBufferPointers = [];
  17884. this._renderingCanvas = null;
  17885. this._currentProgram = null;
  17886. this._bindedRenderFunction = null;
  17887. this.onResizeObservable.clear();
  17888. this.onCanvasBlurObservable.clear();
  17889. this.onCanvasFocusObservable.clear();
  17890. this.onCanvasPointerOutObservable.clear();
  17891. this.onBeginFrameObservable.clear();
  17892. this.onEndFrameObservable.clear();
  17893. BABYLON.Effect.ResetCache();
  17894. // Abort active requests
  17895. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17896. var request = _a[_i];
  17897. request.abort();
  17898. }
  17899. };
  17900. // Loading screen
  17901. /**
  17902. * Display the loading screen
  17903. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17904. */
  17905. Engine.prototype.displayLoadingUI = function () {
  17906. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17907. return;
  17908. }
  17909. var loadingScreen = this.loadingScreen;
  17910. if (loadingScreen) {
  17911. loadingScreen.displayLoadingUI();
  17912. }
  17913. };
  17914. /**
  17915. * Hide the loading screen
  17916. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17917. */
  17918. Engine.prototype.hideLoadingUI = function () {
  17919. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17920. return;
  17921. }
  17922. var loadingScreen = this.loadingScreen;
  17923. if (loadingScreen) {
  17924. loadingScreen.hideLoadingUI();
  17925. }
  17926. };
  17927. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17928. /**
  17929. * Gets the current loading screen object
  17930. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17931. */
  17932. get: function () {
  17933. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17934. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17935. }
  17936. return this._loadingScreen;
  17937. },
  17938. /**
  17939. * Sets the current loading screen object
  17940. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17941. */
  17942. set: function (loadingScreen) {
  17943. this._loadingScreen = loadingScreen;
  17944. },
  17945. enumerable: true,
  17946. configurable: true
  17947. });
  17948. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17949. /**
  17950. * Sets the current loading screen text
  17951. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17952. */
  17953. set: function (text) {
  17954. this.loadingScreen.loadingUIText = text;
  17955. },
  17956. enumerable: true,
  17957. configurable: true
  17958. });
  17959. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17960. /**
  17961. * Sets the current loading screen background color
  17962. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17963. */
  17964. set: function (color) {
  17965. this.loadingScreen.loadingUIBackgroundColor = color;
  17966. },
  17967. enumerable: true,
  17968. configurable: true
  17969. });
  17970. /**
  17971. * Attach a new callback raised when context lost event is fired
  17972. * @param callback defines the callback to call
  17973. */
  17974. Engine.prototype.attachContextLostEvent = function (callback) {
  17975. if (this._renderingCanvas) {
  17976. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17977. }
  17978. };
  17979. /**
  17980. * Attach a new callback raised when context restored event is fired
  17981. * @param callback defines the callback to call
  17982. */
  17983. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17984. if (this._renderingCanvas) {
  17985. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17986. }
  17987. };
  17988. /**
  17989. * Gets the source code of the vertex shader associated with a specific webGL program
  17990. * @param program defines the program to use
  17991. * @returns a string containing the source code of the vertex shader associated with the program
  17992. */
  17993. Engine.prototype.getVertexShaderSource = function (program) {
  17994. var shaders = this._gl.getAttachedShaders(program);
  17995. if (!shaders) {
  17996. return null;
  17997. }
  17998. return this._gl.getShaderSource(shaders[0]);
  17999. };
  18000. /**
  18001. * Gets the source code of the fragment shader associated with a specific webGL program
  18002. * @param program defines the program to use
  18003. * @returns a string containing the source code of the fragment shader associated with the program
  18004. */
  18005. Engine.prototype.getFragmentShaderSource = function (program) {
  18006. var shaders = this._gl.getAttachedShaders(program);
  18007. if (!shaders) {
  18008. return null;
  18009. }
  18010. return this._gl.getShaderSource(shaders[1]);
  18011. };
  18012. /**
  18013. * Get the current error code of the webGL context
  18014. * @returns the error code
  18015. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18016. */
  18017. Engine.prototype.getError = function () {
  18018. return this._gl.getError();
  18019. };
  18020. // FPS
  18021. /**
  18022. * Gets the current framerate
  18023. * @returns a number representing the framerate
  18024. */
  18025. Engine.prototype.getFps = function () {
  18026. return this._fps;
  18027. };
  18028. /**
  18029. * Gets the time spent between current and previous frame
  18030. * @returns a number representing the delta time in ms
  18031. */
  18032. Engine.prototype.getDeltaTime = function () {
  18033. return this._deltaTime;
  18034. };
  18035. Engine.prototype._measureFps = function () {
  18036. this._performanceMonitor.sampleFrame();
  18037. this._fps = this._performanceMonitor.averageFPS;
  18038. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18039. };
  18040. /** @hidden */
  18041. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18042. if (faceIndex === void 0) { faceIndex = -1; }
  18043. if (level === void 0) { level = 0; }
  18044. if (buffer === void 0) { buffer = null; }
  18045. var gl = this._gl;
  18046. if (!this._dummyFramebuffer) {
  18047. var dummy = gl.createFramebuffer();
  18048. if (!dummy) {
  18049. throw new Error("Unable to create dummy framebuffer");
  18050. }
  18051. this._dummyFramebuffer = dummy;
  18052. }
  18053. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18054. if (faceIndex > -1) {
  18055. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18056. }
  18057. else {
  18058. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18059. }
  18060. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18061. switch (readType) {
  18062. case gl.UNSIGNED_BYTE:
  18063. if (!buffer) {
  18064. buffer = new Uint8Array(4 * width * height);
  18065. }
  18066. readType = gl.UNSIGNED_BYTE;
  18067. break;
  18068. default:
  18069. if (!buffer) {
  18070. buffer = new Float32Array(4 * width * height);
  18071. }
  18072. readType = gl.FLOAT;
  18073. break;
  18074. }
  18075. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18076. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18077. return buffer;
  18078. };
  18079. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18080. if (this._webGLVersion > 1) {
  18081. return this._caps.colorBufferFloat;
  18082. }
  18083. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18084. };
  18085. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18086. if (this._webGLVersion > 1) {
  18087. return this._caps.colorBufferFloat;
  18088. }
  18089. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18090. };
  18091. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18092. Engine.prototype._canRenderToFramebuffer = function (type) {
  18093. var gl = this._gl;
  18094. //clear existing errors
  18095. while (gl.getError() !== gl.NO_ERROR) { }
  18096. var successful = true;
  18097. var texture = gl.createTexture();
  18098. gl.bindTexture(gl.TEXTURE_2D, texture);
  18099. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18100. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18101. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18102. var fb = gl.createFramebuffer();
  18103. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18104. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18105. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18106. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18107. successful = successful && (gl.getError() === gl.NO_ERROR);
  18108. //try render by clearing frame buffer's color buffer
  18109. if (successful) {
  18110. gl.clear(gl.COLOR_BUFFER_BIT);
  18111. successful = successful && (gl.getError() === gl.NO_ERROR);
  18112. }
  18113. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18114. if (successful) {
  18115. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18116. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18117. var readFormat = gl.RGBA;
  18118. var readType = gl.UNSIGNED_BYTE;
  18119. var buffer = new Uint8Array(4);
  18120. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18121. successful = successful && (gl.getError() === gl.NO_ERROR);
  18122. }
  18123. //clean up
  18124. gl.deleteTexture(texture);
  18125. gl.deleteFramebuffer(fb);
  18126. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18127. //clear accumulated errors
  18128. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18129. return successful;
  18130. };
  18131. /** @hidden */
  18132. Engine.prototype._getWebGLTextureType = function (type) {
  18133. if (this._webGLVersion === 1) {
  18134. switch (type) {
  18135. case Engine.TEXTURETYPE_FLOAT:
  18136. return this._gl.FLOAT;
  18137. case Engine.TEXTURETYPE_HALF_FLOAT:
  18138. return this._gl.HALF_FLOAT_OES;
  18139. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18140. return this._gl.UNSIGNED_BYTE;
  18141. }
  18142. return this._gl.UNSIGNED_BYTE;
  18143. }
  18144. switch (type) {
  18145. case Engine.TEXTURETYPE_BYTE:
  18146. return this._gl.BYTE;
  18147. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18148. return this._gl.UNSIGNED_BYTE;
  18149. case Engine.TEXTURETYPE_SHORT:
  18150. return this._gl.SHORT;
  18151. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18152. return this._gl.UNSIGNED_SHORT;
  18153. case Engine.TEXTURETYPE_INT:
  18154. return this._gl.INT;
  18155. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18156. return this._gl.UNSIGNED_INT;
  18157. case Engine.TEXTURETYPE_FLOAT:
  18158. return this._gl.FLOAT;
  18159. case Engine.TEXTURETYPE_HALF_FLOAT:
  18160. return this._gl.HALF_FLOAT;
  18161. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18162. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18163. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18164. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18165. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18166. return this._gl.UNSIGNED_SHORT_5_6_5;
  18167. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18168. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18169. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18170. return this._gl.UNSIGNED_INT_24_8;
  18171. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18172. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18173. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18174. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18175. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18176. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18177. }
  18178. return this._gl.UNSIGNED_BYTE;
  18179. };
  18180. Engine.prototype._getInternalFormat = function (format) {
  18181. var internalFormat = this._gl.RGBA;
  18182. switch (format) {
  18183. case Engine.TEXTUREFORMAT_ALPHA:
  18184. internalFormat = this._gl.ALPHA;
  18185. break;
  18186. case Engine.TEXTUREFORMAT_LUMINANCE:
  18187. internalFormat = this._gl.LUMINANCE;
  18188. break;
  18189. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18190. internalFormat = this._gl.LUMINANCE_ALPHA;
  18191. break;
  18192. case Engine.TEXTUREFORMAT_RED:
  18193. internalFormat = this._gl.RED;
  18194. break;
  18195. case Engine.TEXTUREFORMAT_RG:
  18196. internalFormat = this._gl.RG;
  18197. break;
  18198. case Engine.TEXTUREFORMAT_RGB:
  18199. internalFormat = this._gl.RGB;
  18200. break;
  18201. case Engine.TEXTUREFORMAT_RGBA:
  18202. internalFormat = this._gl.RGBA;
  18203. break;
  18204. }
  18205. if (this._webGLVersion > 1) {
  18206. switch (format) {
  18207. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18208. internalFormat = this._gl.RED_INTEGER;
  18209. break;
  18210. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18211. internalFormat = this._gl.RG_INTEGER;
  18212. break;
  18213. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18214. internalFormat = this._gl.RGB_INTEGER;
  18215. break;
  18216. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18217. internalFormat = this._gl.RGBA_INTEGER;
  18218. break;
  18219. }
  18220. }
  18221. return internalFormat;
  18222. };
  18223. /** @hidden */
  18224. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18225. if (this._webGLVersion === 1) {
  18226. if (format !== undefined) {
  18227. switch (format) {
  18228. case Engine.TEXTUREFORMAT_ALPHA:
  18229. return this._gl.ALPHA;
  18230. case Engine.TEXTUREFORMAT_LUMINANCE:
  18231. return this._gl.LUMINANCE;
  18232. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18233. return this._gl.LUMINANCE_ALPHA;
  18234. }
  18235. }
  18236. return this._gl.RGBA;
  18237. }
  18238. switch (type) {
  18239. case Engine.TEXTURETYPE_BYTE:
  18240. switch (format) {
  18241. case Engine.TEXTUREFORMAT_RED:
  18242. return this._gl.R8_SNORM;
  18243. case Engine.TEXTUREFORMAT_RG:
  18244. return this._gl.RG8_SNORM;
  18245. case Engine.TEXTUREFORMAT_RGB:
  18246. return this._gl.RGB8_SNORM;
  18247. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18248. return this._gl.R8I;
  18249. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18250. return this._gl.RG8I;
  18251. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18252. return this._gl.RGB8I;
  18253. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18254. return this._gl.RGBA8I;
  18255. default:
  18256. return this._gl.RGBA8_SNORM;
  18257. }
  18258. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18259. switch (format) {
  18260. case Engine.TEXTUREFORMAT_RED:
  18261. return this._gl.R8;
  18262. case Engine.TEXTUREFORMAT_RG:
  18263. return this._gl.RG8;
  18264. case Engine.TEXTUREFORMAT_RGB:
  18265. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18266. case Engine.TEXTUREFORMAT_RGBA:
  18267. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18268. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18269. return this._gl.R8UI;
  18270. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18271. return this._gl.RG8UI;
  18272. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18273. return this._gl.RGB8UI;
  18274. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18275. return this._gl.RGBA8UI;
  18276. default:
  18277. return this._gl.RGBA8;
  18278. }
  18279. case Engine.TEXTURETYPE_SHORT:
  18280. switch (format) {
  18281. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18282. return this._gl.R16I;
  18283. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18284. return this._gl.RG16I;
  18285. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18286. return this._gl.RGB16I;
  18287. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18288. return this._gl.RGBA16I;
  18289. default:
  18290. return this._gl.RGBA16I;
  18291. }
  18292. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18293. switch (format) {
  18294. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18295. return this._gl.R16UI;
  18296. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18297. return this._gl.RG16UI;
  18298. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18299. return this._gl.RGB16UI;
  18300. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18301. return this._gl.RGBA16UI;
  18302. default:
  18303. return this._gl.RGBA16UI;
  18304. }
  18305. case Engine.TEXTURETYPE_INT:
  18306. switch (format) {
  18307. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18308. return this._gl.R32I;
  18309. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18310. return this._gl.RG32I;
  18311. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18312. return this._gl.RGB32I;
  18313. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18314. return this._gl.RGBA32I;
  18315. default:
  18316. return this._gl.RGBA32I;
  18317. }
  18318. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18319. switch (format) {
  18320. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18321. return this._gl.R32UI;
  18322. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18323. return this._gl.RG32UI;
  18324. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18325. return this._gl.RGB32UI;
  18326. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18327. return this._gl.RGBA32UI;
  18328. default:
  18329. return this._gl.RGBA32UI;
  18330. }
  18331. case Engine.TEXTURETYPE_FLOAT:
  18332. switch (format) {
  18333. case Engine.TEXTUREFORMAT_RED:
  18334. return this._gl.R32F; // By default. Other possibility is R16F.
  18335. case Engine.TEXTUREFORMAT_RG:
  18336. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18337. case Engine.TEXTUREFORMAT_RGB:
  18338. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18339. case Engine.TEXTUREFORMAT_RGBA:
  18340. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18341. default:
  18342. return this._gl.RGBA32F;
  18343. }
  18344. case Engine.TEXTURETYPE_HALF_FLOAT:
  18345. switch (format) {
  18346. case Engine.TEXTUREFORMAT_RED:
  18347. return this._gl.R16F;
  18348. case Engine.TEXTUREFORMAT_RG:
  18349. return this._gl.RG16F;
  18350. case Engine.TEXTUREFORMAT_RGB:
  18351. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18352. case Engine.TEXTUREFORMAT_RGBA:
  18353. return this._gl.RGBA16F;
  18354. default:
  18355. return this._gl.RGBA16F;
  18356. }
  18357. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18358. return this._gl.RGB565;
  18359. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18360. return this._gl.R11F_G11F_B10F;
  18361. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18362. return this._gl.RGB9_E5;
  18363. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18364. return this._gl.RGBA4;
  18365. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18366. return this._gl.RGB5_A1;
  18367. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18368. switch (format) {
  18369. case Engine.TEXTUREFORMAT_RGBA:
  18370. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18371. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18372. return this._gl.RGB10_A2UI;
  18373. default:
  18374. return this._gl.RGB10_A2;
  18375. }
  18376. }
  18377. return this._gl.RGBA8;
  18378. };
  18379. /** @hidden */
  18380. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18381. if (type === Engine.TEXTURETYPE_FLOAT) {
  18382. return this._gl.RGBA32F;
  18383. }
  18384. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18385. return this._gl.RGBA16F;
  18386. }
  18387. return this._gl.RGBA8;
  18388. };
  18389. /** @hidden */
  18390. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18391. var _this = this;
  18392. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18393. this._activeRequests.push(request);
  18394. request.onCompleteObservable.add(function (request) {
  18395. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18396. });
  18397. return request;
  18398. };
  18399. /** @hidden */
  18400. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18401. var _this = this;
  18402. return new Promise(function (resolve, reject) {
  18403. _this._loadFile(url, function (data) {
  18404. resolve(data);
  18405. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18406. reject(exception);
  18407. });
  18408. });
  18409. };
  18410. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18411. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18412. var onload = function (data) {
  18413. loadedFiles[index] = data;
  18414. loadedFiles._internalCount++;
  18415. if (loadedFiles._internalCount === 6) {
  18416. onfinish(loadedFiles);
  18417. }
  18418. };
  18419. var onerror = function (request, exception) {
  18420. if (onErrorCallBack && request) {
  18421. onErrorCallBack(request.status + " " + request.statusText, exception);
  18422. }
  18423. };
  18424. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18425. };
  18426. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18427. if (onError === void 0) { onError = null; }
  18428. var loadedFiles = [];
  18429. loadedFiles._internalCount = 0;
  18430. for (var index = 0; index < 6; index++) {
  18431. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18432. }
  18433. };
  18434. // Statics
  18435. /**
  18436. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18437. * @returns true if the engine can be created
  18438. * @ignorenaming
  18439. */
  18440. Engine.isSupported = function () {
  18441. try {
  18442. var tempcanvas = document.createElement("canvas");
  18443. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18444. return gl != null && !!window.WebGLRenderingContext;
  18445. }
  18446. catch (e) {
  18447. return false;
  18448. }
  18449. };
  18450. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18451. Engine.ExceptionList = [
  18452. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18453. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18454. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18455. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18456. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18457. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18458. ];
  18459. /** Gets the list of created engines */
  18460. Engine.Instances = new Array();
  18461. /**
  18462. * Hidden
  18463. */
  18464. Engine._TextureLoaders = [];
  18465. // Const statics
  18466. /** Defines that alpha blending is disabled */
  18467. Engine.ALPHA_DISABLE = 0;
  18468. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18469. Engine.ALPHA_ADD = 1;
  18470. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18471. Engine.ALPHA_COMBINE = 2;
  18472. /** Defines that alpha blending to DEST - SRC * DEST */
  18473. Engine.ALPHA_SUBTRACT = 3;
  18474. /** Defines that alpha blending to SRC * DEST */
  18475. Engine.ALPHA_MULTIPLY = 4;
  18476. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18477. Engine.ALPHA_MAXIMIZED = 5;
  18478. /** Defines that alpha blending to SRC + DEST */
  18479. Engine.ALPHA_ONEONE = 6;
  18480. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18481. Engine.ALPHA_PREMULTIPLIED = 7;
  18482. /**
  18483. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18484. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18485. */
  18486. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18487. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18488. Engine.ALPHA_INTERPOLATE = 9;
  18489. /**
  18490. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18491. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18492. */
  18493. Engine.ALPHA_SCREENMODE = 10;
  18494. /** Defines that the ressource is not delayed*/
  18495. Engine.DELAYLOADSTATE_NONE = 0;
  18496. /** Defines that the ressource was successfully delay loaded */
  18497. Engine.DELAYLOADSTATE_LOADED = 1;
  18498. /** Defines that the ressource is currently delay loading */
  18499. Engine.DELAYLOADSTATE_LOADING = 2;
  18500. /** Defines that the ressource is delayed and has not started loading */
  18501. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18502. // Depht or Stencil test Constants.
  18503. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18504. Engine.NEVER = 0x0200;
  18505. /** 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 */
  18506. Engine.ALWAYS = 0x0207;
  18507. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18508. Engine.LESS = 0x0201;
  18509. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18510. Engine.EQUAL = 0x0202;
  18511. /** 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 */
  18512. Engine.LEQUAL = 0x0203;
  18513. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18514. Engine.GREATER = 0x0204;
  18515. /** 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 */
  18516. Engine.GEQUAL = 0x0206;
  18517. /** 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 */
  18518. Engine.NOTEQUAL = 0x0205;
  18519. // Stencil Actions Constants.
  18520. /** Passed to stencilOperation to specify that stencil value must be kept */
  18521. Engine.KEEP = 0x1E00;
  18522. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18523. Engine.REPLACE = 0x1E01;
  18524. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18525. Engine.INCR = 0x1E02;
  18526. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18527. Engine.DECR = 0x1E03;
  18528. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18529. Engine.INVERT = 0x150A;
  18530. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18531. Engine.INCR_WRAP = 0x8507;
  18532. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18533. Engine.DECR_WRAP = 0x8508;
  18534. /** Texture is not repeating outside of 0..1 UVs */
  18535. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18536. /** Texture is repeating outside of 0..1 UVs */
  18537. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18538. /** Texture is repeating and mirrored */
  18539. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18540. /** ALPHA */
  18541. Engine.TEXTUREFORMAT_ALPHA = 0;
  18542. /** LUMINANCE */
  18543. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18544. /** LUMINANCE_ALPHA */
  18545. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18546. /** RGB */
  18547. Engine.TEXTUREFORMAT_RGB = 4;
  18548. /** RGBA */
  18549. Engine.TEXTUREFORMAT_RGBA = 5;
  18550. /** RED */
  18551. Engine.TEXTUREFORMAT_RED = 6;
  18552. /** RED (2nd reference) */
  18553. Engine.TEXTUREFORMAT_R = 6;
  18554. /** RG */
  18555. Engine.TEXTUREFORMAT_RG = 7;
  18556. /** RED_INTEGER */
  18557. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18558. /** RED_INTEGER (2nd reference) */
  18559. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18560. /** RG_INTEGER */
  18561. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18562. /** RGB_INTEGER */
  18563. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18564. /** RGBA_INTEGER */
  18565. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18566. /** UNSIGNED_BYTE */
  18567. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18568. /** UNSIGNED_BYTE (2nd reference) */
  18569. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18570. /** FLOAT */
  18571. Engine.TEXTURETYPE_FLOAT = 1;
  18572. /** HALF_FLOAT */
  18573. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18574. /** BYTE */
  18575. Engine.TEXTURETYPE_BYTE = 3;
  18576. /** SHORT */
  18577. Engine.TEXTURETYPE_SHORT = 4;
  18578. /** UNSIGNED_SHORT */
  18579. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18580. /** INT */
  18581. Engine.TEXTURETYPE_INT = 6;
  18582. /** UNSIGNED_INT */
  18583. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18584. /** UNSIGNED_SHORT_4_4_4_4 */
  18585. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18586. /** UNSIGNED_SHORT_5_5_5_1 */
  18587. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18588. /** UNSIGNED_SHORT_5_6_5 */
  18589. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18590. /** UNSIGNED_INT_2_10_10_10_REV */
  18591. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18592. /** UNSIGNED_INT_24_8 */
  18593. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18594. /** UNSIGNED_INT_10F_11F_11F_REV */
  18595. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18596. /** UNSIGNED_INT_5_9_9_9_REV */
  18597. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18598. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18599. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18600. /** nearest is mag = nearest and min = nearest and mip = linear */
  18601. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18602. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18603. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18604. /** Trilinear is mag = linear and min = linear and mip = linear */
  18605. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18606. /** nearest is mag = nearest and min = nearest and mip = linear */
  18607. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18608. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18609. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18610. /** Trilinear is mag = linear and min = linear and mip = linear */
  18611. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18612. /** mag = nearest and min = nearest and mip = nearest */
  18613. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18614. /** mag = nearest and min = linear and mip = nearest */
  18615. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18616. /** mag = nearest and min = linear and mip = linear */
  18617. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18618. /** mag = nearest and min = linear and mip = none */
  18619. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18620. /** mag = nearest and min = nearest and mip = none */
  18621. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18622. /** mag = linear and min = nearest and mip = nearest */
  18623. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18624. /** mag = linear and min = nearest and mip = linear */
  18625. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18626. /** mag = linear and min = linear and mip = none */
  18627. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18628. /** mag = linear and min = nearest and mip = none */
  18629. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18630. /** Explicit coordinates mode */
  18631. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18632. /** Spherical coordinates mode */
  18633. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18634. /** Planar coordinates mode */
  18635. Engine.TEXTURE_PLANAR_MODE = 2;
  18636. /** Cubic coordinates mode */
  18637. Engine.TEXTURE_CUBIC_MODE = 3;
  18638. /** Projection coordinates mode */
  18639. Engine.TEXTURE_PROJECTION_MODE = 4;
  18640. /** Skybox coordinates mode */
  18641. Engine.TEXTURE_SKYBOX_MODE = 5;
  18642. /** Inverse Cubic coordinates mode */
  18643. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18644. /** Equirectangular coordinates mode */
  18645. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18646. /** Equirectangular Fixed coordinates mode */
  18647. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18648. /** Equirectangular Fixed Mirrored coordinates mode */
  18649. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18650. // Texture rescaling mode
  18651. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18652. Engine.SCALEMODE_FLOOR = 1;
  18653. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18654. Engine.SCALEMODE_NEAREST = 2;
  18655. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18656. Engine.SCALEMODE_CEILING = 3;
  18657. // Updatable statics so stick with vars here
  18658. /**
  18659. * Gets or sets the epsilon value used by collision engine
  18660. */
  18661. Engine.CollisionsEpsilon = 0.001;
  18662. /**
  18663. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18664. */
  18665. Engine.CodeRepository = "src/";
  18666. /**
  18667. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18668. */
  18669. Engine.ShadersRepository = "src/Shaders/";
  18670. return Engine;
  18671. }());
  18672. BABYLON.Engine = Engine;
  18673. })(BABYLON || (BABYLON = {}));
  18674. //# sourceMappingURL=engine.js.map
  18675. var BABYLON;
  18676. (function (BABYLON) {
  18677. /**
  18678. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18679. */
  18680. var Node = /** @class */ (function () {
  18681. /**
  18682. * Creates a new Node
  18683. * @param name the name and id to be given to this node
  18684. * @param scene the scene this node will be added to
  18685. * @param addToRootNodes the node will be added to scene.rootNodes
  18686. */
  18687. function Node(name, scene, addToRootNodes) {
  18688. if (scene === void 0) { scene = null; }
  18689. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18690. /**
  18691. * Gets or sets a string used to store user defined state for the node
  18692. */
  18693. this.state = "";
  18694. /**
  18695. * Gets or sets an object used to store user defined information for the node
  18696. */
  18697. this.metadata = null;
  18698. /**
  18699. * Gets or sets a boolean used to define if the node must be serialized
  18700. */
  18701. this.doNotSerialize = false;
  18702. /** @hidden */
  18703. this._isDisposed = false;
  18704. /**
  18705. * Gets a list of Animations associated with the node
  18706. */
  18707. this.animations = new Array();
  18708. this._ranges = {};
  18709. this._isEnabled = true;
  18710. this._isParentEnabled = true;
  18711. this._isReady = true;
  18712. /** @hidden */
  18713. this._currentRenderId = -1;
  18714. this._parentRenderId = -1;
  18715. this._childRenderId = -1;
  18716. /** @hidden */
  18717. this._worldMatrix = BABYLON.Matrix.Identity();
  18718. /** @hidden */
  18719. this._worldMatrixDeterminant = 0;
  18720. /** @hidden */
  18721. this._sceneRootNodesIndex = -1;
  18722. this._animationPropertiesOverride = null;
  18723. /**
  18724. * An event triggered when the mesh is disposed
  18725. */
  18726. this.onDisposeObservable = new BABYLON.Observable();
  18727. // Behaviors
  18728. this._behaviors = new Array();
  18729. this.name = name;
  18730. this.id = name;
  18731. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18732. this.uniqueId = this._scene.getUniqueId();
  18733. this._initCache();
  18734. if (addToRootNodes) {
  18735. this.addToSceneRootNodes();
  18736. }
  18737. }
  18738. /**
  18739. * Add a new node constructor
  18740. * @param type defines the type name of the node to construct
  18741. * @param constructorFunc defines the constructor function
  18742. */
  18743. Node.AddNodeConstructor = function (type, constructorFunc) {
  18744. this._NodeConstructors[type] = constructorFunc;
  18745. };
  18746. /**
  18747. * Returns a node constructor based on type name
  18748. * @param type defines the type name
  18749. * @param name defines the new node name
  18750. * @param scene defines the hosting scene
  18751. * @param options defines optional options to transmit to constructors
  18752. * @returns the new constructor or null
  18753. */
  18754. Node.Construct = function (type, name, scene, options) {
  18755. var constructorFunc = this._NodeConstructors[type];
  18756. if (!constructorFunc) {
  18757. return null;
  18758. }
  18759. return constructorFunc(name, scene, options);
  18760. };
  18761. /**
  18762. * Gets a boolean indicating if the node has been disposed
  18763. * @returns true if the node was disposed
  18764. */
  18765. Node.prototype.isDisposed = function () {
  18766. return this._isDisposed;
  18767. };
  18768. Object.defineProperty(Node.prototype, "parent", {
  18769. get: function () {
  18770. return this._parentNode;
  18771. },
  18772. /**
  18773. * Gets or sets the parent of the node
  18774. */
  18775. set: function (parent) {
  18776. if (this._parentNode === parent) {
  18777. return;
  18778. }
  18779. var previousParentNode = this._parentNode;
  18780. // Remove self from list of children of parent
  18781. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18782. var index = this._parentNode._children.indexOf(this);
  18783. if (index !== -1) {
  18784. this._parentNode._children.splice(index, 1);
  18785. }
  18786. if (!parent) {
  18787. this.addToSceneRootNodes();
  18788. }
  18789. }
  18790. // Store new parent
  18791. this._parentNode = parent;
  18792. // Add as child to new parent
  18793. if (this._parentNode) {
  18794. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18795. this._parentNode._children = new Array();
  18796. }
  18797. this._parentNode._children.push(this);
  18798. if (!previousParentNode) {
  18799. this.removeFromSceneRootNodes();
  18800. }
  18801. }
  18802. // Enabled state
  18803. this._syncParentEnabledState();
  18804. },
  18805. enumerable: true,
  18806. configurable: true
  18807. });
  18808. Node.prototype.addToSceneRootNodes = function () {
  18809. if (this._sceneRootNodesIndex === -1) {
  18810. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18811. this._scene.rootNodes.push(this);
  18812. }
  18813. };
  18814. Node.prototype.removeFromSceneRootNodes = function () {
  18815. if (this._sceneRootNodesIndex !== -1) {
  18816. var rootNodes = this._scene.rootNodes;
  18817. var lastIdx = rootNodes.length - 1;
  18818. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18819. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18820. this._scene.rootNodes.pop();
  18821. this._sceneRootNodesIndex = -1;
  18822. }
  18823. };
  18824. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18825. /**
  18826. * Gets or sets the animation properties override
  18827. */
  18828. get: function () {
  18829. if (!this._animationPropertiesOverride) {
  18830. return this._scene.animationPropertiesOverride;
  18831. }
  18832. return this._animationPropertiesOverride;
  18833. },
  18834. set: function (value) {
  18835. this._animationPropertiesOverride = value;
  18836. },
  18837. enumerable: true,
  18838. configurable: true
  18839. });
  18840. /**
  18841. * Gets a string idenfifying the name of the class
  18842. * @returns "Node" string
  18843. */
  18844. Node.prototype.getClassName = function () {
  18845. return "Node";
  18846. };
  18847. Object.defineProperty(Node.prototype, "onDispose", {
  18848. /**
  18849. * Sets a callback that will be raised when the node will be disposed
  18850. */
  18851. set: function (callback) {
  18852. if (this._onDisposeObserver) {
  18853. this.onDisposeObservable.remove(this._onDisposeObserver);
  18854. }
  18855. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18856. },
  18857. enumerable: true,
  18858. configurable: true
  18859. });
  18860. /**
  18861. * Gets the scene of the node
  18862. * @returns a scene
  18863. */
  18864. Node.prototype.getScene = function () {
  18865. return this._scene;
  18866. };
  18867. /**
  18868. * Gets the engine of the node
  18869. * @returns a Engine
  18870. */
  18871. Node.prototype.getEngine = function () {
  18872. return this._scene.getEngine();
  18873. };
  18874. /**
  18875. * Attach a behavior to the node
  18876. * @see http://doc.babylonjs.com/features/behaviour
  18877. * @param behavior defines the behavior to attach
  18878. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18879. * @returns the current Node
  18880. */
  18881. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18882. var _this = this;
  18883. if (attachImmediately === void 0) { attachImmediately = false; }
  18884. var index = this._behaviors.indexOf(behavior);
  18885. if (index !== -1) {
  18886. return this;
  18887. }
  18888. behavior.init();
  18889. if (this._scene.isLoading && !attachImmediately) {
  18890. // We defer the attach when the scene will be loaded
  18891. this._scene.onDataLoadedObservable.addOnce(function () {
  18892. behavior.attach(_this);
  18893. });
  18894. }
  18895. else {
  18896. behavior.attach(this);
  18897. }
  18898. this._behaviors.push(behavior);
  18899. return this;
  18900. };
  18901. /**
  18902. * Remove an attached behavior
  18903. * @see http://doc.babylonjs.com/features/behaviour
  18904. * @param behavior defines the behavior to attach
  18905. * @returns the current Node
  18906. */
  18907. Node.prototype.removeBehavior = function (behavior) {
  18908. var index = this._behaviors.indexOf(behavior);
  18909. if (index === -1) {
  18910. return this;
  18911. }
  18912. this._behaviors[index].detach();
  18913. this._behaviors.splice(index, 1);
  18914. return this;
  18915. };
  18916. Object.defineProperty(Node.prototype, "behaviors", {
  18917. /**
  18918. * Gets the list of attached behaviors
  18919. * @see http://doc.babylonjs.com/features/behaviour
  18920. */
  18921. get: function () {
  18922. return this._behaviors;
  18923. },
  18924. enumerable: true,
  18925. configurable: true
  18926. });
  18927. /**
  18928. * Gets an attached behavior by name
  18929. * @param name defines the name of the behavior to look for
  18930. * @see http://doc.babylonjs.com/features/behaviour
  18931. * @returns null if behavior was not found else the requested behavior
  18932. */
  18933. Node.prototype.getBehaviorByName = function (name) {
  18934. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18935. var behavior = _a[_i];
  18936. if (behavior.name === name) {
  18937. return behavior;
  18938. }
  18939. }
  18940. return null;
  18941. };
  18942. /**
  18943. * Returns the latest update of the World matrix
  18944. * @returns a Matrix
  18945. */
  18946. Node.prototype.getWorldMatrix = function () {
  18947. if (this._currentRenderId !== this._scene.getRenderId()) {
  18948. this.computeWorldMatrix();
  18949. }
  18950. return this._worldMatrix;
  18951. };
  18952. /** @hidden */
  18953. Node.prototype._getWorldMatrixDeterminant = function () {
  18954. return this._worldMatrixDeterminant;
  18955. };
  18956. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18957. /**
  18958. * Returns directly the latest state of the mesh World matrix.
  18959. * A Matrix is returned.
  18960. */
  18961. get: function () {
  18962. return this._worldMatrix;
  18963. },
  18964. enumerable: true,
  18965. configurable: true
  18966. });
  18967. // override it in derived class if you add new variables to the cache
  18968. // and call the parent class method
  18969. /** @hidden */
  18970. Node.prototype._initCache = function () {
  18971. this._cache = {};
  18972. this._cache.parent = undefined;
  18973. };
  18974. /** @hidden */
  18975. Node.prototype.updateCache = function (force) {
  18976. if (!force && this.isSynchronized()) {
  18977. return;
  18978. }
  18979. this._cache.parent = this.parent;
  18980. this._updateCache();
  18981. };
  18982. // override it in derived class if you add new variables to the cache
  18983. // and call the parent class method if !ignoreParentClass
  18984. /** @hidden */
  18985. Node.prototype._updateCache = function (ignoreParentClass) {
  18986. };
  18987. // override it in derived class if you add new variables to the cache
  18988. /** @hidden */
  18989. Node.prototype._isSynchronized = function () {
  18990. return true;
  18991. };
  18992. /** @hidden */
  18993. Node.prototype._markSyncedWithParent = function () {
  18994. if (this._parentNode) {
  18995. this._parentRenderId = this._parentNode._childRenderId;
  18996. }
  18997. };
  18998. /** @hidden */
  18999. Node.prototype.isSynchronizedWithParent = function () {
  19000. if (!this._parentNode) {
  19001. return true;
  19002. }
  19003. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19004. return false;
  19005. }
  19006. return this._parentNode.isSynchronized();
  19007. };
  19008. /** @hidden */
  19009. Node.prototype.isSynchronized = function () {
  19010. if (this._cache.parent != this._parentNode) {
  19011. this._cache.parent = this._parentNode;
  19012. return false;
  19013. }
  19014. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19015. return false;
  19016. }
  19017. return this._isSynchronized();
  19018. };
  19019. /**
  19020. * Is this node ready to be used/rendered
  19021. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19022. * @return true if the node is ready
  19023. */
  19024. Node.prototype.isReady = function (completeCheck) {
  19025. if (completeCheck === void 0) { completeCheck = false; }
  19026. return this._isReady;
  19027. };
  19028. /**
  19029. * Is this node enabled?
  19030. * 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
  19031. * @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
  19032. * @return whether this node (and its parent) is enabled
  19033. */
  19034. Node.prototype.isEnabled = function (checkAncestors) {
  19035. if (checkAncestors === void 0) { checkAncestors = true; }
  19036. if (checkAncestors === false) {
  19037. return this._isEnabled;
  19038. }
  19039. if (!this._isEnabled) {
  19040. return false;
  19041. }
  19042. return this._isParentEnabled;
  19043. };
  19044. /** @hidden */
  19045. Node.prototype._syncParentEnabledState = function () {
  19046. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19047. if (this._children) {
  19048. this._children.forEach(function (c) {
  19049. c._syncParentEnabledState(); // Force children to update accordingly
  19050. });
  19051. }
  19052. };
  19053. /**
  19054. * Set the enabled state of this node
  19055. * @param value defines the new enabled state
  19056. */
  19057. Node.prototype.setEnabled = function (value) {
  19058. this._isEnabled = value;
  19059. this._syncParentEnabledState();
  19060. };
  19061. /**
  19062. * Is this node a descendant of the given node?
  19063. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19064. * @param ancestor defines the parent node to inspect
  19065. * @returns a boolean indicating if this node is a descendant of the given node
  19066. */
  19067. Node.prototype.isDescendantOf = function (ancestor) {
  19068. if (this.parent) {
  19069. if (this.parent === ancestor) {
  19070. return true;
  19071. }
  19072. return this.parent.isDescendantOf(ancestor);
  19073. }
  19074. return false;
  19075. };
  19076. /** @hidden */
  19077. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19078. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19079. if (!this._children) {
  19080. return;
  19081. }
  19082. for (var index = 0; index < this._children.length; index++) {
  19083. var item = this._children[index];
  19084. if (!predicate || predicate(item)) {
  19085. results.push(item);
  19086. }
  19087. if (!directDescendantsOnly) {
  19088. item._getDescendants(results, false, predicate);
  19089. }
  19090. }
  19091. };
  19092. /**
  19093. * Will return all nodes that have this node as ascendant
  19094. * @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
  19095. * @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
  19096. * @return all children nodes of all types
  19097. */
  19098. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19099. var results = new Array();
  19100. this._getDescendants(results, directDescendantsOnly, predicate);
  19101. return results;
  19102. };
  19103. /**
  19104. * Get all child-meshes of this node
  19105. * @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
  19106. * @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
  19107. * @returns an array of AbstractMesh
  19108. */
  19109. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19110. var results = [];
  19111. this._getDescendants(results, directDescendantsOnly, function (node) {
  19112. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19113. });
  19114. return results;
  19115. };
  19116. /**
  19117. * Get all child-transformNodes of this node
  19118. * @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
  19119. * @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
  19120. * @returns an array of TransformNode
  19121. */
  19122. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19123. var results = [];
  19124. this._getDescendants(results, directDescendantsOnly, function (node) {
  19125. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19126. });
  19127. return results;
  19128. };
  19129. /**
  19130. * Get all direct children of this node
  19131. * @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
  19132. * @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)
  19133. * @returns an array of Node
  19134. */
  19135. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19136. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19137. return this.getDescendants(directDescendantsOnly, predicate);
  19138. };
  19139. /** @hidden */
  19140. Node.prototype._setReady = function (state) {
  19141. if (state === this._isReady) {
  19142. return;
  19143. }
  19144. if (!state) {
  19145. this._isReady = false;
  19146. return;
  19147. }
  19148. if (this.onReady) {
  19149. this.onReady(this);
  19150. }
  19151. this._isReady = true;
  19152. };
  19153. /**
  19154. * Get an animation by name
  19155. * @param name defines the name of the animation to look for
  19156. * @returns null if not found else the requested animation
  19157. */
  19158. Node.prototype.getAnimationByName = function (name) {
  19159. for (var i = 0; i < this.animations.length; i++) {
  19160. var animation = this.animations[i];
  19161. if (animation.name === name) {
  19162. return animation;
  19163. }
  19164. }
  19165. return null;
  19166. };
  19167. /**
  19168. * Creates an animation range for this node
  19169. * @param name defines the name of the range
  19170. * @param from defines the starting key
  19171. * @param to defines the end key
  19172. */
  19173. Node.prototype.createAnimationRange = function (name, from, to) {
  19174. // check name not already in use
  19175. if (!this._ranges[name]) {
  19176. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19177. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19178. if (this.animations[i]) {
  19179. this.animations[i].createRange(name, from, to);
  19180. }
  19181. }
  19182. }
  19183. };
  19184. /**
  19185. * Delete a specific animation range
  19186. * @param name defines the name of the range to delete
  19187. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19188. */
  19189. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19190. if (deleteFrames === void 0) { deleteFrames = true; }
  19191. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19192. if (this.animations[i]) {
  19193. this.animations[i].deleteRange(name, deleteFrames);
  19194. }
  19195. }
  19196. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19197. };
  19198. /**
  19199. * Get an animation range by name
  19200. * @param name defines the name of the animation range to look for
  19201. * @returns null if not found else the requested animation range
  19202. */
  19203. Node.prototype.getAnimationRange = function (name) {
  19204. return this._ranges[name];
  19205. };
  19206. /**
  19207. * Will start the animation sequence
  19208. * @param name defines the range frames for animation sequence
  19209. * @param loop defines if the animation should loop (false by default)
  19210. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19211. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19212. * @returns the object created for this animation. If range does not exist, it will return null
  19213. */
  19214. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19215. var range = this.getAnimationRange(name);
  19216. if (!range) {
  19217. return null;
  19218. }
  19219. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19220. };
  19221. /**
  19222. * Serialize animation ranges into a JSON compatible object
  19223. * @returns serialization object
  19224. */
  19225. Node.prototype.serializeAnimationRanges = function () {
  19226. var serializationRanges = [];
  19227. for (var name in this._ranges) {
  19228. var localRange = this._ranges[name];
  19229. if (!localRange) {
  19230. continue;
  19231. }
  19232. var range = {};
  19233. range.name = name;
  19234. range.from = localRange.from;
  19235. range.to = localRange.to;
  19236. serializationRanges.push(range);
  19237. }
  19238. return serializationRanges;
  19239. };
  19240. /**
  19241. * Computes the world matrix of the node
  19242. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19243. * @returns the world matrix
  19244. */
  19245. Node.prototype.computeWorldMatrix = function (force) {
  19246. if (!this._worldMatrix) {
  19247. this._worldMatrix = BABYLON.Matrix.Identity();
  19248. }
  19249. return this._worldMatrix;
  19250. };
  19251. /**
  19252. * Releases resources associated with this node.
  19253. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19254. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19255. */
  19256. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19257. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19258. if (!doNotRecurse) {
  19259. var nodes = this.getDescendants(true);
  19260. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19261. var node = nodes_1[_i];
  19262. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19263. }
  19264. }
  19265. else {
  19266. var transformNodes = this.getChildTransformNodes(true);
  19267. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19268. var transformNode = transformNodes_1[_a];
  19269. transformNode.parent = null;
  19270. transformNode.computeWorldMatrix(true);
  19271. }
  19272. }
  19273. if (!this.parent) {
  19274. this.removeFromSceneRootNodes();
  19275. }
  19276. else {
  19277. this.parent = null;
  19278. }
  19279. // Callback
  19280. this.onDisposeObservable.notifyObservers(this);
  19281. this.onDisposeObservable.clear();
  19282. // Behaviors
  19283. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19284. var behavior = _c[_b];
  19285. behavior.detach();
  19286. }
  19287. this._behaviors = [];
  19288. this._isDisposed = true;
  19289. };
  19290. /**
  19291. * Parse animation range data from a serialization object and store them into a given node
  19292. * @param node defines where to store the animation ranges
  19293. * @param parsedNode defines the serialization object to read data from
  19294. * @param scene defines the hosting scene
  19295. */
  19296. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19297. if (parsedNode.ranges) {
  19298. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19299. var data = parsedNode.ranges[index];
  19300. node.createAnimationRange(data.name, data.from, data.to);
  19301. }
  19302. }
  19303. };
  19304. Node._NodeConstructors = {};
  19305. __decorate([
  19306. BABYLON.serialize()
  19307. ], Node.prototype, "name", void 0);
  19308. __decorate([
  19309. BABYLON.serialize()
  19310. ], Node.prototype, "id", void 0);
  19311. __decorate([
  19312. BABYLON.serialize()
  19313. ], Node.prototype, "uniqueId", void 0);
  19314. __decorate([
  19315. BABYLON.serialize()
  19316. ], Node.prototype, "state", void 0);
  19317. __decorate([
  19318. BABYLON.serialize()
  19319. ], Node.prototype, "metadata", void 0);
  19320. return Node;
  19321. }());
  19322. BABYLON.Node = Node;
  19323. })(BABYLON || (BABYLON = {}));
  19324. //# sourceMappingURL=node.js.map
  19325. var BABYLON;
  19326. (function (BABYLON) {
  19327. /**
  19328. * Class used to store bounding sphere information
  19329. */
  19330. var BoundingSphere = /** @class */ (function () {
  19331. /**
  19332. * Creates a new bounding sphere
  19333. * @param min defines the minimum vector (in local space)
  19334. * @param max defines the maximum vector (in local space)
  19335. * @param worldMatrix defines the new world matrix
  19336. */
  19337. function BoundingSphere(min, max, worldMatrix) {
  19338. /**
  19339. * Gets the center of the bounding sphere in local space
  19340. */
  19341. this.center = BABYLON.Vector3.Zero();
  19342. /**
  19343. * Gets the center of the bounding sphere in world space
  19344. */
  19345. this.centerWorld = BABYLON.Vector3.Zero();
  19346. /**
  19347. * Gets the minimum vector in local space
  19348. */
  19349. this.minimum = BABYLON.Vector3.Zero();
  19350. /**
  19351. * Gets the maximum vector in local space
  19352. */
  19353. this.maximum = BABYLON.Vector3.Zero();
  19354. this.reConstruct(min, max, worldMatrix);
  19355. }
  19356. /**
  19357. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19358. * @param min defines the new minimum vector (in local space)
  19359. * @param max defines the new maximum vector (in local space)
  19360. * @param worldMatrix defines the new world matrix
  19361. */
  19362. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19363. this.minimum.copyFrom(min);
  19364. this.maximum.copyFrom(max);
  19365. var distance = BABYLON.Vector3.Distance(min, max);
  19366. max.addToRef(min, this.center).scaleInPlace(0.5);
  19367. this.radius = distance * 0.5;
  19368. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19369. };
  19370. /**
  19371. * Scale the current bounding sphere by applying a scale factor
  19372. * @param factor defines the scale factor to apply
  19373. * @returns the current bounding box
  19374. */
  19375. BoundingSphere.prototype.scale = function (factor) {
  19376. var newRadius = this.radius * factor;
  19377. var tmpVectors = BoundingSphere.TmpVector3;
  19378. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19379. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19380. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19381. this.reConstruct(min, max, this._worldMatrix);
  19382. return this;
  19383. };
  19384. /**
  19385. * Gets the world matrix of the bounding box
  19386. * @returns a matrix
  19387. */
  19388. BoundingSphere.prototype.getWorldMatrix = function () {
  19389. return this._worldMatrix;
  19390. };
  19391. // Methods
  19392. /** @hidden */
  19393. BoundingSphere.prototype._update = function (worldMatrix) {
  19394. if (!worldMatrix.isIdentity()) {
  19395. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19396. var tempVector = BoundingSphere.TmpVector3[0];
  19397. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19398. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19399. }
  19400. else {
  19401. this.centerWorld.copyFrom(this.center);
  19402. this.radiusWorld = this.radius;
  19403. }
  19404. };
  19405. /**
  19406. * Tests if the bounding sphere is intersecting the frustum planes
  19407. * @param frustumPlanes defines the frustum planes to test
  19408. * @returns true if there is an intersection
  19409. */
  19410. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19411. for (var i = 0; i < 6; i++) {
  19412. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19413. return false;
  19414. }
  19415. }
  19416. return true;
  19417. };
  19418. /**
  19419. * Tests if a point is inside the bounding sphere
  19420. * @param point defines the point to test
  19421. * @returns true if the point is inside the bounding sphere
  19422. */
  19423. BoundingSphere.prototype.intersectsPoint = function (point) {
  19424. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19425. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19426. return false;
  19427. }
  19428. return true;
  19429. };
  19430. // Statics
  19431. /**
  19432. * Checks if two sphere intersct
  19433. * @param sphere0 sphere 0
  19434. * @param sphere1 sphere 1
  19435. * @returns true if the speres intersect
  19436. */
  19437. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19438. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19439. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19440. if (radiusSum * radiusSum < squareDistance) {
  19441. return false;
  19442. }
  19443. return true;
  19444. };
  19445. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19446. return BoundingSphere;
  19447. }());
  19448. BABYLON.BoundingSphere = BoundingSphere;
  19449. })(BABYLON || (BABYLON = {}));
  19450. //# sourceMappingURL=boundingSphere.js.map
  19451. var BABYLON;
  19452. (function (BABYLON) {
  19453. /**
  19454. * Class used to store bounding box information
  19455. */
  19456. var BoundingBox = /** @class */ (function () {
  19457. /**
  19458. * Creates a new bounding box
  19459. * @param min defines the minimum vector (in local space)
  19460. * @param max defines the maximum vector (in local space)
  19461. * @param worldMatrix defines the new world matrix
  19462. */
  19463. function BoundingBox(min, max, worldMatrix) {
  19464. /**
  19465. * Gets the 8 vectors representing the bounding box in local space
  19466. */
  19467. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19468. /**
  19469. * Gets the center of the bounding box in local space
  19470. */
  19471. this.center = BABYLON.Vector3.Zero();
  19472. /**
  19473. * Gets the center of the bounding box in world space
  19474. */
  19475. this.centerWorld = BABYLON.Vector3.Zero();
  19476. /**
  19477. * Gets the extend size in local space
  19478. */
  19479. this.extendSize = BABYLON.Vector3.Zero();
  19480. /**
  19481. * Gets the extend size in world space
  19482. */
  19483. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19484. /**
  19485. * Gets the OBB (object bounding box) directions
  19486. */
  19487. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19488. /**
  19489. * Gets the 8 vectors representing the bounding box in world space
  19490. */
  19491. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19492. /**
  19493. * Gets the minimum vector in world space
  19494. */
  19495. this.minimumWorld = BABYLON.Vector3.Zero();
  19496. /**
  19497. * Gets the maximum vector in world space
  19498. */
  19499. this.maximumWorld = BABYLON.Vector3.Zero();
  19500. /**
  19501. * Gets the minimum vector in local space
  19502. */
  19503. this.minimum = BABYLON.Vector3.Zero();
  19504. /**
  19505. * Gets the maximum vector in local space
  19506. */
  19507. this.maximum = BABYLON.Vector3.Zero();
  19508. this.reConstruct(min, max, worldMatrix);
  19509. }
  19510. // Methods
  19511. /**
  19512. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19513. * @param min defines the new minimum vector (in local space)
  19514. * @param max defines the new maximum vector (in local space)
  19515. * @param worldMatrix defines the new world matrix
  19516. */
  19517. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19518. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19519. var vectors = this.vectors;
  19520. this.minimum.copyFromFloats(minX, minY, minZ);
  19521. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19522. vectors[0].copyFromFloats(minX, minY, minZ);
  19523. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19524. vectors[2].copyFromFloats(maxX, minY, minZ);
  19525. vectors[3].copyFromFloats(minX, maxY, minZ);
  19526. vectors[4].copyFromFloats(minX, minY, maxZ);
  19527. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19528. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19529. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19530. // OBB
  19531. max.addToRef(min, this.center).scaleInPlace(0.5);
  19532. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19533. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19534. };
  19535. /**
  19536. * Scale the current bounding box by applying a scale factor
  19537. * @param factor defines the scale factor to apply
  19538. * @returns the current bounding box
  19539. */
  19540. BoundingBox.prototype.scale = function (factor) {
  19541. var tmpVectors = BoundingBox.TmpVector3;
  19542. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19543. var len = diff.length();
  19544. diff.normalizeFromLength(len);
  19545. var distance = len * factor;
  19546. var newRadius = diff.scaleInPlace(distance * 0.5);
  19547. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19548. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19549. this.reConstruct(min, max, this._worldMatrix);
  19550. return this;
  19551. };
  19552. /**
  19553. * Gets the world matrix of the bounding box
  19554. * @returns a matrix
  19555. */
  19556. BoundingBox.prototype.getWorldMatrix = function () {
  19557. return this._worldMatrix;
  19558. };
  19559. /** @hidden */
  19560. BoundingBox.prototype._update = function (world) {
  19561. var minWorld = this.minimumWorld;
  19562. var maxWorld = this.maximumWorld;
  19563. var directions = this.directions;
  19564. var vectorsWorld = this.vectorsWorld;
  19565. var vectors = this.vectors;
  19566. if (!world.isIdentity()) {
  19567. minWorld.setAll(Number.MAX_VALUE);
  19568. maxWorld.setAll(-Number.MAX_VALUE);
  19569. for (var index = 0; index < 8; ++index) {
  19570. var v = vectorsWorld[index];
  19571. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19572. minWorld.minimizeInPlace(v);
  19573. maxWorld.maximizeInPlace(v);
  19574. }
  19575. // Extend
  19576. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19577. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19578. }
  19579. else {
  19580. minWorld.copyFrom(this.minimum);
  19581. maxWorld.copyFrom(this.maximum);
  19582. for (var index = 0; index < 8; ++index) {
  19583. vectorsWorld[index].copyFrom(vectors[index]);
  19584. }
  19585. // Extend
  19586. this.extendSizeWorld.copyFrom(this.extendSize);
  19587. this.centerWorld.copyFrom(this.center);
  19588. }
  19589. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19590. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19591. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19592. this._worldMatrix = world;
  19593. };
  19594. /**
  19595. * Tests if the bounding box is intersecting the frustum planes
  19596. * @param frustumPlanes defines the frustum planes to test
  19597. * @returns true if there is an intersection
  19598. */
  19599. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19600. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19601. };
  19602. /**
  19603. * Tests if the bounding box is entirely inside the frustum planes
  19604. * @param frustumPlanes defines the frustum planes to test
  19605. * @returns true if there is an inclusion
  19606. */
  19607. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19608. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19609. };
  19610. /**
  19611. * Tests if a point is inside the bounding box
  19612. * @param point defines the point to test
  19613. * @returns true if the point is inside the bounding box
  19614. */
  19615. BoundingBox.prototype.intersectsPoint = function (point) {
  19616. var min = this.minimumWorld;
  19617. var max = this.maximumWorld;
  19618. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19619. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19620. var delta = -BABYLON.Epsilon;
  19621. if (maxX - pointX < delta || delta > pointX - minX) {
  19622. return false;
  19623. }
  19624. if (maxY - pointY < delta || delta > pointY - minY) {
  19625. return false;
  19626. }
  19627. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19628. return false;
  19629. }
  19630. return true;
  19631. };
  19632. /**
  19633. * Tests if the bounding box intersects with a bounding sphere
  19634. * @param sphere defines the sphere to test
  19635. * @returns true if there is an intersection
  19636. */
  19637. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19638. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19639. };
  19640. /**
  19641. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19642. * @param min defines the min vector to use
  19643. * @param max defines the max vector to use
  19644. * @returns true if there is an intersection
  19645. */
  19646. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19647. var myMin = this.minimumWorld;
  19648. var myMax = this.maximumWorld;
  19649. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19650. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19651. if (myMaxX < minX || myMinX > maxX) {
  19652. return false;
  19653. }
  19654. if (myMaxY < minY || myMinY > maxY) {
  19655. return false;
  19656. }
  19657. if (myMaxZ < minZ || myMinZ > maxZ) {
  19658. return false;
  19659. }
  19660. return true;
  19661. };
  19662. // Statics
  19663. /**
  19664. * Tests if two bounding boxes are intersections
  19665. * @param box0 defines the first box to test
  19666. * @param box1 defines the second box to test
  19667. * @returns true if there is an intersection
  19668. */
  19669. BoundingBox.Intersects = function (box0, box1) {
  19670. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19671. };
  19672. /**
  19673. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19674. * @param minPoint defines the minimum vector of the bounding box
  19675. * @param maxPoint defines the maximum vector of the bounding box
  19676. * @param sphereCenter defines the sphere center
  19677. * @param sphereRadius defines the sphere radius
  19678. * @returns true if there is an intersection
  19679. */
  19680. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19681. var vector = BoundingBox.TmpVector3[0];
  19682. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19683. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19684. return (num <= (sphereRadius * sphereRadius));
  19685. };
  19686. /**
  19687. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19688. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19689. * @param frustumPlanes defines the frustum planes to test
  19690. * @return true if there is an inclusion
  19691. */
  19692. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19693. for (var p = 0; p < 6; ++p) {
  19694. var frustumPlane = frustumPlanes[p];
  19695. for (var i = 0; i < 8; ++i) {
  19696. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19697. return false;
  19698. }
  19699. }
  19700. }
  19701. return true;
  19702. };
  19703. /**
  19704. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19705. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19706. * @param frustumPlanes defines the frustum planes to test
  19707. * @return true if there is an intersection
  19708. */
  19709. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19710. for (var p = 0; p < 6; ++p) {
  19711. var canReturnFalse = true;
  19712. var frustumPlane = frustumPlanes[p];
  19713. for (var i = 0; i < 8; ++i) {
  19714. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19715. canReturnFalse = false;
  19716. break;
  19717. }
  19718. }
  19719. if (canReturnFalse) {
  19720. return false;
  19721. }
  19722. }
  19723. return true;
  19724. };
  19725. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19726. return BoundingBox;
  19727. }());
  19728. BABYLON.BoundingBox = BoundingBox;
  19729. })(BABYLON || (BABYLON = {}));
  19730. //# sourceMappingURL=boundingBox.js.map
  19731. var BABYLON;
  19732. (function (BABYLON) {
  19733. var _result0 = { min: 0, max: 0 };
  19734. var _result1 = { min: 0, max: 0 };
  19735. var computeBoxExtents = function (axis, box, result) {
  19736. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19737. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19738. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19739. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19740. var r = r0 + r1 + r2;
  19741. result.min = p - r;
  19742. result.max = p + r;
  19743. };
  19744. var axisOverlap = function (axis, box0, box1) {
  19745. computeBoxExtents(axis, box0, _result0);
  19746. computeBoxExtents(axis, box1, _result1);
  19747. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19748. };
  19749. /**
  19750. * Info for a bounding data of a mesh
  19751. */
  19752. var BoundingInfo = /** @class */ (function () {
  19753. /**
  19754. * Constructs bounding info
  19755. * @param minimum min vector of the bounding box/sphere
  19756. * @param maximum max vector of the bounding box/sphere
  19757. * @param worldMatrix defines the new world matrix
  19758. */
  19759. function BoundingInfo(minimum, maximum, worldMatrix) {
  19760. this._isLocked = false;
  19761. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19762. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19763. }
  19764. /**
  19765. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19766. * @param min defines the new minimum vector (in local space)
  19767. * @param max defines the new maximum vector (in local space)
  19768. * @param worldMatrix defines the new world matrix
  19769. */
  19770. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19771. this.boundingBox.reConstruct(min, max, worldMatrix);
  19772. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19773. };
  19774. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19775. /**
  19776. * min vector of the bounding box/sphere
  19777. */
  19778. get: function () {
  19779. return this.boundingBox.minimum;
  19780. },
  19781. enumerable: true,
  19782. configurable: true
  19783. });
  19784. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19785. /**
  19786. * max vector of the bounding box/sphere
  19787. */
  19788. get: function () {
  19789. return this.boundingBox.maximum;
  19790. },
  19791. enumerable: true,
  19792. configurable: true
  19793. });
  19794. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19795. /**
  19796. * If the info is locked and won't be updated to avoid perf overhead
  19797. */
  19798. get: function () {
  19799. return this._isLocked;
  19800. },
  19801. set: function (value) {
  19802. this._isLocked = value;
  19803. },
  19804. enumerable: true,
  19805. configurable: true
  19806. });
  19807. // Methods
  19808. /**
  19809. * Updates the bounding sphere and box
  19810. * @param world world matrix to be used to update
  19811. */
  19812. BoundingInfo.prototype.update = function (world) {
  19813. if (this._isLocked) {
  19814. return;
  19815. }
  19816. this.boundingBox._update(world);
  19817. this.boundingSphere._update(world);
  19818. };
  19819. /**
  19820. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19821. * @param center New center of the bounding info
  19822. * @param extend New extend of the bounding info
  19823. * @returns the current bounding info
  19824. */
  19825. BoundingInfo.prototype.centerOn = function (center, extend) {
  19826. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19827. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19828. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19829. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19830. return this;
  19831. };
  19832. /**
  19833. * Scale the current bounding info by applying a scale factor
  19834. * @param factor defines the scale factor to apply
  19835. * @returns the current bounding info
  19836. */
  19837. BoundingInfo.prototype.scale = function (factor) {
  19838. this.boundingBox.scale(factor);
  19839. this.boundingSphere.scale(factor);
  19840. return this;
  19841. };
  19842. /**
  19843. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19844. * @param frustumPlanes defines the frustum to test
  19845. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19846. * @returns true if the bounding info is in the frustum planes
  19847. */
  19848. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19849. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19850. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19851. return false;
  19852. }
  19853. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19854. return true;
  19855. }
  19856. return this.boundingBox.isInFrustum(frustumPlanes);
  19857. };
  19858. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19859. /**
  19860. * Gets the world distance between the min and max points of the bounding box
  19861. */
  19862. get: function () {
  19863. var boundingBox = this.boundingBox;
  19864. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19865. return diag.length();
  19866. },
  19867. enumerable: true,
  19868. configurable: true
  19869. });
  19870. /**
  19871. * Checks if a cullable object (mesh...) is in the camera frustum
  19872. * Unlike isInFrustum this cheks the full bounding box
  19873. * @param frustumPlanes Camera near/planes
  19874. * @returns true if the object is in frustum otherwise false
  19875. */
  19876. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19877. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19878. };
  19879. /** @hidden */
  19880. BoundingInfo.prototype._checkCollision = function (collider) {
  19881. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19882. };
  19883. /**
  19884. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19885. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19886. * @param point the point to check intersection with
  19887. * @returns if the point intersects
  19888. */
  19889. BoundingInfo.prototype.intersectsPoint = function (point) {
  19890. if (!this.boundingSphere.centerWorld) {
  19891. return false;
  19892. }
  19893. if (!this.boundingSphere.intersectsPoint(point)) {
  19894. return false;
  19895. }
  19896. if (!this.boundingBox.intersectsPoint(point)) {
  19897. return false;
  19898. }
  19899. return true;
  19900. };
  19901. /**
  19902. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19903. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19904. * @param boundingInfo the bounding info to check intersection with
  19905. * @param precise if the intersection should be done using OBB
  19906. * @returns if the bounding info intersects
  19907. */
  19908. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19909. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19910. return false;
  19911. }
  19912. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19913. return false;
  19914. }
  19915. if (!precise) {
  19916. return true;
  19917. }
  19918. var box0 = this.boundingBox;
  19919. var box1 = boundingInfo.boundingBox;
  19920. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19921. return false;
  19922. }
  19923. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19924. return false;
  19925. }
  19926. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19927. return false;
  19928. }
  19929. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19930. return false;
  19931. }
  19932. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19933. return false;
  19934. }
  19935. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19936. return false;
  19937. }
  19938. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19939. return false;
  19940. }
  19941. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19942. return false;
  19943. }
  19944. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19945. return false;
  19946. }
  19947. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19948. return false;
  19949. }
  19950. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19951. return false;
  19952. }
  19953. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19954. return false;
  19955. }
  19956. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19957. return false;
  19958. }
  19959. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19960. return false;
  19961. }
  19962. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19963. return false;
  19964. }
  19965. return true;
  19966. };
  19967. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  19968. return BoundingInfo;
  19969. }());
  19970. BABYLON.BoundingInfo = BoundingInfo;
  19971. })(BABYLON || (BABYLON = {}));
  19972. //# sourceMappingURL=boundingInfo.js.map
  19973. var BABYLON;
  19974. (function (BABYLON) {
  19975. /**
  19976. * 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.
  19977. * @see https://doc.babylonjs.com/how_to/transformnode
  19978. */
  19979. var TransformNode = /** @class */ (function (_super) {
  19980. __extends(TransformNode, _super);
  19981. function TransformNode(name, scene, isPure) {
  19982. if (scene === void 0) { scene = null; }
  19983. if (isPure === void 0) { isPure = true; }
  19984. var _this = _super.call(this, name, scene) || this;
  19985. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19986. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19987. _this._up = new BABYLON.Vector3(0, 1, 0);
  19988. _this._right = new BABYLON.Vector3(1, 0, 0);
  19989. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19990. // Properties
  19991. _this._position = BABYLON.Vector3.Zero();
  19992. _this._rotation = BABYLON.Vector3.Zero();
  19993. _this._scaling = BABYLON.Vector3.One();
  19994. _this._isDirty = false;
  19995. /**
  19996. * Set the billboard mode. Default is 0.
  19997. *
  19998. * | Value | Type | Description |
  19999. * | --- | --- | --- |
  20000. * | 0 | BILLBOARDMODE_NONE | |
  20001. * | 1 | BILLBOARDMODE_X | |
  20002. * | 2 | BILLBOARDMODE_Y | |
  20003. * | 4 | BILLBOARDMODE_Z | |
  20004. * | 7 | BILLBOARDMODE_ALL | |
  20005. *
  20006. */
  20007. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20008. /**
  20009. * 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
  20010. */
  20011. _this.scalingDeterminant = 1;
  20012. /**
  20013. * Sets the distance of the object to max, often used by skybox
  20014. */
  20015. _this.infiniteDistance = false;
  20016. /**
  20017. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20018. * By default the system will update normals to compensate
  20019. */
  20020. _this.ignoreNonUniformScaling = false;
  20021. _this._localWorld = BABYLON.Matrix.Zero();
  20022. _this._absolutePosition = BABYLON.Vector3.Zero();
  20023. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20024. _this._postMultiplyPivotMatrix = false;
  20025. _this._isWorldMatrixFrozen = false;
  20026. /** @hidden */
  20027. _this._indexInSceneTransformNodesArray = -1;
  20028. /**
  20029. * An event triggered after the world matrix is updated
  20030. */
  20031. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20032. _this._nonUniformScaling = false;
  20033. if (isPure) {
  20034. _this.getScene().addTransformNode(_this);
  20035. }
  20036. return _this;
  20037. }
  20038. /**
  20039. * Gets a string identifying the name of the class
  20040. * @returns "TransformNode" string
  20041. */
  20042. TransformNode.prototype.getClassName = function () {
  20043. return "TransformNode";
  20044. };
  20045. Object.defineProperty(TransformNode.prototype, "position", {
  20046. /**
  20047. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20048. */
  20049. get: function () {
  20050. return this._position;
  20051. },
  20052. set: function (newPosition) {
  20053. this._position = newPosition;
  20054. this._isDirty = true;
  20055. },
  20056. enumerable: true,
  20057. configurable: true
  20058. });
  20059. Object.defineProperty(TransformNode.prototype, "rotation", {
  20060. /**
  20061. * 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)).
  20062. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20063. */
  20064. get: function () {
  20065. return this._rotation;
  20066. },
  20067. set: function (newRotation) {
  20068. this._rotation = newRotation;
  20069. this._isDirty = true;
  20070. },
  20071. enumerable: true,
  20072. configurable: true
  20073. });
  20074. Object.defineProperty(TransformNode.prototype, "scaling", {
  20075. /**
  20076. * 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)).
  20077. */
  20078. get: function () {
  20079. return this._scaling;
  20080. },
  20081. set: function (newScaling) {
  20082. this._scaling = newScaling;
  20083. this._isDirty = true;
  20084. },
  20085. enumerable: true,
  20086. configurable: true
  20087. });
  20088. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20089. /**
  20090. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20091. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20092. */
  20093. get: function () {
  20094. return this._rotationQuaternion;
  20095. },
  20096. set: function (quaternion) {
  20097. this._rotationQuaternion = quaternion;
  20098. //reset the rotation vector.
  20099. if (quaternion) {
  20100. this.rotation.setAll(0.0);
  20101. }
  20102. },
  20103. enumerable: true,
  20104. configurable: true
  20105. });
  20106. Object.defineProperty(TransformNode.prototype, "forward", {
  20107. /**
  20108. * The forward direction of that transform in world space.
  20109. */
  20110. get: function () {
  20111. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20112. },
  20113. enumerable: true,
  20114. configurable: true
  20115. });
  20116. Object.defineProperty(TransformNode.prototype, "up", {
  20117. /**
  20118. * The up direction of that transform in world space.
  20119. */
  20120. get: function () {
  20121. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20122. },
  20123. enumerable: true,
  20124. configurable: true
  20125. });
  20126. Object.defineProperty(TransformNode.prototype, "right", {
  20127. /**
  20128. * The right direction of that transform in world space.
  20129. */
  20130. get: function () {
  20131. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20132. },
  20133. enumerable: true,
  20134. configurable: true
  20135. });
  20136. /**
  20137. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20138. * @param matrix the matrix to copy the pose from
  20139. * @returns this TransformNode.
  20140. */
  20141. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20142. this._poseMatrix.copyFrom(matrix);
  20143. return this;
  20144. };
  20145. /**
  20146. * Returns the mesh Pose matrix.
  20147. * @returns the pose matrix
  20148. */
  20149. TransformNode.prototype.getPoseMatrix = function () {
  20150. return this._poseMatrix;
  20151. };
  20152. /** @hidden */
  20153. TransformNode.prototype._isSynchronized = function () {
  20154. if (this._isDirty) {
  20155. return false;
  20156. }
  20157. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20158. return false;
  20159. }
  20160. if (this._cache.pivotMatrixUpdated) {
  20161. return false;
  20162. }
  20163. if (this.infiniteDistance) {
  20164. return false;
  20165. }
  20166. if (!this._cache.position.equals(this._position)) {
  20167. return false;
  20168. }
  20169. if (this._rotationQuaternion) {
  20170. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20171. return false;
  20172. }
  20173. }
  20174. if (!this._cache.rotation.equals(this._rotation)) {
  20175. return false;
  20176. }
  20177. if (!this._cache.scaling.equals(this._scaling)) {
  20178. return false;
  20179. }
  20180. return true;
  20181. };
  20182. /** @hidden */
  20183. TransformNode.prototype._initCache = function () {
  20184. _super.prototype._initCache.call(this);
  20185. this._cache.localMatrixUpdated = false;
  20186. this._cache.position = BABYLON.Vector3.Zero();
  20187. this._cache.scaling = BABYLON.Vector3.Zero();
  20188. this._cache.rotation = BABYLON.Vector3.Zero();
  20189. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20190. this._cache.billboardMode = -1;
  20191. };
  20192. /**
  20193. * Flag the transform node as dirty (Forcing it to update everything)
  20194. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20195. * @returns this transform node
  20196. */
  20197. TransformNode.prototype.markAsDirty = function (property) {
  20198. if (property === "rotation") {
  20199. this.rotationQuaternion = null;
  20200. }
  20201. this._currentRenderId = Number.MAX_VALUE;
  20202. this._isDirty = true;
  20203. return this;
  20204. };
  20205. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20206. /**
  20207. * Returns the current mesh absolute position.
  20208. * Returns a Vector3.
  20209. */
  20210. get: function () {
  20211. return this._absolutePosition;
  20212. },
  20213. enumerable: true,
  20214. configurable: true
  20215. });
  20216. /**
  20217. * Sets a new matrix to apply before all other transformation
  20218. * @param matrix defines the transform matrix
  20219. * @returns the current TransformNode
  20220. */
  20221. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20222. return this.setPivotMatrix(matrix, false);
  20223. };
  20224. /**
  20225. * Sets a new pivot matrix to the current node
  20226. * @param matrix defines the new pivot matrix to use
  20227. * @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
  20228. * @returns the current TransformNode
  20229. */
  20230. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20231. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20232. this._pivotMatrix.copyFrom(matrix);
  20233. this._cache.pivotMatrixUpdated = true;
  20234. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20235. if (this._postMultiplyPivotMatrix) {
  20236. if (!this._pivotMatrixInverse) {
  20237. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20238. }
  20239. else {
  20240. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20241. }
  20242. }
  20243. return this;
  20244. };
  20245. /**
  20246. * Returns the mesh pivot matrix.
  20247. * Default : Identity.
  20248. * @returns the matrix
  20249. */
  20250. TransformNode.prototype.getPivotMatrix = function () {
  20251. return this._pivotMatrix;
  20252. };
  20253. /**
  20254. * Prevents the World matrix to be computed any longer.
  20255. * @returns the TransformNode.
  20256. */
  20257. TransformNode.prototype.freezeWorldMatrix = function () {
  20258. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20259. this.computeWorldMatrix(true);
  20260. this._isWorldMatrixFrozen = true;
  20261. return this;
  20262. };
  20263. /**
  20264. * Allows back the World matrix computation.
  20265. * @returns the TransformNode.
  20266. */
  20267. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20268. this._isWorldMatrixFrozen = false;
  20269. this.computeWorldMatrix(true);
  20270. return this;
  20271. };
  20272. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20273. /**
  20274. * True if the World matrix has been frozen.
  20275. */
  20276. get: function () {
  20277. return this._isWorldMatrixFrozen;
  20278. },
  20279. enumerable: true,
  20280. configurable: true
  20281. });
  20282. /**
  20283. * Retuns the mesh absolute position in the World.
  20284. * @returns a Vector3.
  20285. */
  20286. TransformNode.prototype.getAbsolutePosition = function () {
  20287. this.computeWorldMatrix();
  20288. return this._absolutePosition;
  20289. };
  20290. /**
  20291. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20292. * @param absolutePosition the absolute position to set
  20293. * @returns the TransformNode.
  20294. */
  20295. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20296. if (!absolutePosition) {
  20297. return this;
  20298. }
  20299. var absolutePositionX;
  20300. var absolutePositionY;
  20301. var absolutePositionZ;
  20302. if (absolutePosition.x === undefined) {
  20303. if (arguments.length < 3) {
  20304. return this;
  20305. }
  20306. absolutePositionX = arguments[0];
  20307. absolutePositionY = arguments[1];
  20308. absolutePositionZ = arguments[2];
  20309. }
  20310. else {
  20311. absolutePositionX = absolutePosition.x;
  20312. absolutePositionY = absolutePosition.y;
  20313. absolutePositionZ = absolutePosition.z;
  20314. }
  20315. if (this.parent) {
  20316. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20317. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20318. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20319. }
  20320. else {
  20321. this.position.x = absolutePositionX;
  20322. this.position.y = absolutePositionY;
  20323. this.position.z = absolutePositionZ;
  20324. }
  20325. return this;
  20326. };
  20327. /**
  20328. * Sets the mesh position in its local space.
  20329. * @param vector3 the position to set in localspace
  20330. * @returns the TransformNode.
  20331. */
  20332. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20333. this.computeWorldMatrix();
  20334. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20335. return this;
  20336. };
  20337. /**
  20338. * Returns the mesh position in the local space from the current World matrix values.
  20339. * @returns a new Vector3.
  20340. */
  20341. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20342. this.computeWorldMatrix();
  20343. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20344. this._localWorld.invertToRef(invLocalWorldMatrix);
  20345. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20346. };
  20347. /**
  20348. * Translates the mesh along the passed Vector3 in its local space.
  20349. * @param vector3 the distance to translate in localspace
  20350. * @returns the TransformNode.
  20351. */
  20352. TransformNode.prototype.locallyTranslate = function (vector3) {
  20353. this.computeWorldMatrix(true);
  20354. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20355. return this;
  20356. };
  20357. /**
  20358. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20359. * @param targetPoint the position (must be in same space as current mesh) to look at
  20360. * @param yawCor optional yaw (y-axis) correction in radians
  20361. * @param pitchCor optional pitch (x-axis) correction in radians
  20362. * @param rollCor optional roll (z-axis) correction in radians
  20363. * @param space the choosen space of the target
  20364. * @returns the TransformNode.
  20365. */
  20366. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20367. if (yawCor === void 0) { yawCor = 0; }
  20368. if (pitchCor === void 0) { pitchCor = 0; }
  20369. if (rollCor === void 0) { rollCor = 0; }
  20370. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20371. var dv = TransformNode._lookAtVectorCache;
  20372. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20373. targetPoint.subtractToRef(pos, dv);
  20374. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20375. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20376. var pitch = Math.atan2(dv.y, len);
  20377. if (this.rotationQuaternion) {
  20378. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20379. }
  20380. else {
  20381. this.rotation.x = pitch + pitchCor;
  20382. this.rotation.y = yaw + yawCor;
  20383. this.rotation.z = rollCor;
  20384. }
  20385. return this;
  20386. };
  20387. /**
  20388. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20389. * This Vector3 is expressed in the World space.
  20390. * @param localAxis axis to rotate
  20391. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20392. */
  20393. TransformNode.prototype.getDirection = function (localAxis) {
  20394. var result = BABYLON.Vector3.Zero();
  20395. this.getDirectionToRef(localAxis, result);
  20396. return result;
  20397. };
  20398. /**
  20399. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20400. * localAxis is expressed in the mesh local space.
  20401. * result is computed in the Wordl space from the mesh World matrix.
  20402. * @param localAxis axis to rotate
  20403. * @param result the resulting transformnode
  20404. * @returns this TransformNode.
  20405. */
  20406. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20407. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20408. return this;
  20409. };
  20410. /**
  20411. * Sets a new pivot point to the current node
  20412. * @param point defines the new pivot point to use
  20413. * @param space defines if the point is in world or local space (local by default)
  20414. * @returns the current TransformNode
  20415. */
  20416. TransformNode.prototype.setPivotPoint = function (point, space) {
  20417. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20418. if (this.getScene().getRenderId() == 0) {
  20419. this.computeWorldMatrix(true);
  20420. }
  20421. var wm = this.getWorldMatrix();
  20422. if (space == BABYLON.Space.WORLD) {
  20423. var tmat = BABYLON.Tmp.Matrix[0];
  20424. wm.invertToRef(tmat);
  20425. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20426. }
  20427. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20428. };
  20429. /**
  20430. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20431. * @returns the pivot point
  20432. */
  20433. TransformNode.prototype.getPivotPoint = function () {
  20434. var point = BABYLON.Vector3.Zero();
  20435. this.getPivotPointToRef(point);
  20436. return point;
  20437. };
  20438. /**
  20439. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20440. * @param result the vector3 to store the result
  20441. * @returns this TransformNode.
  20442. */
  20443. TransformNode.prototype.getPivotPointToRef = function (result) {
  20444. result.x = -this._pivotMatrix.m[12];
  20445. result.y = -this._pivotMatrix.m[13];
  20446. result.z = -this._pivotMatrix.m[14];
  20447. return this;
  20448. };
  20449. /**
  20450. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20451. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20452. */
  20453. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20454. var point = BABYLON.Vector3.Zero();
  20455. this.getAbsolutePivotPointToRef(point);
  20456. return point;
  20457. };
  20458. /**
  20459. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20460. * @param result vector3 to store the result
  20461. * @returns this TransformNode.
  20462. */
  20463. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20464. result.x = this._pivotMatrix.m[12];
  20465. result.y = this._pivotMatrix.m[13];
  20466. result.z = this._pivotMatrix.m[14];
  20467. this.getPivotPointToRef(result);
  20468. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20469. return this;
  20470. };
  20471. /**
  20472. * Defines the passed node as the parent of the current node.
  20473. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20474. * @param node the node ot set as the parent
  20475. * @returns this TransformNode.
  20476. */
  20477. TransformNode.prototype.setParent = function (node) {
  20478. if (!node && !this.parent) {
  20479. return this;
  20480. }
  20481. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20482. var position = BABYLON.Tmp.Vector3[0];
  20483. var scale = BABYLON.Tmp.Vector3[1];
  20484. if (!node) {
  20485. if (this.parent && this.parent.computeWorldMatrix) {
  20486. this.parent.computeWorldMatrix(true);
  20487. }
  20488. this.computeWorldMatrix(true);
  20489. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20490. }
  20491. else {
  20492. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20493. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20494. this.computeWorldMatrix(true);
  20495. node.computeWorldMatrix(true);
  20496. node.getWorldMatrix().invertToRef(invParentMatrix);
  20497. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20498. diffMatrix.decompose(scale, quatRotation, position);
  20499. }
  20500. if (this.rotationQuaternion) {
  20501. this.rotationQuaternion.copyFrom(quatRotation);
  20502. }
  20503. else {
  20504. quatRotation.toEulerAnglesToRef(this.rotation);
  20505. }
  20506. this.scaling.copyFrom(scale);
  20507. this.position.copyFrom(position);
  20508. this.parent = node;
  20509. return this;
  20510. };
  20511. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20512. /**
  20513. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20514. */
  20515. get: function () {
  20516. return this._nonUniformScaling;
  20517. },
  20518. enumerable: true,
  20519. configurable: true
  20520. });
  20521. /** @hidden */
  20522. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20523. if (this._nonUniformScaling === value) {
  20524. return false;
  20525. }
  20526. this._nonUniformScaling = value;
  20527. return true;
  20528. };
  20529. /**
  20530. * Attach the current TransformNode to another TransformNode associated with a bone
  20531. * @param bone Bone affecting the TransformNode
  20532. * @param affectedTransformNode TransformNode associated with the bone
  20533. * @returns this object
  20534. */
  20535. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20536. this._transformToBoneReferal = affectedTransformNode;
  20537. this.parent = bone;
  20538. if (bone.getWorldMatrix().determinant() < 0) {
  20539. this.scalingDeterminant *= -1;
  20540. }
  20541. return this;
  20542. };
  20543. /**
  20544. * Detach the transform node if its associated with a bone
  20545. * @returns this object
  20546. */
  20547. TransformNode.prototype.detachFromBone = function () {
  20548. if (!this.parent) {
  20549. return this;
  20550. }
  20551. if (this.parent.getWorldMatrix().determinant() < 0) {
  20552. this.scalingDeterminant *= -1;
  20553. }
  20554. this._transformToBoneReferal = null;
  20555. this.parent = null;
  20556. return this;
  20557. };
  20558. /**
  20559. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20560. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20561. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20562. * The passed axis is also normalized.
  20563. * @param axis the axis to rotate around
  20564. * @param amount the amount to rotate in radians
  20565. * @param space Space to rotate in (Default: local)
  20566. * @returns the TransformNode.
  20567. */
  20568. TransformNode.prototype.rotate = function (axis, amount, space) {
  20569. axis.normalize();
  20570. if (!this.rotationQuaternion) {
  20571. this.rotationQuaternion = this.rotation.toQuaternion();
  20572. this.rotation.setAll(0);
  20573. }
  20574. var rotationQuaternion;
  20575. if (!space || space === BABYLON.Space.LOCAL) {
  20576. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20577. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20578. }
  20579. else {
  20580. if (this.parent) {
  20581. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20582. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20583. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20584. }
  20585. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20586. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20587. }
  20588. return this;
  20589. };
  20590. /**
  20591. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20592. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20593. * The passed axis is also normalized. .
  20594. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20595. * @param point the point to rotate around
  20596. * @param axis the axis to rotate around
  20597. * @param amount the amount to rotate in radians
  20598. * @returns the TransformNode
  20599. */
  20600. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20601. axis.normalize();
  20602. if (!this.rotationQuaternion) {
  20603. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20604. this.rotation.setAll(0);
  20605. }
  20606. var tmpVector = BABYLON.Tmp.Vector3[0];
  20607. var finalScale = BABYLON.Tmp.Vector3[1];
  20608. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20609. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20610. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20611. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20612. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20613. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20614. point.subtractToRef(this.position, tmpVector);
  20615. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20616. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20617. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20618. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20619. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20620. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20621. this.position.addInPlace(finalTranslation);
  20622. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20623. return this;
  20624. };
  20625. /**
  20626. * Translates the mesh along the axis vector for the passed distance in the given space.
  20627. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20628. * @param axis the axis to translate in
  20629. * @param distance the distance to translate
  20630. * @param space Space to rotate in (Default: local)
  20631. * @returns the TransformNode.
  20632. */
  20633. TransformNode.prototype.translate = function (axis, distance, space) {
  20634. var displacementVector = axis.scale(distance);
  20635. if (!space || space === BABYLON.Space.LOCAL) {
  20636. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20637. this.setPositionWithLocalVector(tempV3);
  20638. }
  20639. else {
  20640. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20641. }
  20642. return this;
  20643. };
  20644. /**
  20645. * Adds a rotation step to the mesh current rotation.
  20646. * x, y, z are Euler angles expressed in radians.
  20647. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20648. * This means this rotation is made in the mesh local space only.
  20649. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20650. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20651. * ```javascript
  20652. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20653. * ```
  20654. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20655. * 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.
  20656. * @param x Rotation to add
  20657. * @param y Rotation to add
  20658. * @param z Rotation to add
  20659. * @returns the TransformNode.
  20660. */
  20661. TransformNode.prototype.addRotation = function (x, y, z) {
  20662. var rotationQuaternion;
  20663. if (this.rotationQuaternion) {
  20664. rotationQuaternion = this.rotationQuaternion;
  20665. }
  20666. else {
  20667. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20668. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20669. }
  20670. var accumulation = BABYLON.Tmp.Quaternion[0];
  20671. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20672. rotationQuaternion.multiplyInPlace(accumulation);
  20673. if (!this.rotationQuaternion) {
  20674. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20675. }
  20676. return this;
  20677. };
  20678. /**
  20679. * Computes the world matrix of the node
  20680. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20681. * @returns the world matrix
  20682. */
  20683. TransformNode.prototype.computeWorldMatrix = function (force) {
  20684. if (this._isWorldMatrixFrozen) {
  20685. return this._worldMatrix;
  20686. }
  20687. if (!force && this.isSynchronized()) {
  20688. this._currentRenderId = this.getScene().getRenderId();
  20689. return this._worldMatrix;
  20690. }
  20691. this._updateCache();
  20692. this._cache.position.copyFrom(this.position);
  20693. this._cache.scaling.copyFrom(this.scaling);
  20694. this._cache.pivotMatrixUpdated = false;
  20695. this._cache.billboardMode = this.billboardMode;
  20696. this._currentRenderId = this.getScene().getRenderId();
  20697. this._childRenderId = this.getScene().getRenderId();
  20698. this._isDirty = false;
  20699. // Scaling
  20700. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20701. // Rotation
  20702. //rotate, if quaternion is set and rotation was used
  20703. if (this.rotationQuaternion) {
  20704. var len = this.rotation.length();
  20705. if (len) {
  20706. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20707. this.rotation.copyFromFloats(0, 0, 0);
  20708. }
  20709. }
  20710. if (this.rotationQuaternion) {
  20711. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20712. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20713. }
  20714. else {
  20715. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20716. this._cache.rotation.copyFrom(this.rotation);
  20717. }
  20718. // Translation
  20719. var camera = this.getScene().activeCamera;
  20720. if (this.infiniteDistance && !this.parent && camera) {
  20721. var cameraWorldMatrix = camera.getWorldMatrix();
  20722. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20723. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20724. }
  20725. else {
  20726. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20727. }
  20728. // Composing transformations
  20729. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20730. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20731. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20732. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20733. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20734. // Need to decompose each rotation here
  20735. var currentPosition = BABYLON.Tmp.Vector3[3];
  20736. if (this.parent && this.parent.getWorldMatrix) {
  20737. if (this._transformToBoneReferal) {
  20738. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20739. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20740. }
  20741. else {
  20742. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20743. }
  20744. }
  20745. else {
  20746. currentPosition.copyFrom(this.position);
  20747. }
  20748. currentPosition.subtractInPlace(camera.globalPosition);
  20749. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20750. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20751. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20752. }
  20753. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20754. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20755. }
  20756. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20757. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20758. }
  20759. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20760. }
  20761. else {
  20762. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20763. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20764. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20765. }
  20766. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20767. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20768. }
  20769. // Post multiply inverse of pivotMatrix
  20770. if (this._postMultiplyPivotMatrix) {
  20771. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20772. }
  20773. // Local world
  20774. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20775. // Parent
  20776. if (this.parent && this.parent.getWorldMatrix) {
  20777. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20778. if (this._transformToBoneReferal) {
  20779. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20780. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20781. }
  20782. else {
  20783. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20784. }
  20785. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20786. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20787. this._worldMatrix.copyFrom(this._localWorld);
  20788. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20789. }
  20790. else {
  20791. if (this._transformToBoneReferal) {
  20792. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20793. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20794. }
  20795. else {
  20796. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20797. }
  20798. }
  20799. this._markSyncedWithParent();
  20800. }
  20801. else {
  20802. this._worldMatrix.copyFrom(this._localWorld);
  20803. }
  20804. // Normal matrix
  20805. if (!this.ignoreNonUniformScaling) {
  20806. if (this.scaling.isNonUniform) {
  20807. this._updateNonUniformScalingState(true);
  20808. }
  20809. else if (this.parent && this.parent._nonUniformScaling) {
  20810. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20811. }
  20812. else {
  20813. this._updateNonUniformScalingState(false);
  20814. }
  20815. }
  20816. else {
  20817. this._updateNonUniformScalingState(false);
  20818. }
  20819. this._afterComputeWorldMatrix();
  20820. // Absolute position
  20821. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20822. // Callbacks
  20823. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20824. if (!this._poseMatrix) {
  20825. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20826. }
  20827. // Cache the determinant
  20828. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20829. return this._worldMatrix;
  20830. };
  20831. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20832. };
  20833. /**
  20834. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20835. * @param func callback function to add
  20836. *
  20837. * @returns the TransformNode.
  20838. */
  20839. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20840. this.onAfterWorldMatrixUpdateObservable.add(func);
  20841. return this;
  20842. };
  20843. /**
  20844. * Removes a registered callback function.
  20845. * @param func callback function to remove
  20846. * @returns the TransformNode.
  20847. */
  20848. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20849. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20850. return this;
  20851. };
  20852. /**
  20853. * Gets the position of the current mesh in camera space
  20854. * @param camera defines the camera to use
  20855. * @returns a position
  20856. */
  20857. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20858. if (camera === void 0) { camera = null; }
  20859. if (!camera) {
  20860. camera = this.getScene().activeCamera;
  20861. }
  20862. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20863. };
  20864. /**
  20865. * Returns the distance from the mesh to the active camera
  20866. * @param camera defines the camera to use
  20867. * @returns the distance
  20868. */
  20869. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20870. if (camera === void 0) { camera = null; }
  20871. if (!camera) {
  20872. camera = this.getScene().activeCamera;
  20873. }
  20874. return this.absolutePosition.subtract(camera.position).length();
  20875. };
  20876. /**
  20877. * Clone the current transform node
  20878. * @param name Name of the new clone
  20879. * @param newParent New parent for the clone
  20880. * @param doNotCloneChildren Do not clone children hierarchy
  20881. * @returns the new transform node
  20882. */
  20883. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20884. var _this = this;
  20885. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20886. result.name = name;
  20887. result.id = name;
  20888. if (newParent) {
  20889. result.parent = newParent;
  20890. }
  20891. if (!doNotCloneChildren) {
  20892. // Children
  20893. var directDescendants = this.getDescendants(true);
  20894. for (var index = 0; index < directDescendants.length; index++) {
  20895. var child = directDescendants[index];
  20896. if (child.clone) {
  20897. child.clone(name + "." + child.name, result);
  20898. }
  20899. }
  20900. }
  20901. return result;
  20902. };
  20903. /**
  20904. * Serializes the objects information.
  20905. * @param currentSerializationObject defines the object to serialize in
  20906. * @returns the serialized object
  20907. */
  20908. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20909. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20910. serializationObject.type = this.getClassName();
  20911. // Parent
  20912. if (this.parent) {
  20913. serializationObject.parentId = this.parent.id;
  20914. }
  20915. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20916. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20917. }
  20918. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20919. serializationObject.isEnabled = this.isEnabled();
  20920. // Parent
  20921. if (this.parent) {
  20922. serializationObject.parentId = this.parent.id;
  20923. }
  20924. return serializationObject;
  20925. };
  20926. // Statics
  20927. /**
  20928. * Returns a new TransformNode object parsed from the source provided.
  20929. * @param parsedTransformNode is the source.
  20930. * @param scene the scne the object belongs to
  20931. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20932. * @returns a new TransformNode object parsed from the source provided.
  20933. */
  20934. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20935. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20936. if (BABYLON.Tags) {
  20937. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20938. }
  20939. if (parsedTransformNode.localMatrix) {
  20940. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20941. }
  20942. else if (parsedTransformNode.pivotMatrix) {
  20943. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20944. }
  20945. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20946. // Parent
  20947. if (parsedTransformNode.parentId) {
  20948. transformNode._waitingParentId = parsedTransformNode.parentId;
  20949. }
  20950. return transformNode;
  20951. };
  20952. /**
  20953. * Releases resources associated with this transform node.
  20954. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20955. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20956. */
  20957. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20958. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20959. // Animations
  20960. this.getScene().stopAnimation(this);
  20961. // Remove from scene
  20962. this.getScene().removeTransformNode(this);
  20963. this.onAfterWorldMatrixUpdateObservable.clear();
  20964. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20965. };
  20966. // Statics
  20967. /**
  20968. * Object will not rotate to face the camera
  20969. */
  20970. TransformNode.BILLBOARDMODE_NONE = 0;
  20971. /**
  20972. * Object will rotate to face the camera but only on the x axis
  20973. */
  20974. TransformNode.BILLBOARDMODE_X = 1;
  20975. /**
  20976. * Object will rotate to face the camera but only on the y axis
  20977. */
  20978. TransformNode.BILLBOARDMODE_Y = 2;
  20979. /**
  20980. * Object will rotate to face the camera but only on the z axis
  20981. */
  20982. TransformNode.BILLBOARDMODE_Z = 4;
  20983. /**
  20984. * Object will rotate to face the camera
  20985. */
  20986. TransformNode.BILLBOARDMODE_ALL = 7;
  20987. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20988. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20989. __decorate([
  20990. BABYLON.serializeAsVector3("position")
  20991. ], TransformNode.prototype, "_position", void 0);
  20992. __decorate([
  20993. BABYLON.serializeAsVector3("rotation")
  20994. ], TransformNode.prototype, "_rotation", void 0);
  20995. __decorate([
  20996. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20997. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20998. __decorate([
  20999. BABYLON.serializeAsVector3("scaling")
  21000. ], TransformNode.prototype, "_scaling", void 0);
  21001. __decorate([
  21002. BABYLON.serialize()
  21003. ], TransformNode.prototype, "billboardMode", void 0);
  21004. __decorate([
  21005. BABYLON.serialize()
  21006. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21007. __decorate([
  21008. BABYLON.serialize()
  21009. ], TransformNode.prototype, "infiniteDistance", void 0);
  21010. __decorate([
  21011. BABYLON.serialize()
  21012. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21013. return TransformNode;
  21014. }(BABYLON.Node));
  21015. BABYLON.TransformNode = TransformNode;
  21016. })(BABYLON || (BABYLON = {}));
  21017. //# sourceMappingURL=transformNode.js.map
  21018. var BABYLON;
  21019. (function (BABYLON) {
  21020. /** @hidden */
  21021. var _FacetDataStorage = /** @class */ (function () {
  21022. function _FacetDataStorage() {
  21023. this.facetNb = 0; // facet number
  21024. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21025. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21026. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21027. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21028. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21029. this.subDiv = {
  21030. max: 1,
  21031. X: 1,
  21032. Y: 1,
  21033. Z: 1
  21034. };
  21035. this.facetDepthSort = false; // is the facet depth sort to be computed
  21036. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21037. }
  21038. return _FacetDataStorage;
  21039. }());
  21040. /**
  21041. * Class used to store all common mesh properties
  21042. */
  21043. var AbstractMesh = /** @class */ (function (_super) {
  21044. __extends(AbstractMesh, _super);
  21045. // Constructor
  21046. /**
  21047. * Creates a new AbstractMesh
  21048. * @param name defines the name of the mesh
  21049. * @param scene defines the hosting scene
  21050. */
  21051. function AbstractMesh(name, scene) {
  21052. if (scene === void 0) { scene = null; }
  21053. var _this = _super.call(this, name, scene, false) || this;
  21054. _this._facetData = new _FacetDataStorage();
  21055. /** Gets ot sets the culling strategy to use to find visible meshes */
  21056. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21057. // Events
  21058. /**
  21059. * An event triggered when this mesh collides with another one
  21060. */
  21061. _this.onCollideObservable = new BABYLON.Observable();
  21062. /**
  21063. * An event triggered when the collision's position changes
  21064. */
  21065. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21066. /**
  21067. * An event triggered when material is changed
  21068. */
  21069. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21070. // Properties
  21071. /**
  21072. * Gets or sets the orientation for POV movement & rotation
  21073. */
  21074. _this.definedFacingForward = true;
  21075. _this._visibility = 1.0;
  21076. /** Gets or sets the alpha index used to sort transparent meshes
  21077. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21078. */
  21079. _this.alphaIndex = Number.MAX_VALUE;
  21080. /**
  21081. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21082. */
  21083. _this.isVisible = true;
  21084. /**
  21085. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21086. */
  21087. _this.isPickable = true;
  21088. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21089. _this.showSubMeshesBoundingBox = false;
  21090. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21091. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21092. */
  21093. _this.isBlocker = false;
  21094. /**
  21095. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21096. */
  21097. _this.enablePointerMoveEvents = false;
  21098. /**
  21099. * Specifies the rendering group id for this mesh (0 by default)
  21100. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21101. */
  21102. _this.renderingGroupId = 0;
  21103. _this._receiveShadows = false;
  21104. /** Defines color to use when rendering outline */
  21105. _this.outlineColor = BABYLON.Color3.Red();
  21106. /** Define width to use when rendering outline */
  21107. _this.outlineWidth = 0.02;
  21108. /** Defines color to use when rendering overlay */
  21109. _this.overlayColor = BABYLON.Color3.Red();
  21110. /** Defines alpha to use when rendering overlay */
  21111. _this.overlayAlpha = 0.5;
  21112. _this._hasVertexAlpha = false;
  21113. _this._useVertexColors = true;
  21114. _this._computeBonesUsingShaders = true;
  21115. _this._numBoneInfluencers = 4;
  21116. _this._applyFog = true;
  21117. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21118. _this.useOctreeForRenderingSelection = true;
  21119. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21120. _this.useOctreeForPicking = true;
  21121. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21122. _this.useOctreeForCollisions = true;
  21123. _this._layerMask = 0x0FFFFFFF;
  21124. /**
  21125. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21126. */
  21127. _this.alwaysSelectAsActiveMesh = false;
  21128. /**
  21129. * Gets or sets the current action manager
  21130. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21131. */
  21132. _this.actionManager = null;
  21133. // Collisions
  21134. _this._checkCollisions = false;
  21135. _this._collisionMask = -1;
  21136. _this._collisionGroup = -1;
  21137. /**
  21138. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21139. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21140. */
  21141. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21142. /**
  21143. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21144. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21145. */
  21146. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21147. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21148. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21149. // Edges
  21150. /**
  21151. * Defines edge width used when edgesRenderer is enabled
  21152. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21153. */
  21154. _this.edgesWidth = 1;
  21155. /**
  21156. * Defines edge color used when edgesRenderer is enabled
  21157. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21158. */
  21159. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21160. /** @hidden */
  21161. _this._renderId = 0;
  21162. /** @hidden */
  21163. _this._intersectionsInProgress = new Array();
  21164. /** @hidden */
  21165. _this._unIndexed = false;
  21166. /** @hidden */
  21167. _this._lightSources = new Array();
  21168. /**
  21169. * An event triggered when the mesh is rebuilt.
  21170. */
  21171. _this.onRebuildObservable = new BABYLON.Observable();
  21172. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21173. if (collidedMesh === void 0) { collidedMesh = null; }
  21174. //TODO move this to the collision coordinator!
  21175. if (_this.getScene().workerCollisions) {
  21176. newPosition.multiplyInPlace(_this._collider._radius);
  21177. }
  21178. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21179. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21180. _this.position.addInPlace(_this._diffPositionForCollisions);
  21181. }
  21182. if (collidedMesh) {
  21183. _this.onCollideObservable.notifyObservers(collidedMesh);
  21184. }
  21185. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21186. };
  21187. _this.getScene().addMesh(_this);
  21188. _this._resyncLightSources();
  21189. return _this;
  21190. }
  21191. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21192. /**
  21193. * No billboard
  21194. */
  21195. get: function () {
  21196. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21197. },
  21198. enumerable: true,
  21199. configurable: true
  21200. });
  21201. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21202. /** Billboard on X axis */
  21203. get: function () {
  21204. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21205. },
  21206. enumerable: true,
  21207. configurable: true
  21208. });
  21209. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21210. /** Billboard on Y axis */
  21211. get: function () {
  21212. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21213. },
  21214. enumerable: true,
  21215. configurable: true
  21216. });
  21217. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21218. /** Billboard on Z axis */
  21219. get: function () {
  21220. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21221. },
  21222. enumerable: true,
  21223. configurable: true
  21224. });
  21225. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21226. /** Billboard on all axes */
  21227. get: function () {
  21228. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21229. },
  21230. enumerable: true,
  21231. configurable: true
  21232. });
  21233. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21234. /**
  21235. * Gets the number of facets in the mesh
  21236. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21237. */
  21238. get: function () {
  21239. return this._facetData.facetNb;
  21240. },
  21241. enumerable: true,
  21242. configurable: true
  21243. });
  21244. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21245. /**
  21246. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21247. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21248. */
  21249. get: function () {
  21250. return this._facetData.partitioningSubdivisions;
  21251. },
  21252. set: function (nb) {
  21253. this._facetData.partitioningSubdivisions = nb;
  21254. },
  21255. enumerable: true,
  21256. configurable: true
  21257. });
  21258. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21259. /**
  21260. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21261. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21262. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21263. */
  21264. get: function () {
  21265. return this._facetData.partitioningBBoxRatio;
  21266. },
  21267. set: function (ratio) {
  21268. this._facetData.partitioningBBoxRatio = ratio;
  21269. },
  21270. enumerable: true,
  21271. configurable: true
  21272. });
  21273. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21274. /**
  21275. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21276. * Works only for updatable meshes.
  21277. * Doesn't work with multi-materials
  21278. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21279. */
  21280. get: function () {
  21281. return this._facetData.facetDepthSort;
  21282. },
  21283. set: function (sort) {
  21284. this._facetData.facetDepthSort = sort;
  21285. },
  21286. enumerable: true,
  21287. configurable: true
  21288. });
  21289. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21290. /**
  21291. * The location (Vector3) where the facet depth sort must be computed from.
  21292. * By default, the active camera position.
  21293. * Used only when facet depth sort is enabled
  21294. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21295. */
  21296. get: function () {
  21297. return this._facetData.facetDepthSortFrom;
  21298. },
  21299. set: function (location) {
  21300. this._facetData.facetDepthSortFrom = location;
  21301. },
  21302. enumerable: true,
  21303. configurable: true
  21304. });
  21305. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21306. /**
  21307. * gets a boolean indicating if facetData is enabled
  21308. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21309. */
  21310. get: function () {
  21311. return this._facetData.facetDataEnabled;
  21312. },
  21313. enumerable: true,
  21314. configurable: true
  21315. });
  21316. /** @hidden */
  21317. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21318. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21319. return false;
  21320. }
  21321. this._markSubMeshesAsMiscDirty();
  21322. return true;
  21323. };
  21324. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21325. /** Set a function to call when this mesh collides with another one */
  21326. set: function (callback) {
  21327. if (this._onCollideObserver) {
  21328. this.onCollideObservable.remove(this._onCollideObserver);
  21329. }
  21330. this._onCollideObserver = this.onCollideObservable.add(callback);
  21331. },
  21332. enumerable: true,
  21333. configurable: true
  21334. });
  21335. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21336. /** Set a function to call when the collision's position changes */
  21337. set: function (callback) {
  21338. if (this._onCollisionPositionChangeObserver) {
  21339. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21340. }
  21341. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21342. },
  21343. enumerable: true,
  21344. configurable: true
  21345. });
  21346. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21347. /**
  21348. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21349. */
  21350. get: function () {
  21351. return this._visibility;
  21352. },
  21353. /**
  21354. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21355. */
  21356. set: function (value) {
  21357. if (this._visibility === value) {
  21358. return;
  21359. }
  21360. this._visibility = value;
  21361. this._markSubMeshesAsMiscDirty();
  21362. },
  21363. enumerable: true,
  21364. configurable: true
  21365. });
  21366. Object.defineProperty(AbstractMesh.prototype, "material", {
  21367. /** Gets or sets current material */
  21368. get: function () {
  21369. return this._material;
  21370. },
  21371. set: function (value) {
  21372. if (this._material === value) {
  21373. return;
  21374. }
  21375. // remove from material mesh map id needed
  21376. if (this._material && this._material.meshMap) {
  21377. this._material.meshMap[this.uniqueId] = undefined;
  21378. }
  21379. this._material = value;
  21380. if (value && value.meshMap) {
  21381. value.meshMap[this.uniqueId] = this;
  21382. }
  21383. if (this.onMaterialChangedObservable.hasObservers) {
  21384. this.onMaterialChangedObservable.notifyObservers(this);
  21385. }
  21386. if (!this.subMeshes) {
  21387. return;
  21388. }
  21389. this._unBindEffect();
  21390. },
  21391. enumerable: true,
  21392. configurable: true
  21393. });
  21394. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21395. /**
  21396. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21397. * @see http://doc.babylonjs.com/babylon101/shadows
  21398. */
  21399. get: function () {
  21400. return this._receiveShadows;
  21401. },
  21402. set: function (value) {
  21403. if (this._receiveShadows === value) {
  21404. return;
  21405. }
  21406. this._receiveShadows = value;
  21407. this._markSubMeshesAsLightDirty();
  21408. },
  21409. enumerable: true,
  21410. configurable: true
  21411. });
  21412. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21413. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21414. get: function () {
  21415. return this._hasVertexAlpha;
  21416. },
  21417. set: function (value) {
  21418. if (this._hasVertexAlpha === value) {
  21419. return;
  21420. }
  21421. this._hasVertexAlpha = value;
  21422. this._markSubMeshesAsAttributesDirty();
  21423. this._markSubMeshesAsMiscDirty();
  21424. },
  21425. enumerable: true,
  21426. configurable: true
  21427. });
  21428. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21429. /** 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) */
  21430. get: function () {
  21431. return this._useVertexColors;
  21432. },
  21433. set: function (value) {
  21434. if (this._useVertexColors === value) {
  21435. return;
  21436. }
  21437. this._useVertexColors = value;
  21438. this._markSubMeshesAsAttributesDirty();
  21439. },
  21440. enumerable: true,
  21441. configurable: true
  21442. });
  21443. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21444. /**
  21445. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21446. */
  21447. get: function () {
  21448. return this._computeBonesUsingShaders;
  21449. },
  21450. set: function (value) {
  21451. if (this._computeBonesUsingShaders === value) {
  21452. return;
  21453. }
  21454. this._computeBonesUsingShaders = value;
  21455. this._markSubMeshesAsAttributesDirty();
  21456. },
  21457. enumerable: true,
  21458. configurable: true
  21459. });
  21460. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21461. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21462. get: function () {
  21463. return this._numBoneInfluencers;
  21464. },
  21465. set: function (value) {
  21466. if (this._numBoneInfluencers === value) {
  21467. return;
  21468. }
  21469. this._numBoneInfluencers = value;
  21470. this._markSubMeshesAsAttributesDirty();
  21471. },
  21472. enumerable: true,
  21473. configurable: true
  21474. });
  21475. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21476. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21477. get: function () {
  21478. return this._applyFog;
  21479. },
  21480. set: function (value) {
  21481. if (this._applyFog === value) {
  21482. return;
  21483. }
  21484. this._applyFog = value;
  21485. this._markSubMeshesAsMiscDirty();
  21486. },
  21487. enumerable: true,
  21488. configurable: true
  21489. });
  21490. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21491. /**
  21492. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21493. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21494. */
  21495. get: function () {
  21496. return this._layerMask;
  21497. },
  21498. set: function (value) {
  21499. if (value === this._layerMask) {
  21500. return;
  21501. }
  21502. this._layerMask = value;
  21503. this._resyncLightSources();
  21504. },
  21505. enumerable: true,
  21506. configurable: true
  21507. });
  21508. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21509. /**
  21510. * Gets or sets a collision mask used to mask collisions (default is -1).
  21511. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21512. */
  21513. get: function () {
  21514. return this._collisionMask;
  21515. },
  21516. set: function (mask) {
  21517. this._collisionMask = !isNaN(mask) ? mask : -1;
  21518. },
  21519. enumerable: true,
  21520. configurable: true
  21521. });
  21522. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21523. /**
  21524. * Gets or sets the current collision group mask (-1 by default).
  21525. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21526. */
  21527. get: function () {
  21528. return this._collisionGroup;
  21529. },
  21530. set: function (mask) {
  21531. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21532. },
  21533. enumerable: true,
  21534. configurable: true
  21535. });
  21536. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21537. /** @hidden */
  21538. get: function () {
  21539. return null;
  21540. },
  21541. enumerable: true,
  21542. configurable: true
  21543. });
  21544. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21545. get: function () {
  21546. return this._skeleton;
  21547. },
  21548. /**
  21549. * Gets or sets a skeleton to apply skining transformations
  21550. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21551. */
  21552. set: function (value) {
  21553. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21554. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21555. }
  21556. if (value && value.needInitialSkinMatrix) {
  21557. value._registerMeshWithPoseMatrix(this);
  21558. }
  21559. this._skeleton = value;
  21560. if (!this._skeleton) {
  21561. this._bonesTransformMatrices = null;
  21562. }
  21563. this._markSubMeshesAsAttributesDirty();
  21564. },
  21565. enumerable: true,
  21566. configurable: true
  21567. });
  21568. /**
  21569. * Returns the string "AbstractMesh"
  21570. * @returns "AbstractMesh"
  21571. */
  21572. AbstractMesh.prototype.getClassName = function () {
  21573. return "AbstractMesh";
  21574. };
  21575. /**
  21576. * Gets a string representation of the current mesh
  21577. * @param fullDetails defines a boolean indicating if full details must be included
  21578. * @returns a string representation of the current mesh
  21579. */
  21580. AbstractMesh.prototype.toString = function (fullDetails) {
  21581. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21582. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21583. if (this._skeleton) {
  21584. ret += ", skeleton: " + this._skeleton.name;
  21585. }
  21586. if (fullDetails) {
  21587. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21588. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21589. }
  21590. return ret;
  21591. };
  21592. /** @hidden */
  21593. AbstractMesh.prototype._rebuild = function () {
  21594. this.onRebuildObservable.notifyObservers(this);
  21595. if (this._occlusionQuery) {
  21596. this._occlusionQuery = null;
  21597. }
  21598. if (!this.subMeshes) {
  21599. return;
  21600. }
  21601. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21602. var subMesh = _a[_i];
  21603. subMesh._rebuild();
  21604. }
  21605. };
  21606. /** @hidden */
  21607. AbstractMesh.prototype._resyncLightSources = function () {
  21608. this._lightSources.length = 0;
  21609. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21610. var light = _a[_i];
  21611. if (!light.isEnabled()) {
  21612. continue;
  21613. }
  21614. if (light.canAffectMesh(this)) {
  21615. this._lightSources.push(light);
  21616. }
  21617. }
  21618. this._markSubMeshesAsLightDirty();
  21619. };
  21620. /** @hidden */
  21621. AbstractMesh.prototype._resyncLighSource = function (light) {
  21622. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21623. var index = this._lightSources.indexOf(light);
  21624. if (index === -1) {
  21625. if (!isIn) {
  21626. return;
  21627. }
  21628. this._lightSources.push(light);
  21629. }
  21630. else {
  21631. if (isIn) {
  21632. return;
  21633. }
  21634. this._lightSources.splice(index, 1);
  21635. }
  21636. this._markSubMeshesAsLightDirty();
  21637. };
  21638. /** @hidden */
  21639. AbstractMesh.prototype._unBindEffect = function () {
  21640. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21641. var subMesh = _a[_i];
  21642. subMesh.setEffect(null);
  21643. }
  21644. };
  21645. /** @hidden */
  21646. AbstractMesh.prototype._removeLightSource = function (light) {
  21647. var index = this._lightSources.indexOf(light);
  21648. if (index === -1) {
  21649. return;
  21650. }
  21651. this._lightSources.splice(index, 1);
  21652. this._markSubMeshesAsLightDirty();
  21653. };
  21654. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21655. if (!this.subMeshes) {
  21656. return;
  21657. }
  21658. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21659. var subMesh = _a[_i];
  21660. if (subMesh._materialDefines) {
  21661. func(subMesh._materialDefines);
  21662. }
  21663. }
  21664. };
  21665. /** @hidden */
  21666. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21667. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21668. };
  21669. /** @hidden */
  21670. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21671. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21672. };
  21673. /** @hidden */
  21674. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21675. if (!this.subMeshes) {
  21676. return;
  21677. }
  21678. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21679. var subMesh = _a[_i];
  21680. var material = subMesh.getMaterial();
  21681. if (material) {
  21682. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21683. }
  21684. }
  21685. };
  21686. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21687. /**
  21688. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21689. */
  21690. get: function () {
  21691. return this._scaling;
  21692. },
  21693. set: function (newScaling) {
  21694. this._scaling = newScaling;
  21695. if (this.physicsImpostor) {
  21696. this.physicsImpostor.forceUpdate();
  21697. }
  21698. },
  21699. enumerable: true,
  21700. configurable: true
  21701. });
  21702. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21703. // Methods
  21704. /**
  21705. * Returns true if the mesh is blocked. Implemented by child classes
  21706. */
  21707. get: function () {
  21708. return false;
  21709. },
  21710. enumerable: true,
  21711. configurable: true
  21712. });
  21713. /**
  21714. * Returns the mesh itself by default. Implemented by child classes
  21715. * @param camera defines the camera to use to pick the right LOD level
  21716. * @returns the currentAbstractMesh
  21717. */
  21718. AbstractMesh.prototype.getLOD = function (camera) {
  21719. return this;
  21720. };
  21721. /**
  21722. * Returns 0 by default. Implemented by child classes
  21723. * @returns an integer
  21724. */
  21725. AbstractMesh.prototype.getTotalVertices = function () {
  21726. return 0;
  21727. };
  21728. /**
  21729. * Returns a positive integer : the total number of indices in this mesh geometry.
  21730. * @returns the numner of indices or zero if the mesh has no geometry.
  21731. */
  21732. AbstractMesh.prototype.getTotalIndices = function () {
  21733. return 0;
  21734. };
  21735. /**
  21736. * Returns null by default. Implemented by child classes
  21737. * @returns null
  21738. */
  21739. AbstractMesh.prototype.getIndices = function () {
  21740. return null;
  21741. };
  21742. /**
  21743. * Returns the array of the requested vertex data kind. Implemented by child classes
  21744. * @param kind defines the vertex data kind to use
  21745. * @returns null
  21746. */
  21747. AbstractMesh.prototype.getVerticesData = function (kind) {
  21748. return null;
  21749. };
  21750. /**
  21751. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21752. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21753. * Note that a new underlying VertexBuffer object is created each call.
  21754. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21755. * @param kind defines vertex data kind:
  21756. * * BABYLON.VertexBuffer.PositionKind
  21757. * * BABYLON.VertexBuffer.UVKind
  21758. * * BABYLON.VertexBuffer.UV2Kind
  21759. * * BABYLON.VertexBuffer.UV3Kind
  21760. * * BABYLON.VertexBuffer.UV4Kind
  21761. * * BABYLON.VertexBuffer.UV5Kind
  21762. * * BABYLON.VertexBuffer.UV6Kind
  21763. * * BABYLON.VertexBuffer.ColorKind
  21764. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21765. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21766. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21767. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21768. * @param data defines the data source
  21769. * @param updatable defines if the data must be flagged as updatable (or static)
  21770. * @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
  21771. * @returns the current mesh
  21772. */
  21773. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21774. return this;
  21775. };
  21776. /**
  21777. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21778. * If the mesh has no geometry, it is simply returned as it is.
  21779. * @param kind defines vertex data kind:
  21780. * * BABYLON.VertexBuffer.PositionKind
  21781. * * BABYLON.VertexBuffer.UVKind
  21782. * * BABYLON.VertexBuffer.UV2Kind
  21783. * * BABYLON.VertexBuffer.UV3Kind
  21784. * * BABYLON.VertexBuffer.UV4Kind
  21785. * * BABYLON.VertexBuffer.UV5Kind
  21786. * * BABYLON.VertexBuffer.UV6Kind
  21787. * * BABYLON.VertexBuffer.ColorKind
  21788. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21789. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21790. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21791. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21792. * @param data defines the data source
  21793. * @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
  21794. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21795. * @returns the current mesh
  21796. */
  21797. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21798. return this;
  21799. };
  21800. /**
  21801. * Sets the mesh indices,
  21802. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21803. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21804. * @param totalVertices Defines the total number of vertices
  21805. * @returns the current mesh
  21806. */
  21807. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21808. return this;
  21809. };
  21810. /**
  21811. * Gets a boolean indicating if specific vertex data is present
  21812. * @param kind defines the vertex data kind to use
  21813. * @returns true is data kind is present
  21814. */
  21815. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21816. return false;
  21817. };
  21818. /**
  21819. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21820. * @returns a BoundingInfo
  21821. */
  21822. AbstractMesh.prototype.getBoundingInfo = function () {
  21823. if (this._masterMesh) {
  21824. return this._masterMesh.getBoundingInfo();
  21825. }
  21826. if (!this._boundingInfo) {
  21827. // this._boundingInfo is being created here
  21828. this._updateBoundingInfo();
  21829. }
  21830. // cannot be null.
  21831. return this._boundingInfo;
  21832. };
  21833. /**
  21834. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21835. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21836. * @returns the current mesh
  21837. */
  21838. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21839. if (includeDescendants === void 0) { includeDescendants = true; }
  21840. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21841. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21842. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21843. if (maxDimension === 0) {
  21844. return this;
  21845. }
  21846. var scale = 1 / maxDimension;
  21847. this.scaling.scaleInPlace(scale);
  21848. return this;
  21849. };
  21850. /**
  21851. * Overwrite the current bounding info
  21852. * @param boundingInfo defines the new bounding info
  21853. * @returns the current mesh
  21854. */
  21855. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21856. this._boundingInfo = boundingInfo;
  21857. return this;
  21858. };
  21859. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21860. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21861. get: function () {
  21862. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21863. },
  21864. enumerable: true,
  21865. configurable: true
  21866. });
  21867. /** @hidden */
  21868. AbstractMesh.prototype._preActivate = function () {
  21869. };
  21870. /** @hidden */
  21871. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21872. };
  21873. /** @hidden */
  21874. AbstractMesh.prototype._activate = function (renderId) {
  21875. this._renderId = renderId;
  21876. };
  21877. /**
  21878. * Gets the current world matrix
  21879. * @returns a Matrix
  21880. */
  21881. AbstractMesh.prototype.getWorldMatrix = function () {
  21882. if (this._masterMesh) {
  21883. return this._masterMesh.getWorldMatrix();
  21884. }
  21885. return _super.prototype.getWorldMatrix.call(this);
  21886. };
  21887. /** @hidden */
  21888. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21889. if (this._masterMesh) {
  21890. return this._masterMesh._getWorldMatrixDeterminant();
  21891. }
  21892. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21893. };
  21894. // ================================== Point of View Movement =================================
  21895. /**
  21896. * Perform relative position change from the point of view of behind the front of the mesh.
  21897. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21898. * Supports definition of mesh facing forward or backward
  21899. * @param amountRight defines the distance on the right axis
  21900. * @param amountUp defines the distance on the up axis
  21901. * @param amountForward defines the distance on the forward axis
  21902. * @returns the current mesh
  21903. */
  21904. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21905. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21906. return this;
  21907. };
  21908. /**
  21909. * Calculate relative position change from the point of view of behind the front of the mesh.
  21910. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21911. * Supports definition of mesh facing forward or backward
  21912. * @param amountRight defines the distance on the right axis
  21913. * @param amountUp defines the distance on the up axis
  21914. * @param amountForward defines the distance on the forward axis
  21915. * @returns the new displacement vector
  21916. */
  21917. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21918. var rotMatrix = new BABYLON.Matrix();
  21919. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21920. rotQuaternion.toRotationMatrix(rotMatrix);
  21921. var translationDelta = BABYLON.Vector3.Zero();
  21922. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21923. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21924. return translationDelta;
  21925. };
  21926. // ================================== Point of View Rotation =================================
  21927. /**
  21928. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21929. * Supports definition of mesh facing forward or backward
  21930. * @param flipBack defines the flip
  21931. * @param twirlClockwise defines the twirl
  21932. * @param tiltRight defines the tilt
  21933. * @returns the current mesh
  21934. */
  21935. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21936. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21937. return this;
  21938. };
  21939. /**
  21940. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21941. * Supports definition of mesh facing forward or backward.
  21942. * @param flipBack defines the flip
  21943. * @param twirlClockwise defines the twirl
  21944. * @param tiltRight defines the tilt
  21945. * @returns the new rotation vector
  21946. */
  21947. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21948. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21949. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21950. };
  21951. /**
  21952. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21953. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21954. * @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
  21955. * @returns the new bounding vectors
  21956. */
  21957. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21958. if (includeDescendants === void 0) { includeDescendants = true; }
  21959. if (predicate === void 0) { predicate = null; }
  21960. // Ensures that all world matrix will be recomputed.
  21961. this.getScene().incrementRenderId();
  21962. this.computeWorldMatrix(true);
  21963. var min;
  21964. var max;
  21965. var boundingInfo = this.getBoundingInfo();
  21966. if (!this.subMeshes) {
  21967. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21968. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21969. }
  21970. else {
  21971. min = boundingInfo.boundingBox.minimumWorld;
  21972. max = boundingInfo.boundingBox.maximumWorld;
  21973. }
  21974. if (includeDescendants) {
  21975. var descendants = this.getDescendants(false);
  21976. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21977. var descendant = descendants_1[_i];
  21978. var childMesh = descendant;
  21979. childMesh.computeWorldMatrix(true);
  21980. // Filters meshes based on custom predicate function.
  21981. if (predicate && !predicate(childMesh)) {
  21982. continue;
  21983. }
  21984. //make sure we have the needed params to get mix and max
  21985. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21986. continue;
  21987. }
  21988. var childBoundingInfo = childMesh.getBoundingInfo();
  21989. var boundingBox = childBoundingInfo.boundingBox;
  21990. var minBox = boundingBox.minimumWorld;
  21991. var maxBox = boundingBox.maximumWorld;
  21992. BABYLON.Tools.CheckExtends(minBox, min, max);
  21993. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21994. }
  21995. }
  21996. return {
  21997. min: min,
  21998. max: max
  21999. };
  22000. };
  22001. /**
  22002. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22003. * This means the mesh underlying bounding box and sphere are recomputed.
  22004. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22005. * @returns the current mesh
  22006. */
  22007. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22008. if (applySkeleton === void 0) { applySkeleton = false; }
  22009. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22010. return this;
  22011. }
  22012. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22013. return this;
  22014. };
  22015. /** @hidden */
  22016. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22017. if (data) {
  22018. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22019. if (this._boundingInfo) {
  22020. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22021. }
  22022. else {
  22023. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22024. }
  22025. }
  22026. if (this.subMeshes) {
  22027. for (var index = 0; index < this.subMeshes.length; index++) {
  22028. this.subMeshes[index].refreshBoundingInfo();
  22029. }
  22030. }
  22031. this._updateBoundingInfo();
  22032. };
  22033. /** @hidden */
  22034. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22035. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22036. if (data && applySkeleton && this.skeleton) {
  22037. data = BABYLON.Tools.Slice(data);
  22038. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22039. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22040. if (matricesWeightsData && matricesIndicesData) {
  22041. var needExtras = this.numBoneInfluencers > 4;
  22042. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22043. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22044. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22045. var tempVector = BABYLON.Tmp.Vector3[0];
  22046. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22047. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22048. var matWeightIdx = 0;
  22049. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22050. finalMatrix.reset();
  22051. var inf;
  22052. var weight;
  22053. for (inf = 0; inf < 4; inf++) {
  22054. weight = matricesWeightsData[matWeightIdx + inf];
  22055. if (weight > 0) {
  22056. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22057. finalMatrix.addToSelf(tempMatrix);
  22058. }
  22059. }
  22060. if (needExtras) {
  22061. for (inf = 0; inf < 4; inf++) {
  22062. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22063. if (weight > 0) {
  22064. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22065. finalMatrix.addToSelf(tempMatrix);
  22066. }
  22067. }
  22068. }
  22069. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22070. tempVector.toArray(data, index);
  22071. }
  22072. }
  22073. }
  22074. return data;
  22075. };
  22076. /** @hidden */
  22077. AbstractMesh.prototype._updateBoundingInfo = function () {
  22078. if (this._boundingInfo) {
  22079. this._boundingInfo.update(this.worldMatrixFromCache);
  22080. }
  22081. else {
  22082. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22083. }
  22084. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22085. return this;
  22086. };
  22087. /** @hidden */
  22088. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22089. if (!this.subMeshes) {
  22090. return this;
  22091. }
  22092. var count = this.subMeshes.length;
  22093. for (var subIndex = 0; subIndex < count; subIndex++) {
  22094. var subMesh = this.subMeshes[subIndex];
  22095. if (count > 1 || !subMesh.IsGlobal) {
  22096. subMesh.updateBoundingInfo(matrix);
  22097. }
  22098. }
  22099. return this;
  22100. };
  22101. /** @hidden */
  22102. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22103. // Bounding info
  22104. this._updateBoundingInfo();
  22105. };
  22106. /**
  22107. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22108. * A mesh is in the frustum if its bounding box intersects the frustum
  22109. * @param frustumPlanes defines the frustum to test
  22110. * @returns true if the mesh is in the frustum planes
  22111. */
  22112. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22113. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22114. };
  22115. /**
  22116. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22117. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22118. * @param frustumPlanes defines the frustum to test
  22119. * @returns true if the mesh is completely in the frustum planes
  22120. */
  22121. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22122. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22123. };
  22124. /**
  22125. * True if the mesh intersects another mesh or a SolidParticle object
  22126. * @param mesh defines a target mesh or SolidParticle to test
  22127. * @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)
  22128. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22129. * @returns true if there is an intersection
  22130. */
  22131. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22132. if (precise === void 0) { precise = false; }
  22133. if (!this._boundingInfo || !mesh._boundingInfo) {
  22134. return false;
  22135. }
  22136. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22137. return true;
  22138. }
  22139. if (includeDescendants) {
  22140. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22141. var child = _a[_i];
  22142. if (child.intersectsMesh(mesh, precise, true)) {
  22143. return true;
  22144. }
  22145. }
  22146. }
  22147. return false;
  22148. };
  22149. /**
  22150. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22151. * @param point defines the point to test
  22152. * @returns true if there is an intersection
  22153. */
  22154. AbstractMesh.prototype.intersectsPoint = function (point) {
  22155. if (!this._boundingInfo) {
  22156. return false;
  22157. }
  22158. return this._boundingInfo.intersectsPoint(point);
  22159. };
  22160. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22161. // Collisions
  22162. /**
  22163. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22164. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22165. */
  22166. get: function () {
  22167. return this._checkCollisions;
  22168. },
  22169. set: function (collisionEnabled) {
  22170. this._checkCollisions = collisionEnabled;
  22171. if (this.getScene().workerCollisions) {
  22172. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22173. }
  22174. },
  22175. enumerable: true,
  22176. configurable: true
  22177. });
  22178. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22179. /**
  22180. * Gets Collider object used to compute collisions (not physics)
  22181. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22182. */
  22183. get: function () {
  22184. return this._collider;
  22185. },
  22186. enumerable: true,
  22187. configurable: true
  22188. });
  22189. /**
  22190. * Move the mesh using collision engine
  22191. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22192. * @param displacement defines the requested displacement vector
  22193. * @returns the current mesh
  22194. */
  22195. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22196. var globalPosition = this.getAbsolutePosition();
  22197. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22198. if (!this._collider) {
  22199. this._collider = new BABYLON.Collider();
  22200. }
  22201. this._collider._radius = this.ellipsoid;
  22202. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22203. return this;
  22204. };
  22205. // Collisions
  22206. /** @hidden */
  22207. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22208. this._generatePointsArray();
  22209. if (!this._positions) {
  22210. return this;
  22211. }
  22212. // Transformation
  22213. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22214. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22215. subMesh._lastColliderWorldVertices = [];
  22216. subMesh._trianglePlanes = [];
  22217. var start = subMesh.verticesStart;
  22218. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22219. for (var i = start; i < end; i++) {
  22220. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22221. }
  22222. }
  22223. // Collide
  22224. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22225. if (collider.collisionFound) {
  22226. collider.collidedMesh = this;
  22227. }
  22228. return this;
  22229. };
  22230. /** @hidden */
  22231. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22232. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22233. var len = subMeshes.length;
  22234. for (var index = 0; index < len; index++) {
  22235. var subMesh = subMeshes.data[index];
  22236. // Bounding test
  22237. if (len > 1 && !subMesh._checkCollision(collider)) {
  22238. continue;
  22239. }
  22240. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22241. }
  22242. return this;
  22243. };
  22244. /** @hidden */
  22245. AbstractMesh.prototype._checkCollision = function (collider) {
  22246. // Bounding box test
  22247. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22248. return this;
  22249. }
  22250. // Transformation matrix
  22251. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22252. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22253. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22254. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22255. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22256. return this;
  22257. };
  22258. // Picking
  22259. /** @hidden */
  22260. AbstractMesh.prototype._generatePointsArray = function () {
  22261. return false;
  22262. };
  22263. /**
  22264. * Checks if the passed Ray intersects with the mesh
  22265. * @param ray defines the ray to use
  22266. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22267. * @returns the picking info
  22268. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22269. */
  22270. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22271. var pickingInfo = new BABYLON.PickingInfo();
  22272. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22273. var boundingInfo = this._boundingInfo;
  22274. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22275. return pickingInfo;
  22276. }
  22277. if (!this._generatePointsArray()) {
  22278. return pickingInfo;
  22279. }
  22280. var intersectInfo = null;
  22281. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22282. var len = subMeshes.length;
  22283. for (var index = 0; index < len; index++) {
  22284. var subMesh = subMeshes.data[index];
  22285. // Bounding test
  22286. if (len > 1 && !subMesh.canIntersects(ray)) {
  22287. continue;
  22288. }
  22289. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22290. if (currentIntersectInfo) {
  22291. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22292. intersectInfo = currentIntersectInfo;
  22293. intersectInfo.subMeshId = index;
  22294. if (fastCheck) {
  22295. break;
  22296. }
  22297. }
  22298. }
  22299. }
  22300. if (intersectInfo) {
  22301. // Get picked point
  22302. var world = this.getWorldMatrix();
  22303. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22304. var direction = BABYLON.Tmp.Vector3[1];
  22305. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22306. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22307. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22308. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22309. // Return result
  22310. pickingInfo.hit = true;
  22311. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22312. pickingInfo.pickedPoint = pickedPoint;
  22313. pickingInfo.pickedMesh = this;
  22314. pickingInfo.bu = intersectInfo.bu || 0;
  22315. pickingInfo.bv = intersectInfo.bv || 0;
  22316. pickingInfo.faceId = intersectInfo.faceId;
  22317. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22318. return pickingInfo;
  22319. }
  22320. return pickingInfo;
  22321. };
  22322. /**
  22323. * Clones the current mesh
  22324. * @param name defines the mesh name
  22325. * @param newParent defines the new mesh parent
  22326. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22327. * @returns the new mesh
  22328. */
  22329. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22330. return null;
  22331. };
  22332. /**
  22333. * Disposes all the submeshes of the current meshnp
  22334. * @returns the current mesh
  22335. */
  22336. AbstractMesh.prototype.releaseSubMeshes = function () {
  22337. if (this.subMeshes) {
  22338. while (this.subMeshes.length) {
  22339. this.subMeshes[0].dispose();
  22340. }
  22341. }
  22342. else {
  22343. this.subMeshes = new Array();
  22344. }
  22345. return this;
  22346. };
  22347. /**
  22348. * Releases resources associated with this abstract mesh.
  22349. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22350. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22351. */
  22352. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22353. var _this = this;
  22354. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22355. var index;
  22356. // Smart Array Retainers.
  22357. this.getScene().freeActiveMeshes();
  22358. this.getScene().freeRenderingGroups();
  22359. // Action manager
  22360. if (this.actionManager !== undefined && this.actionManager !== null) {
  22361. this.actionManager.dispose();
  22362. this.actionManager = null;
  22363. }
  22364. // Skeleton
  22365. this._skeleton = null;
  22366. // Intersections in progress
  22367. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22368. var other = this._intersectionsInProgress[index];
  22369. var pos = other._intersectionsInProgress.indexOf(this);
  22370. other._intersectionsInProgress.splice(pos, 1);
  22371. }
  22372. this._intersectionsInProgress = [];
  22373. // Lights
  22374. var lights = this.getScene().lights;
  22375. lights.forEach(function (light) {
  22376. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22377. if (meshIndex !== -1) {
  22378. light.includedOnlyMeshes.splice(meshIndex, 1);
  22379. }
  22380. meshIndex = light.excludedMeshes.indexOf(_this);
  22381. if (meshIndex !== -1) {
  22382. light.excludedMeshes.splice(meshIndex, 1);
  22383. }
  22384. // Shadow generators
  22385. var generator = light.getShadowGenerator();
  22386. if (generator) {
  22387. var shadowMap = generator.getShadowMap();
  22388. if (shadowMap && shadowMap.renderList) {
  22389. meshIndex = shadowMap.renderList.indexOf(_this);
  22390. if (meshIndex !== -1) {
  22391. shadowMap.renderList.splice(meshIndex, 1);
  22392. }
  22393. }
  22394. }
  22395. });
  22396. // SubMeshes
  22397. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22398. this.releaseSubMeshes();
  22399. }
  22400. // Query
  22401. var engine = this.getScene().getEngine();
  22402. if (this._occlusionQuery) {
  22403. this.isOcclusionQueryInProgress = false;
  22404. engine.deleteQuery(this._occlusionQuery);
  22405. this._occlusionQuery = null;
  22406. }
  22407. // Engine
  22408. engine.wipeCaches();
  22409. // Remove from scene
  22410. this.getScene().removeMesh(this);
  22411. if (disposeMaterialAndTextures) {
  22412. if (this.material) {
  22413. this.material.dispose(false, true);
  22414. }
  22415. }
  22416. if (!doNotRecurse) {
  22417. // Particles
  22418. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22419. if (this.getScene().particleSystems[index].emitter === this) {
  22420. this.getScene().particleSystems[index].dispose();
  22421. index--;
  22422. }
  22423. }
  22424. }
  22425. // facet data
  22426. if (this._facetData.facetDataEnabled) {
  22427. this.disableFacetData();
  22428. }
  22429. this.onAfterWorldMatrixUpdateObservable.clear();
  22430. this.onCollideObservable.clear();
  22431. this.onCollisionPositionChangeObservable.clear();
  22432. this.onRebuildObservable.clear();
  22433. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22434. };
  22435. /**
  22436. * Adds the passed mesh as a child to the current mesh
  22437. * @param mesh defines the child mesh
  22438. * @returns the current mesh
  22439. */
  22440. AbstractMesh.prototype.addChild = function (mesh) {
  22441. mesh.setParent(this);
  22442. return this;
  22443. };
  22444. /**
  22445. * Removes the passed mesh from the current mesh children list
  22446. * @param mesh defines the child mesh
  22447. * @returns the current mesh
  22448. */
  22449. AbstractMesh.prototype.removeChild = function (mesh) {
  22450. mesh.setParent(null);
  22451. return this;
  22452. };
  22453. // Facet data
  22454. /** @hidden */
  22455. AbstractMesh.prototype._initFacetData = function () {
  22456. var data = this._facetData;
  22457. if (!data.facetNormals) {
  22458. data.facetNormals = new Array();
  22459. }
  22460. if (!data.facetPositions) {
  22461. data.facetPositions = new Array();
  22462. }
  22463. if (!data.facetPartitioning) {
  22464. data.facetPartitioning = new Array();
  22465. }
  22466. data.facetNb = (this.getIndices().length / 3) | 0;
  22467. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22468. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22469. for (var f = 0; f < data.facetNb; f++) {
  22470. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22471. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22472. }
  22473. data.facetDataEnabled = true;
  22474. return this;
  22475. };
  22476. /**
  22477. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22478. * This method can be called within the render loop.
  22479. * 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
  22480. * @returns the current mesh
  22481. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22482. */
  22483. AbstractMesh.prototype.updateFacetData = function () {
  22484. var data = this._facetData;
  22485. if (!data.facetDataEnabled) {
  22486. this._initFacetData();
  22487. }
  22488. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22489. var indices = this.getIndices();
  22490. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22491. var bInfo = this.getBoundingInfo();
  22492. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22493. // init arrays, matrix and sort function on first call
  22494. data.facetDepthSortEnabled = true;
  22495. if (indices instanceof Uint16Array) {
  22496. data.depthSortedIndices = new Uint16Array(indices);
  22497. }
  22498. else if (indices instanceof Uint32Array) {
  22499. data.depthSortedIndices = new Uint32Array(indices);
  22500. }
  22501. else {
  22502. var needs32bits = false;
  22503. for (var i = 0; i < indices.length; i++) {
  22504. if (indices[i] > 65535) {
  22505. needs32bits = true;
  22506. break;
  22507. }
  22508. }
  22509. if (needs32bits) {
  22510. data.depthSortedIndices = new Uint32Array(indices);
  22511. }
  22512. else {
  22513. data.depthSortedIndices = new Uint16Array(indices);
  22514. }
  22515. }
  22516. data.facetDepthSortFunction = function (f1, f2) {
  22517. return (f2.sqDistance - f1.sqDistance);
  22518. };
  22519. if (!data.facetDepthSortFrom) {
  22520. var camera = this.getScene().activeCamera;
  22521. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22522. }
  22523. data.depthSortedFacets = [];
  22524. for (var f = 0; f < data.facetNb; f++) {
  22525. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22526. data.depthSortedFacets.push(depthSortedFacet);
  22527. }
  22528. data.invertedMatrix = BABYLON.Matrix.Identity();
  22529. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22530. }
  22531. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22532. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22533. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22534. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22535. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22536. data.subDiv.max = data.partitioningSubdivisions;
  22537. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22538. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22539. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22540. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22541. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22542. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22543. // set the parameters for ComputeNormals()
  22544. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22545. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22546. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22547. data.facetParameters.bInfo = bInfo;
  22548. data.facetParameters.bbSize = data.bbSize;
  22549. data.facetParameters.subDiv = data.subDiv;
  22550. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22551. data.facetParameters.depthSort = data.facetDepthSort;
  22552. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22553. this.computeWorldMatrix(true);
  22554. this._worldMatrix.invertToRef(data.invertedMatrix);
  22555. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22556. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22557. }
  22558. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22559. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22560. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22561. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22562. var l = (data.depthSortedIndices.length / 3) | 0;
  22563. for (var f = 0; f < l; f++) {
  22564. var sind = data.depthSortedFacets[f].ind;
  22565. data.depthSortedIndices[f * 3] = indices[sind];
  22566. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22567. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22568. }
  22569. this.updateIndices(data.depthSortedIndices);
  22570. }
  22571. return this;
  22572. };
  22573. /**
  22574. * Returns the facetLocalNormals array.
  22575. * The normals are expressed in the mesh local spac
  22576. * @returns an array of Vector3
  22577. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22578. */
  22579. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22580. if (!this._facetData.facetNormals) {
  22581. this.updateFacetData();
  22582. }
  22583. return this._facetData.facetNormals;
  22584. };
  22585. /**
  22586. * Returns the facetLocalPositions array.
  22587. * The facet positions are expressed in the mesh local space
  22588. * @returns an array of Vector3
  22589. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22590. */
  22591. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22592. if (!this._facetData.facetPositions) {
  22593. this.updateFacetData();
  22594. }
  22595. return this._facetData.facetPositions;
  22596. };
  22597. /**
  22598. * Returns the facetLocalPartioning array
  22599. * @returns an array of array of numbers
  22600. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22601. */
  22602. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22603. if (!this._facetData.facetPartitioning) {
  22604. this.updateFacetData();
  22605. }
  22606. return this._facetData.facetPartitioning;
  22607. };
  22608. /**
  22609. * Returns the i-th facet position in the world system.
  22610. * This method allocates a new Vector3 per call
  22611. * @param i defines the facet index
  22612. * @returns a new Vector3
  22613. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22614. */
  22615. AbstractMesh.prototype.getFacetPosition = function (i) {
  22616. var pos = BABYLON.Vector3.Zero();
  22617. this.getFacetPositionToRef(i, pos);
  22618. return pos;
  22619. };
  22620. /**
  22621. * Sets the reference Vector3 with the i-th facet position in the world system
  22622. * @param i defines the facet index
  22623. * @param ref defines the target vector
  22624. * @returns the current mesh
  22625. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22626. */
  22627. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22628. var localPos = (this.getFacetLocalPositions())[i];
  22629. var world = this.getWorldMatrix();
  22630. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22631. return this;
  22632. };
  22633. /**
  22634. * Returns the i-th facet normal in the world system.
  22635. * This method allocates a new Vector3 per call
  22636. * @param i defines the facet index
  22637. * @returns a new Vector3
  22638. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22639. */
  22640. AbstractMesh.prototype.getFacetNormal = function (i) {
  22641. var norm = BABYLON.Vector3.Zero();
  22642. this.getFacetNormalToRef(i, norm);
  22643. return norm;
  22644. };
  22645. /**
  22646. * Sets the reference Vector3 with the i-th facet normal in the world system
  22647. * @param i defines the facet index
  22648. * @param ref defines the target vector
  22649. * @returns the current mesh
  22650. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22651. */
  22652. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22653. var localNorm = (this.getFacetLocalNormals())[i];
  22654. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22655. return this;
  22656. };
  22657. /**
  22658. * 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)
  22659. * @param x defines x coordinate
  22660. * @param y defines y coordinate
  22661. * @param z defines z coordinate
  22662. * @returns the array of facet indexes
  22663. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22664. */
  22665. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22666. var bInfo = this.getBoundingInfo();
  22667. var data = this._facetData;
  22668. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22669. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22670. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22671. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22672. return null;
  22673. }
  22674. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22675. };
  22676. /**
  22677. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22678. * @param projected sets as the (x,y,z) world projection on the facet
  22679. * @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
  22680. * @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
  22681. * @param x defines x coordinate
  22682. * @param y defines y coordinate
  22683. * @param z defines z coordinate
  22684. * @returns the face index if found (or null instead)
  22685. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22686. */
  22687. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22688. if (checkFace === void 0) { checkFace = false; }
  22689. if (facing === void 0) { facing = true; }
  22690. var world = this.getWorldMatrix();
  22691. var invMat = BABYLON.Tmp.Matrix[5];
  22692. world.invertToRef(invMat);
  22693. var invVect = BABYLON.Tmp.Vector3[8];
  22694. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22695. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22696. if (projected) {
  22697. // tranform the local computed projected vector to world coordinates
  22698. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22699. }
  22700. return closest;
  22701. };
  22702. /**
  22703. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22704. * @param projected sets as the (x,y,z) local projection on the facet
  22705. * @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
  22706. * @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
  22707. * @param x defines x coordinate
  22708. * @param y defines y coordinate
  22709. * @param z defines z coordinate
  22710. * @returns the face index if found (or null instead)
  22711. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22712. */
  22713. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22714. if (checkFace === void 0) { checkFace = false; }
  22715. if (facing === void 0) { facing = true; }
  22716. var closest = null;
  22717. var tmpx = 0.0;
  22718. var tmpy = 0.0;
  22719. var tmpz = 0.0;
  22720. var d = 0.0; // tmp dot facet normal * facet position
  22721. var t0 = 0.0;
  22722. var projx = 0.0;
  22723. var projy = 0.0;
  22724. var projz = 0.0;
  22725. // Get all the facets in the same partitioning block than (x, y, z)
  22726. var facetPositions = this.getFacetLocalPositions();
  22727. var facetNormals = this.getFacetLocalNormals();
  22728. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22729. if (!facetsInBlock) {
  22730. return null;
  22731. }
  22732. // Get the closest facet to (x, y, z)
  22733. var shortest = Number.MAX_VALUE; // init distance vars
  22734. var tmpDistance = shortest;
  22735. var fib; // current facet in the block
  22736. var norm; // current facet normal
  22737. var p0; // current facet barycenter position
  22738. // loop on all the facets in the current partitioning block
  22739. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22740. fib = facetsInBlock[idx];
  22741. norm = facetNormals[fib];
  22742. p0 = facetPositions[fib];
  22743. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22744. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22745. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22746. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22747. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22748. projx = x + norm.x * t0;
  22749. projy = y + norm.y * t0;
  22750. projz = z + norm.z * t0;
  22751. tmpx = projx - x;
  22752. tmpy = projy - y;
  22753. tmpz = projz - z;
  22754. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22755. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22756. shortest = tmpDistance;
  22757. closest = fib;
  22758. if (projected) {
  22759. projected.x = projx;
  22760. projected.y = projy;
  22761. projected.z = projz;
  22762. }
  22763. }
  22764. }
  22765. }
  22766. return closest;
  22767. };
  22768. /**
  22769. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22770. * @returns the parameters
  22771. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22772. */
  22773. AbstractMesh.prototype.getFacetDataParameters = function () {
  22774. return this._facetData.facetParameters;
  22775. };
  22776. /**
  22777. * Disables the feature FacetData and frees the related memory
  22778. * @returns the current mesh
  22779. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22780. */
  22781. AbstractMesh.prototype.disableFacetData = function () {
  22782. if (this._facetData.facetDataEnabled) {
  22783. this._facetData.facetDataEnabled = false;
  22784. this._facetData.facetPositions = new Array();
  22785. this._facetData.facetNormals = new Array();
  22786. this._facetData.facetPartitioning = new Array();
  22787. this._facetData.facetParameters = null;
  22788. this._facetData.depthSortedIndices = new Uint32Array(0);
  22789. }
  22790. return this;
  22791. };
  22792. /**
  22793. * Updates the AbstractMesh indices array
  22794. * @param indices defines the data source
  22795. * @returns the current mesh
  22796. */
  22797. AbstractMesh.prototype.updateIndices = function (indices) {
  22798. return this;
  22799. };
  22800. /**
  22801. * Creates new normals data for the mesh
  22802. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22803. * @returns the current mesh
  22804. */
  22805. AbstractMesh.prototype.createNormals = function (updatable) {
  22806. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22807. var indices = this.getIndices();
  22808. var normals;
  22809. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22810. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22811. }
  22812. else {
  22813. normals = [];
  22814. }
  22815. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22816. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22817. return this;
  22818. };
  22819. /**
  22820. * Align the mesh with a normal
  22821. * @param normal defines the normal to use
  22822. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22823. * @returns the current mesh
  22824. */
  22825. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22826. if (!upDirection) {
  22827. upDirection = BABYLON.Axis.Y;
  22828. }
  22829. var axisX = BABYLON.Tmp.Vector3[0];
  22830. var axisZ = BABYLON.Tmp.Vector3[1];
  22831. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22832. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22833. if (this.rotationQuaternion) {
  22834. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22835. }
  22836. else {
  22837. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22838. }
  22839. return this;
  22840. };
  22841. /** @hidden */
  22842. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22843. return false;
  22844. };
  22845. /** No occlusion */
  22846. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22847. /** Occlusion set to optimisitic */
  22848. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22849. /** Occlusion set to strict */
  22850. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22851. /** Use an accurante occlusion algorithm */
  22852. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22853. /** Use a conservative occlusion algorithm */
  22854. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22855. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22856. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22857. /** Culling strategy with bounding sphere only and then frustum culling */
  22858. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22859. return AbstractMesh;
  22860. }(BABYLON.TransformNode));
  22861. BABYLON.AbstractMesh = AbstractMesh;
  22862. })(BABYLON || (BABYLON = {}));
  22863. //# sourceMappingURL=abstractMesh.js.map
  22864. var BABYLON;
  22865. (function (BABYLON) {
  22866. /**
  22867. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22868. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22869. * 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.
  22870. */
  22871. var Light = /** @class */ (function (_super) {
  22872. __extends(Light, _super);
  22873. /**
  22874. * Creates a Light object in the scene.
  22875. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22876. * @param name The firendly name of the light
  22877. * @param scene The scene the light belongs too
  22878. */
  22879. function Light(name, scene) {
  22880. var _this = _super.call(this, name, scene) || this;
  22881. /**
  22882. * Diffuse gives the basic color to an object.
  22883. */
  22884. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22885. /**
  22886. * Specular produces a highlight color on an object.
  22887. * Note: This is note affecting PBR materials.
  22888. */
  22889. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22890. /**
  22891. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22892. * falling off base on range or angle.
  22893. * This can be set to any values in Light.FALLOFF_x.
  22894. *
  22895. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22896. * other types of materials.
  22897. */
  22898. _this.falloffType = Light.FALLOFF_DEFAULT;
  22899. /**
  22900. * Strength of the light.
  22901. * Note: By default it is define in the framework own unit.
  22902. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22903. */
  22904. _this.intensity = 1.0;
  22905. _this._range = Number.MAX_VALUE;
  22906. _this._inverseSquaredRange = 0;
  22907. /**
  22908. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22909. * of light.
  22910. */
  22911. _this._photometricScale = 1.0;
  22912. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22913. _this._radius = 0.00001;
  22914. /**
  22915. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22916. * exceeding the number allowed of the materials.
  22917. */
  22918. _this.renderPriority = 0;
  22919. _this._shadowEnabled = true;
  22920. _this._excludeWithLayerMask = 0;
  22921. _this._includeOnlyWithLayerMask = 0;
  22922. _this._lightmapMode = 0;
  22923. /**
  22924. * @hidden Internal use only.
  22925. */
  22926. _this._excludedMeshesIds = new Array();
  22927. /**
  22928. * @hidden Internal use only.
  22929. */
  22930. _this._includedOnlyMeshesIds = new Array();
  22931. _this.getScene().addLight(_this);
  22932. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22933. _this._buildUniformLayout();
  22934. _this.includedOnlyMeshes = new Array();
  22935. _this.excludedMeshes = new Array();
  22936. _this._resyncMeshes();
  22937. return _this;
  22938. }
  22939. Object.defineProperty(Light.prototype, "range", {
  22940. /**
  22941. * Defines how far from the source the light is impacting in scene units.
  22942. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22943. */
  22944. get: function () {
  22945. return this._range;
  22946. },
  22947. /**
  22948. * Defines how far from the source the light is impacting in scene units.
  22949. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22950. */
  22951. set: function (value) {
  22952. this._range = value;
  22953. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22954. },
  22955. enumerable: true,
  22956. configurable: true
  22957. });
  22958. Object.defineProperty(Light.prototype, "intensityMode", {
  22959. /**
  22960. * Gets the photometric scale used to interpret the intensity.
  22961. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22962. */
  22963. get: function () {
  22964. return this._intensityMode;
  22965. },
  22966. /**
  22967. * Sets the photometric scale used to interpret the intensity.
  22968. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22969. */
  22970. set: function (value) {
  22971. this._intensityMode = value;
  22972. this._computePhotometricScale();
  22973. },
  22974. enumerable: true,
  22975. configurable: true
  22976. });
  22977. Object.defineProperty(Light.prototype, "radius", {
  22978. /**
  22979. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22980. */
  22981. get: function () {
  22982. return this._radius;
  22983. },
  22984. /**
  22985. * sets the light radius used by PBR Materials to simulate soft area lights.
  22986. */
  22987. set: function (value) {
  22988. this._radius = value;
  22989. this._computePhotometricScale();
  22990. },
  22991. enumerable: true,
  22992. configurable: true
  22993. });
  22994. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22995. /**
  22996. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22997. * the current shadow generator.
  22998. */
  22999. get: function () {
  23000. return this._shadowEnabled;
  23001. },
  23002. /**
  23003. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23004. * the current shadow generator.
  23005. */
  23006. set: function (value) {
  23007. if (this._shadowEnabled === value) {
  23008. return;
  23009. }
  23010. this._shadowEnabled = value;
  23011. this._markMeshesAsLightDirty();
  23012. },
  23013. enumerable: true,
  23014. configurable: true
  23015. });
  23016. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23017. /**
  23018. * Gets the only meshes impacted by this light.
  23019. */
  23020. get: function () {
  23021. return this._includedOnlyMeshes;
  23022. },
  23023. /**
  23024. * Sets the only meshes impacted by this light.
  23025. */
  23026. set: function (value) {
  23027. this._includedOnlyMeshes = value;
  23028. this._hookArrayForIncludedOnly(value);
  23029. },
  23030. enumerable: true,
  23031. configurable: true
  23032. });
  23033. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23034. /**
  23035. * Gets the meshes not impacted by this light.
  23036. */
  23037. get: function () {
  23038. return this._excludedMeshes;
  23039. },
  23040. /**
  23041. * Sets the meshes not impacted by this light.
  23042. */
  23043. set: function (value) {
  23044. this._excludedMeshes = value;
  23045. this._hookArrayForExcluded(value);
  23046. },
  23047. enumerable: true,
  23048. configurable: true
  23049. });
  23050. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23051. /**
  23052. * Gets the layer id use to find what meshes are not impacted by the light.
  23053. * Inactive if 0
  23054. */
  23055. get: function () {
  23056. return this._excludeWithLayerMask;
  23057. },
  23058. /**
  23059. * Sets the layer id use to find what meshes are not impacted by the light.
  23060. * Inactive if 0
  23061. */
  23062. set: function (value) {
  23063. this._excludeWithLayerMask = value;
  23064. this._resyncMeshes();
  23065. },
  23066. enumerable: true,
  23067. configurable: true
  23068. });
  23069. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23070. /**
  23071. * Gets the layer id use to find what meshes are impacted by the light.
  23072. * Inactive if 0
  23073. */
  23074. get: function () {
  23075. return this._includeOnlyWithLayerMask;
  23076. },
  23077. /**
  23078. * Sets the layer id use to find what meshes are impacted by the light.
  23079. * Inactive if 0
  23080. */
  23081. set: function (value) {
  23082. this._includeOnlyWithLayerMask = value;
  23083. this._resyncMeshes();
  23084. },
  23085. enumerable: true,
  23086. configurable: true
  23087. });
  23088. Object.defineProperty(Light.prototype, "lightmapMode", {
  23089. /**
  23090. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23091. */
  23092. get: function () {
  23093. return this._lightmapMode;
  23094. },
  23095. /**
  23096. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23097. */
  23098. set: function (value) {
  23099. if (this._lightmapMode === value) {
  23100. return;
  23101. }
  23102. this._lightmapMode = value;
  23103. this._markMeshesAsLightDirty();
  23104. },
  23105. enumerable: true,
  23106. configurable: true
  23107. });
  23108. /**
  23109. * Returns the string "Light".
  23110. * @returns the class name
  23111. */
  23112. Light.prototype.getClassName = function () {
  23113. return "Light";
  23114. };
  23115. /**
  23116. * Converts the light information to a readable string for debug purpose.
  23117. * @param fullDetails Supports for multiple levels of logging within scene loading
  23118. * @returns the human readable light info
  23119. */
  23120. Light.prototype.toString = function (fullDetails) {
  23121. var ret = "Name: " + this.name;
  23122. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23123. if (this.animations) {
  23124. for (var i = 0; i < this.animations.length; i++) {
  23125. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23126. }
  23127. }
  23128. if (fullDetails) {
  23129. }
  23130. return ret;
  23131. };
  23132. /** @hidden */
  23133. Light.prototype._syncParentEnabledState = function () {
  23134. _super.prototype._syncParentEnabledState.call(this);
  23135. this._resyncMeshes();
  23136. };
  23137. /**
  23138. * Set the enabled state of this node.
  23139. * @param value - the new enabled state
  23140. */
  23141. Light.prototype.setEnabled = function (value) {
  23142. _super.prototype.setEnabled.call(this, value);
  23143. this._resyncMeshes();
  23144. };
  23145. /**
  23146. * Returns the Light associated shadow generator if any.
  23147. * @return the associated shadow generator.
  23148. */
  23149. Light.prototype.getShadowGenerator = function () {
  23150. return this._shadowGenerator;
  23151. };
  23152. /**
  23153. * Returns a Vector3, the absolute light position in the World.
  23154. * @returns the world space position of the light
  23155. */
  23156. Light.prototype.getAbsolutePosition = function () {
  23157. return BABYLON.Vector3.Zero();
  23158. };
  23159. /**
  23160. * Specifies if the light will affect the passed mesh.
  23161. * @param mesh The mesh to test against the light
  23162. * @return true the mesh is affected otherwise, false.
  23163. */
  23164. Light.prototype.canAffectMesh = function (mesh) {
  23165. if (!mesh) {
  23166. return true;
  23167. }
  23168. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23169. return false;
  23170. }
  23171. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23172. return false;
  23173. }
  23174. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23175. return false;
  23176. }
  23177. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23178. return false;
  23179. }
  23180. return true;
  23181. };
  23182. /**
  23183. * Sort function to order lights for rendering.
  23184. * @param a First Light object to compare to second.
  23185. * @param b Second Light object to compare first.
  23186. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23187. */
  23188. Light.CompareLightsPriority = function (a, b) {
  23189. //shadow-casting lights have priority over non-shadow-casting lights
  23190. //the renderPrioirty is a secondary sort criterion
  23191. if (a.shadowEnabled !== b.shadowEnabled) {
  23192. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23193. }
  23194. return b.renderPriority - a.renderPriority;
  23195. };
  23196. /**
  23197. * Releases resources associated with this node.
  23198. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23199. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23200. */
  23201. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23202. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23203. if (this._shadowGenerator) {
  23204. this._shadowGenerator.dispose();
  23205. this._shadowGenerator = null;
  23206. }
  23207. // Animations
  23208. this.getScene().stopAnimation(this);
  23209. // Remove from meshes
  23210. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23211. var mesh = _a[_i];
  23212. mesh._removeLightSource(this);
  23213. }
  23214. this._uniformBuffer.dispose();
  23215. // Remove from scene
  23216. this.getScene().removeLight(this);
  23217. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23218. };
  23219. /**
  23220. * Returns the light type ID (integer).
  23221. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23222. */
  23223. Light.prototype.getTypeID = function () {
  23224. return 0;
  23225. };
  23226. /**
  23227. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23228. * @returns the scaled intensity in intensity mode unit
  23229. */
  23230. Light.prototype.getScaledIntensity = function () {
  23231. return this._photometricScale * this.intensity;
  23232. };
  23233. /**
  23234. * Returns a new Light object, named "name", from the current one.
  23235. * @param name The name of the cloned light
  23236. * @returns the new created light
  23237. */
  23238. Light.prototype.clone = function (name) {
  23239. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23240. if (!constructor) {
  23241. return null;
  23242. }
  23243. return BABYLON.SerializationHelper.Clone(constructor, this);
  23244. };
  23245. /**
  23246. * Serializes the current light into a Serialization object.
  23247. * @returns the serialized object.
  23248. */
  23249. Light.prototype.serialize = function () {
  23250. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23251. // Type
  23252. serializationObject.type = this.getTypeID();
  23253. // Parent
  23254. if (this.parent) {
  23255. serializationObject.parentId = this.parent.id;
  23256. }
  23257. // Inclusion / exclusions
  23258. if (this.excludedMeshes.length > 0) {
  23259. serializationObject.excludedMeshesIds = [];
  23260. this.excludedMeshes.forEach(function (mesh) {
  23261. serializationObject.excludedMeshesIds.push(mesh.id);
  23262. });
  23263. }
  23264. if (this.includedOnlyMeshes.length > 0) {
  23265. serializationObject.includedOnlyMeshesIds = [];
  23266. this.includedOnlyMeshes.forEach(function (mesh) {
  23267. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23268. });
  23269. }
  23270. // Animations
  23271. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23272. serializationObject.ranges = this.serializeAnimationRanges();
  23273. return serializationObject;
  23274. };
  23275. /**
  23276. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23277. * This new light is named "name" and added to the passed scene.
  23278. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23279. * @param name The friendly name of the light
  23280. * @param scene The scene the new light will belong to
  23281. * @returns the constructor function
  23282. */
  23283. Light.GetConstructorFromName = function (type, name, scene) {
  23284. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23285. if (constructorFunc) {
  23286. return constructorFunc;
  23287. }
  23288. // Default to no light for none present once.
  23289. return null;
  23290. };
  23291. /**
  23292. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23293. * @param parsedLight The JSON representation of the light
  23294. * @param scene The scene to create the parsed light in
  23295. * @returns the created light after parsing
  23296. */
  23297. Light.Parse = function (parsedLight, scene) {
  23298. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23299. if (!constructor) {
  23300. return null;
  23301. }
  23302. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23303. // Inclusion / exclusions
  23304. if (parsedLight.excludedMeshesIds) {
  23305. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23306. }
  23307. if (parsedLight.includedOnlyMeshesIds) {
  23308. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23309. }
  23310. // Parent
  23311. if (parsedLight.parentId) {
  23312. light._waitingParentId = parsedLight.parentId;
  23313. }
  23314. // Animations
  23315. if (parsedLight.animations) {
  23316. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23317. var parsedAnimation = parsedLight.animations[animationIndex];
  23318. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23319. }
  23320. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23321. }
  23322. if (parsedLight.autoAnimate) {
  23323. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23324. }
  23325. return light;
  23326. };
  23327. Light.prototype._hookArrayForExcluded = function (array) {
  23328. var _this = this;
  23329. var oldPush = array.push;
  23330. array.push = function () {
  23331. var items = [];
  23332. for (var _i = 0; _i < arguments.length; _i++) {
  23333. items[_i] = arguments[_i];
  23334. }
  23335. var result = oldPush.apply(array, items);
  23336. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23337. var item = items_1[_a];
  23338. item._resyncLighSource(_this);
  23339. }
  23340. return result;
  23341. };
  23342. var oldSplice = array.splice;
  23343. array.splice = function (index, deleteCount) {
  23344. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23345. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23346. var item = deleted_1[_i];
  23347. item._resyncLighSource(_this);
  23348. }
  23349. return deleted;
  23350. };
  23351. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23352. var item = array_1[_i];
  23353. item._resyncLighSource(this);
  23354. }
  23355. };
  23356. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23357. var _this = this;
  23358. var oldPush = array.push;
  23359. array.push = function () {
  23360. var items = [];
  23361. for (var _i = 0; _i < arguments.length; _i++) {
  23362. items[_i] = arguments[_i];
  23363. }
  23364. var result = oldPush.apply(array, items);
  23365. _this._resyncMeshes();
  23366. return result;
  23367. };
  23368. var oldSplice = array.splice;
  23369. array.splice = function (index, deleteCount) {
  23370. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23371. _this._resyncMeshes();
  23372. return deleted;
  23373. };
  23374. this._resyncMeshes();
  23375. };
  23376. Light.prototype._resyncMeshes = function () {
  23377. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23378. var mesh = _a[_i];
  23379. mesh._resyncLighSource(this);
  23380. }
  23381. };
  23382. /**
  23383. * Forces the meshes to update their light related information in their rendering used effects
  23384. * @hidden Internal Use Only
  23385. */
  23386. Light.prototype._markMeshesAsLightDirty = function () {
  23387. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23388. var mesh = _a[_i];
  23389. if (mesh._lightSources.indexOf(this) !== -1) {
  23390. mesh._markSubMeshesAsLightDirty();
  23391. }
  23392. }
  23393. };
  23394. /**
  23395. * Recomputes the cached photometric scale if needed.
  23396. */
  23397. Light.prototype._computePhotometricScale = function () {
  23398. this._photometricScale = this._getPhotometricScale();
  23399. this.getScene().resetCachedMaterial();
  23400. };
  23401. /**
  23402. * Returns the Photometric Scale according to the light type and intensity mode.
  23403. */
  23404. Light.prototype._getPhotometricScale = function () {
  23405. var photometricScale = 0.0;
  23406. var lightTypeID = this.getTypeID();
  23407. //get photometric mode
  23408. var photometricMode = this.intensityMode;
  23409. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23410. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23411. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23412. }
  23413. else {
  23414. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23415. }
  23416. }
  23417. //compute photometric scale
  23418. switch (lightTypeID) {
  23419. case Light.LIGHTTYPEID_POINTLIGHT:
  23420. case Light.LIGHTTYPEID_SPOTLIGHT:
  23421. switch (photometricMode) {
  23422. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23423. photometricScale = 1.0 / (4.0 * Math.PI);
  23424. break;
  23425. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23426. photometricScale = 1.0;
  23427. break;
  23428. case Light.INTENSITYMODE_LUMINANCE:
  23429. photometricScale = this.radius * this.radius;
  23430. break;
  23431. }
  23432. break;
  23433. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23434. switch (photometricMode) {
  23435. case Light.INTENSITYMODE_ILLUMINANCE:
  23436. photometricScale = 1.0;
  23437. break;
  23438. case Light.INTENSITYMODE_LUMINANCE:
  23439. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23440. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23441. var apexAngleRadians = this.radius;
  23442. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23443. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23444. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23445. photometricScale = solidAngle;
  23446. break;
  23447. }
  23448. break;
  23449. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23450. // No fall off in hemisperic light.
  23451. photometricScale = 1.0;
  23452. break;
  23453. }
  23454. return photometricScale;
  23455. };
  23456. /**
  23457. * Reorder the light in the scene according to their defined priority.
  23458. * @hidden Internal Use Only
  23459. */
  23460. Light.prototype._reorderLightsInScene = function () {
  23461. var scene = this.getScene();
  23462. if (this._renderPriority != 0) {
  23463. scene.requireLightSorting = true;
  23464. }
  23465. this.getScene().sortLightsByPriority();
  23466. };
  23467. /**
  23468. * Falloff Default: light is falling off following the material specification:
  23469. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23470. */
  23471. Light.FALLOFF_DEFAULT = 0;
  23472. /**
  23473. * Falloff Physical: light is falling off following the inverse squared distance law.
  23474. */
  23475. Light.FALLOFF_PHYSICAL = 1;
  23476. /**
  23477. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23478. * to enhance interoperability with other engines.
  23479. */
  23480. Light.FALLOFF_GLTF = 2;
  23481. /**
  23482. * Falloff Standard: light is falling off like in the standard material
  23483. * to enhance interoperability with other materials.
  23484. */
  23485. Light.FALLOFF_STANDARD = 3;
  23486. //lightmapMode Consts
  23487. /**
  23488. * If every light affecting the material is in this lightmapMode,
  23489. * material.lightmapTexture adds or multiplies
  23490. * (depends on material.useLightmapAsShadowmap)
  23491. * after every other light calculations.
  23492. */
  23493. Light.LIGHTMAP_DEFAULT = 0;
  23494. /**
  23495. * material.lightmapTexture as only diffuse lighting from this light
  23496. * adds only specular lighting from this light
  23497. * adds dynamic shadows
  23498. */
  23499. Light.LIGHTMAP_SPECULAR = 1;
  23500. /**
  23501. * material.lightmapTexture as only lighting
  23502. * no light calculation from this light
  23503. * only adds dynamic shadows from this light
  23504. */
  23505. Light.LIGHTMAP_SHADOWSONLY = 2;
  23506. // Intensity Mode Consts
  23507. /**
  23508. * Each light type uses the default quantity according to its type:
  23509. * point/spot lights use luminous intensity
  23510. * directional lights use illuminance
  23511. */
  23512. Light.INTENSITYMODE_AUTOMATIC = 0;
  23513. /**
  23514. * lumen (lm)
  23515. */
  23516. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23517. /**
  23518. * candela (lm/sr)
  23519. */
  23520. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23521. /**
  23522. * lux (lm/m^2)
  23523. */
  23524. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23525. /**
  23526. * nit (cd/m^2)
  23527. */
  23528. Light.INTENSITYMODE_LUMINANCE = 4;
  23529. // Light types ids const.
  23530. /**
  23531. * Light type const id of the point light.
  23532. */
  23533. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23534. /**
  23535. * Light type const id of the directional light.
  23536. */
  23537. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23538. /**
  23539. * Light type const id of the spot light.
  23540. */
  23541. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23542. /**
  23543. * Light type const id of the hemispheric light.
  23544. */
  23545. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23546. __decorate([
  23547. BABYLON.serializeAsColor3()
  23548. ], Light.prototype, "diffuse", void 0);
  23549. __decorate([
  23550. BABYLON.serializeAsColor3()
  23551. ], Light.prototype, "specular", void 0);
  23552. __decorate([
  23553. BABYLON.serialize()
  23554. ], Light.prototype, "falloffType", void 0);
  23555. __decorate([
  23556. BABYLON.serialize()
  23557. ], Light.prototype, "intensity", void 0);
  23558. __decorate([
  23559. BABYLON.serialize()
  23560. ], Light.prototype, "range", null);
  23561. __decorate([
  23562. BABYLON.serialize()
  23563. ], Light.prototype, "intensityMode", null);
  23564. __decorate([
  23565. BABYLON.serialize()
  23566. ], Light.prototype, "radius", null);
  23567. __decorate([
  23568. BABYLON.serialize()
  23569. ], Light.prototype, "_renderPriority", void 0);
  23570. __decorate([
  23571. BABYLON.expandToProperty("_reorderLightsInScene")
  23572. ], Light.prototype, "renderPriority", void 0);
  23573. __decorate([
  23574. BABYLON.serialize("shadowEnabled")
  23575. ], Light.prototype, "_shadowEnabled", void 0);
  23576. __decorate([
  23577. BABYLON.serialize("excludeWithLayerMask")
  23578. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23579. __decorate([
  23580. BABYLON.serialize("includeOnlyWithLayerMask")
  23581. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23582. __decorate([
  23583. BABYLON.serialize("lightmapMode")
  23584. ], Light.prototype, "_lightmapMode", void 0);
  23585. return Light;
  23586. }(BABYLON.Node));
  23587. BABYLON.Light = Light;
  23588. })(BABYLON || (BABYLON = {}));
  23589. //# sourceMappingURL=light.js.map
  23590. var BABYLON;
  23591. (function (BABYLON) {
  23592. /**
  23593. * This is the base class of all the camera used in the application.
  23594. * @see http://doc.babylonjs.com/features/cameras
  23595. */
  23596. var Camera = /** @class */ (function (_super) {
  23597. __extends(Camera, _super);
  23598. /**
  23599. * Instantiates a new camera object.
  23600. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23601. * @see http://doc.babylonjs.com/features/cameras
  23602. * @param name Defines the name of the camera in the scene
  23603. * @param position Defines the position of the camera
  23604. * @param scene Defines the scene the camera belongs too
  23605. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23606. */
  23607. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23608. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23609. var _this = _super.call(this, name, scene) || this;
  23610. /**
  23611. * The vector the camera should consider as up.
  23612. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23613. */
  23614. _this.upVector = BABYLON.Vector3.Up();
  23615. /**
  23616. * Define the current limit on the left side for an orthographic camera
  23617. * In scene unit
  23618. */
  23619. _this.orthoLeft = null;
  23620. /**
  23621. * Define the current limit on the right side for an orthographic camera
  23622. * In scene unit
  23623. */
  23624. _this.orthoRight = null;
  23625. /**
  23626. * Define the current limit on the bottom side for an orthographic camera
  23627. * In scene unit
  23628. */
  23629. _this.orthoBottom = null;
  23630. /**
  23631. * Define the current limit on the top side for an orthographic camera
  23632. * In scene unit
  23633. */
  23634. _this.orthoTop = null;
  23635. /**
  23636. * Field Of View is set in Radians. (default is 0.8)
  23637. */
  23638. _this.fov = 0.8;
  23639. /**
  23640. * Define the minimum distance the camera can see from.
  23641. * This is important to note that the depth buffer are not infinite and the closer it starts
  23642. * the more your scene might encounter depth fighting issue.
  23643. */
  23644. _this.minZ = 1;
  23645. /**
  23646. * Define the maximum distance the camera can see to.
  23647. * This is important to note that the depth buffer are not infinite and the further it end
  23648. * the more your scene might encounter depth fighting issue.
  23649. */
  23650. _this.maxZ = 10000.0;
  23651. /**
  23652. * Define the default inertia of the camera.
  23653. * This helps giving a smooth feeling to the camera movement.
  23654. */
  23655. _this.inertia = 0.9;
  23656. /**
  23657. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23658. */
  23659. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23660. /**
  23661. * Define wether the camera is intermediate.
  23662. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23663. */
  23664. _this.isIntermediate = false;
  23665. /**
  23666. * Define the viewport of the camera.
  23667. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23668. */
  23669. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23670. /**
  23671. * Restricts the camera to viewing objects with the same layerMask.
  23672. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23673. */
  23674. _this.layerMask = 0x0FFFFFFF;
  23675. /**
  23676. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23677. */
  23678. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23679. /**
  23680. * Rig mode of the camera.
  23681. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23682. * This is normally controlled byt the camera themselves as internal use.
  23683. */
  23684. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23685. /**
  23686. * 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
  23687. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23688. * else in the scene.
  23689. */
  23690. _this.customRenderTargets = new Array();
  23691. /**
  23692. * When set, the camera will render to this render target instead of the default canvas
  23693. */
  23694. _this.outputRenderTarget = null;
  23695. /**
  23696. * Observable triggered when the camera view matrix has changed.
  23697. */
  23698. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23699. /**
  23700. * Observable triggered when the camera Projection matrix has changed.
  23701. */
  23702. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23703. /**
  23704. * Observable triggered when the inputs have been processed.
  23705. */
  23706. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23707. /**
  23708. * Observable triggered when reset has been called and applied to the camera.
  23709. */
  23710. _this.onRestoreStateObservable = new BABYLON.Observable();
  23711. /** @hidden */
  23712. _this._rigCameras = new Array();
  23713. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23714. /** @hidden */
  23715. _this._skipRendering = false;
  23716. /** @hidden */
  23717. _this._projectionMatrix = new BABYLON.Matrix();
  23718. /** @hidden */
  23719. _this._postProcesses = new Array();
  23720. /** @hidden */
  23721. _this._activeMeshes = new BABYLON.SmartArray(256);
  23722. _this._globalPosition = BABYLON.Vector3.Zero();
  23723. /** hidden */
  23724. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23725. _this._doNotComputeProjectionMatrix = false;
  23726. _this._transformMatrix = BABYLON.Matrix.Zero();
  23727. _this._refreshFrustumPlanes = true;
  23728. _this.getScene().addCamera(_this);
  23729. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23730. _this.getScene().activeCamera = _this;
  23731. }
  23732. _this.position = position;
  23733. return _this;
  23734. }
  23735. /**
  23736. * Store current camera state (fov, position, etc..)
  23737. * @returns the camera
  23738. */
  23739. Camera.prototype.storeState = function () {
  23740. this._stateStored = true;
  23741. this._storedFov = this.fov;
  23742. return this;
  23743. };
  23744. /**
  23745. * Restores the camera state values if it has been stored. You must call storeState() first
  23746. */
  23747. Camera.prototype._restoreStateValues = function () {
  23748. if (!this._stateStored) {
  23749. return false;
  23750. }
  23751. this.fov = this._storedFov;
  23752. return true;
  23753. };
  23754. /**
  23755. * Restored camera state. You must call storeState() first.
  23756. * @returns true if restored and false otherwise
  23757. */
  23758. Camera.prototype.restoreState = function () {
  23759. if (this._restoreStateValues()) {
  23760. this.onRestoreStateObservable.notifyObservers(this);
  23761. return true;
  23762. }
  23763. return false;
  23764. };
  23765. /**
  23766. * Gets the class name of the camera.
  23767. * @returns the class name
  23768. */
  23769. Camera.prototype.getClassName = function () {
  23770. return "Camera";
  23771. };
  23772. /**
  23773. * Gets a string representation of the camera usefull for debug purpose.
  23774. * @param fullDetails Defines that a more verboe level of logging is required
  23775. * @returns the string representation
  23776. */
  23777. Camera.prototype.toString = function (fullDetails) {
  23778. var ret = "Name: " + this.name;
  23779. ret += ", type: " + this.getClassName();
  23780. if (this.animations) {
  23781. for (var i = 0; i < this.animations.length; i++) {
  23782. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23783. }
  23784. }
  23785. if (fullDetails) {
  23786. }
  23787. return ret;
  23788. };
  23789. Object.defineProperty(Camera.prototype, "globalPosition", {
  23790. /**
  23791. * Gets the current world space position of the camera.
  23792. */
  23793. get: function () {
  23794. return this._globalPosition;
  23795. },
  23796. enumerable: true,
  23797. configurable: true
  23798. });
  23799. /**
  23800. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23801. * @returns the active meshe list
  23802. */
  23803. Camera.prototype.getActiveMeshes = function () {
  23804. return this._activeMeshes;
  23805. };
  23806. /**
  23807. * Check wether a mesh is part of the current active mesh list of the camera
  23808. * @param mesh Defines the mesh to check
  23809. * @returns true if active, false otherwise
  23810. */
  23811. Camera.prototype.isActiveMesh = function (mesh) {
  23812. return (this._activeMeshes.indexOf(mesh) !== -1);
  23813. };
  23814. /**
  23815. * Is this camera ready to be used/rendered
  23816. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23817. * @return true if the camera is ready
  23818. */
  23819. Camera.prototype.isReady = function (completeCheck) {
  23820. if (completeCheck === void 0) { completeCheck = false; }
  23821. if (completeCheck) {
  23822. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23823. var pp = _a[_i];
  23824. if (pp && !pp.isReady()) {
  23825. return false;
  23826. }
  23827. }
  23828. }
  23829. return _super.prototype.isReady.call(this, completeCheck);
  23830. };
  23831. /** @hidden */
  23832. Camera.prototype._initCache = function () {
  23833. _super.prototype._initCache.call(this);
  23834. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23835. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23836. this._cache.mode = undefined;
  23837. this._cache.minZ = undefined;
  23838. this._cache.maxZ = undefined;
  23839. this._cache.fov = undefined;
  23840. this._cache.fovMode = undefined;
  23841. this._cache.aspectRatio = undefined;
  23842. this._cache.orthoLeft = undefined;
  23843. this._cache.orthoRight = undefined;
  23844. this._cache.orthoBottom = undefined;
  23845. this._cache.orthoTop = undefined;
  23846. this._cache.renderWidth = undefined;
  23847. this._cache.renderHeight = undefined;
  23848. };
  23849. /** @hidden */
  23850. Camera.prototype._updateCache = function (ignoreParentClass) {
  23851. if (!ignoreParentClass) {
  23852. _super.prototype._updateCache.call(this);
  23853. }
  23854. this._cache.position.copyFrom(this.position);
  23855. this._cache.upVector.copyFrom(this.upVector);
  23856. };
  23857. /** @hidden */
  23858. Camera.prototype._isSynchronized = function () {
  23859. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23860. };
  23861. /** @hidden */
  23862. Camera.prototype._isSynchronizedViewMatrix = function () {
  23863. if (!_super.prototype._isSynchronized.call(this)) {
  23864. return false;
  23865. }
  23866. return this._cache.position.equals(this.position)
  23867. && this._cache.upVector.equals(this.upVector)
  23868. && this.isSynchronizedWithParent();
  23869. };
  23870. /** @hidden */
  23871. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23872. var check = this._cache.mode === this.mode
  23873. && this._cache.minZ === this.minZ
  23874. && this._cache.maxZ === this.maxZ;
  23875. if (!check) {
  23876. return false;
  23877. }
  23878. var engine = this.getEngine();
  23879. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23880. check = this._cache.fov === this.fov
  23881. && this._cache.fovMode === this.fovMode
  23882. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23883. }
  23884. else {
  23885. check = this._cache.orthoLeft === this.orthoLeft
  23886. && this._cache.orthoRight === this.orthoRight
  23887. && this._cache.orthoBottom === this.orthoBottom
  23888. && this._cache.orthoTop === this.orthoTop
  23889. && this._cache.renderWidth === engine.getRenderWidth()
  23890. && this._cache.renderHeight === engine.getRenderHeight();
  23891. }
  23892. return check;
  23893. };
  23894. /**
  23895. * Attach the input controls to a specific dom element to get the input from.
  23896. * @param element Defines the element the controls should be listened from
  23897. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23898. */
  23899. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23900. };
  23901. /**
  23902. * Detach the current controls from the specified dom element.
  23903. * @param element Defines the element to stop listening the inputs from
  23904. */
  23905. Camera.prototype.detachControl = function (element) {
  23906. };
  23907. /**
  23908. * Update the camera state according to the different inputs gathered during the frame.
  23909. */
  23910. Camera.prototype.update = function () {
  23911. this._checkInputs();
  23912. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23913. this._updateRigCameras();
  23914. }
  23915. };
  23916. /** @hidden */
  23917. Camera.prototype._checkInputs = function () {
  23918. this.onAfterCheckInputsObservable.notifyObservers(this);
  23919. };
  23920. Object.defineProperty(Camera.prototype, "rigCameras", {
  23921. /** @hidden */
  23922. get: function () {
  23923. return this._rigCameras;
  23924. },
  23925. enumerable: true,
  23926. configurable: true
  23927. });
  23928. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23929. /**
  23930. * Gets the post process used by the rig cameras
  23931. */
  23932. get: function () {
  23933. return this._rigPostProcess;
  23934. },
  23935. enumerable: true,
  23936. configurable: true
  23937. });
  23938. /**
  23939. * Internal, gets the first post proces.
  23940. * @returns the first post process to be run on this camera.
  23941. */
  23942. Camera.prototype._getFirstPostProcess = function () {
  23943. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23944. if (this._postProcesses[ppIndex] !== null) {
  23945. return this._postProcesses[ppIndex];
  23946. }
  23947. }
  23948. return null;
  23949. };
  23950. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23951. // invalidate framebuffer
  23952. var firstPostProcess = this._getFirstPostProcess();
  23953. if (firstPostProcess) {
  23954. firstPostProcess.markTextureDirty();
  23955. }
  23956. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23957. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23958. var cam = this._rigCameras[i];
  23959. var rigPostProcess = cam._rigPostProcess;
  23960. // for VR rig, there does not have to be a post process
  23961. if (rigPostProcess) {
  23962. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23963. if (isPass) {
  23964. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23965. cam.isIntermediate = this._postProcesses.length === 0;
  23966. }
  23967. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23968. rigPostProcess.markTextureDirty();
  23969. }
  23970. else {
  23971. cam._postProcesses = this._postProcesses.slice(0);
  23972. }
  23973. }
  23974. };
  23975. /**
  23976. * Attach a post process to the camera.
  23977. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23978. * @param postProcess The post process to attach to the camera
  23979. * @param insertAt The position of the post process in case several of them are in use in the scene
  23980. * @returns the position the post process has been inserted at
  23981. */
  23982. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23983. if (insertAt === void 0) { insertAt = null; }
  23984. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23985. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23986. return 0;
  23987. }
  23988. if (insertAt == null || insertAt < 0) {
  23989. this._postProcesses.push(postProcess);
  23990. }
  23991. else if (this._postProcesses[insertAt] === null) {
  23992. this._postProcesses[insertAt] = postProcess;
  23993. }
  23994. else {
  23995. this._postProcesses.splice(insertAt, 0, postProcess);
  23996. }
  23997. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23998. return this._postProcesses.indexOf(postProcess);
  23999. };
  24000. /**
  24001. * Detach a post process to the camera.
  24002. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24003. * @param postProcess The post process to detach from the camera
  24004. */
  24005. Camera.prototype.detachPostProcess = function (postProcess) {
  24006. var idx = this._postProcesses.indexOf(postProcess);
  24007. if (idx !== -1) {
  24008. this._postProcesses[idx] = null;
  24009. }
  24010. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24011. };
  24012. /**
  24013. * Gets the current world matrix of the camera
  24014. */
  24015. Camera.prototype.getWorldMatrix = function () {
  24016. if (this._isSynchronizedViewMatrix()) {
  24017. return this._worldMatrix;
  24018. }
  24019. // Getting the the view matrix will also compute the world matrix.
  24020. this.getViewMatrix();
  24021. return this._worldMatrix;
  24022. };
  24023. /** @hidden */
  24024. Camera.prototype._getViewMatrix = function () {
  24025. return BABYLON.Matrix.Identity();
  24026. };
  24027. /**
  24028. * Gets the current view matrix of the camera.
  24029. * @param force forces the camera to recompute the matrix without looking at the cached state
  24030. * @returns the view matrix
  24031. */
  24032. Camera.prototype.getViewMatrix = function (force) {
  24033. if (!force && this._isSynchronizedViewMatrix()) {
  24034. return this._computedViewMatrix;
  24035. }
  24036. this.updateCache();
  24037. this._computedViewMatrix = this._getViewMatrix();
  24038. this._currentRenderId = this.getScene().getRenderId();
  24039. this._childRenderId = this._currentRenderId;
  24040. this._refreshFrustumPlanes = true;
  24041. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24042. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24043. }
  24044. this.onViewMatrixChangedObservable.notifyObservers(this);
  24045. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24046. return this._computedViewMatrix;
  24047. };
  24048. /**
  24049. * Freeze the projection matrix.
  24050. * It will prevent the cache check of the camera projection compute and can speed up perf
  24051. * if no parameter of the camera are meant to change
  24052. * @param projection Defines manually a projection if necessary
  24053. */
  24054. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24055. this._doNotComputeProjectionMatrix = true;
  24056. if (projection !== undefined) {
  24057. this._projectionMatrix = projection;
  24058. }
  24059. };
  24060. /**
  24061. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24062. */
  24063. Camera.prototype.unfreezeProjectionMatrix = function () {
  24064. this._doNotComputeProjectionMatrix = false;
  24065. };
  24066. /**
  24067. * Gets the current projection matrix of the camera.
  24068. * @param force forces the camera to recompute the matrix without looking at the cached state
  24069. * @returns the projection matrix
  24070. */
  24071. Camera.prototype.getProjectionMatrix = function (force) {
  24072. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24073. return this._projectionMatrix;
  24074. }
  24075. // Cache
  24076. this._cache.mode = this.mode;
  24077. this._cache.minZ = this.minZ;
  24078. this._cache.maxZ = this.maxZ;
  24079. // Matrix
  24080. this._refreshFrustumPlanes = true;
  24081. var engine = this.getEngine();
  24082. var scene = this.getScene();
  24083. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24084. this._cache.fov = this.fov;
  24085. this._cache.fovMode = this.fovMode;
  24086. this._cache.aspectRatio = engine.getAspectRatio(this);
  24087. if (this.minZ <= 0) {
  24088. this.minZ = 0.1;
  24089. }
  24090. if (scene.useRightHandedSystem) {
  24091. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24092. }
  24093. else {
  24094. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24095. }
  24096. }
  24097. else {
  24098. var halfWidth = engine.getRenderWidth() / 2.0;
  24099. var halfHeight = engine.getRenderHeight() / 2.0;
  24100. if (scene.useRightHandedSystem) {
  24101. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24102. }
  24103. else {
  24104. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24105. }
  24106. this._cache.orthoLeft = this.orthoLeft;
  24107. this._cache.orthoRight = this.orthoRight;
  24108. this._cache.orthoBottom = this.orthoBottom;
  24109. this._cache.orthoTop = this.orthoTop;
  24110. this._cache.renderWidth = engine.getRenderWidth();
  24111. this._cache.renderHeight = engine.getRenderHeight();
  24112. }
  24113. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24114. return this._projectionMatrix;
  24115. };
  24116. /**
  24117. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24118. * @returns a Matrix
  24119. */
  24120. Camera.prototype.getTransformationMatrix = function () {
  24121. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24122. return this._transformMatrix;
  24123. };
  24124. Camera.prototype._updateFrustumPlanes = function () {
  24125. if (!this._refreshFrustumPlanes) {
  24126. return;
  24127. }
  24128. this.getTransformationMatrix();
  24129. if (!this._frustumPlanes) {
  24130. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24131. }
  24132. else {
  24133. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24134. }
  24135. this._refreshFrustumPlanes = false;
  24136. };
  24137. /**
  24138. * Checks if a cullable object (mesh...) is in the camera frustum
  24139. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24140. * @param target The object to check
  24141. * @returns true if the object is in frustum otherwise false
  24142. */
  24143. Camera.prototype.isInFrustum = function (target) {
  24144. this._updateFrustumPlanes();
  24145. return target.isInFrustum(this._frustumPlanes);
  24146. };
  24147. /**
  24148. * Checks if a cullable object (mesh...) is in the camera frustum
  24149. * Unlike isInFrustum this cheks the full bounding box
  24150. * @param target The object to check
  24151. * @returns true if the object is in frustum otherwise false
  24152. */
  24153. Camera.prototype.isCompletelyInFrustum = function (target) {
  24154. this._updateFrustumPlanes();
  24155. return target.isCompletelyInFrustum(this._frustumPlanes);
  24156. };
  24157. /**
  24158. * Gets a ray in the forward direction from the camera.
  24159. * @param length Defines the length of the ray to create
  24160. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24161. * @param origin Defines the start point of the ray which defaults to the camera position
  24162. * @returns the forward ray
  24163. */
  24164. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24165. if (length === void 0) { length = 100; }
  24166. if (!transform) {
  24167. transform = this.getWorldMatrix();
  24168. }
  24169. if (!origin) {
  24170. origin = this.position;
  24171. }
  24172. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24173. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24174. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24175. return new BABYLON.Ray(origin, direction, length);
  24176. };
  24177. /**
  24178. * Releases resources associated with this node.
  24179. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24180. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24181. */
  24182. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24183. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24184. // Observables
  24185. this.onViewMatrixChangedObservable.clear();
  24186. this.onProjectionMatrixChangedObservable.clear();
  24187. this.onAfterCheckInputsObservable.clear();
  24188. this.onRestoreStateObservable.clear();
  24189. // Inputs
  24190. if (this.inputs) {
  24191. this.inputs.clear();
  24192. }
  24193. // Animations
  24194. this.getScene().stopAnimation(this);
  24195. // Remove from scene
  24196. this.getScene().removeCamera(this);
  24197. while (this._rigCameras.length > 0) {
  24198. var camera = this._rigCameras.pop();
  24199. if (camera) {
  24200. camera.dispose();
  24201. }
  24202. }
  24203. // Postprocesses
  24204. if (this._rigPostProcess) {
  24205. this._rigPostProcess.dispose(this);
  24206. this._rigPostProcess = null;
  24207. this._postProcesses = [];
  24208. }
  24209. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24210. this._rigPostProcess = null;
  24211. this._postProcesses = [];
  24212. }
  24213. else {
  24214. var i = this._postProcesses.length;
  24215. while (--i >= 0) {
  24216. var postProcess = this._postProcesses[i];
  24217. if (postProcess) {
  24218. postProcess.dispose(this);
  24219. }
  24220. }
  24221. }
  24222. // Render targets
  24223. var i = this.customRenderTargets.length;
  24224. while (--i >= 0) {
  24225. this.customRenderTargets[i].dispose();
  24226. }
  24227. this.customRenderTargets = [];
  24228. // Active Meshes
  24229. this._activeMeshes.dispose();
  24230. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24231. };
  24232. Object.defineProperty(Camera.prototype, "leftCamera", {
  24233. /**
  24234. * Gets the left camera of a rig setup in case of Rigged Camera
  24235. */
  24236. get: function () {
  24237. if (this._rigCameras.length < 1) {
  24238. return null;
  24239. }
  24240. return this._rigCameras[0];
  24241. },
  24242. enumerable: true,
  24243. configurable: true
  24244. });
  24245. Object.defineProperty(Camera.prototype, "rightCamera", {
  24246. /**
  24247. * Gets the right camera of a rig setup in case of Rigged Camera
  24248. */
  24249. get: function () {
  24250. if (this._rigCameras.length < 2) {
  24251. return null;
  24252. }
  24253. return this._rigCameras[1];
  24254. },
  24255. enumerable: true,
  24256. configurable: true
  24257. });
  24258. /**
  24259. * Gets the left camera target of a rig setup in case of Rigged Camera
  24260. * @returns the target position
  24261. */
  24262. Camera.prototype.getLeftTarget = function () {
  24263. if (this._rigCameras.length < 1) {
  24264. return null;
  24265. }
  24266. return this._rigCameras[0].getTarget();
  24267. };
  24268. /**
  24269. * Gets the right camera target of a rig setup in case of Rigged Camera
  24270. * @returns the target position
  24271. */
  24272. Camera.prototype.getRightTarget = function () {
  24273. if (this._rigCameras.length < 2) {
  24274. return null;
  24275. }
  24276. return this._rigCameras[1].getTarget();
  24277. };
  24278. /**
  24279. * @hidden
  24280. */
  24281. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24282. if (this.cameraRigMode === mode) {
  24283. return;
  24284. }
  24285. while (this._rigCameras.length > 0) {
  24286. var camera = this._rigCameras.pop();
  24287. if (camera) {
  24288. camera.dispose();
  24289. }
  24290. }
  24291. this.cameraRigMode = mode;
  24292. this._cameraRigParams = {};
  24293. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24294. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24295. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24296. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24297. // create the rig cameras, unless none
  24298. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24299. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24300. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24301. if (leftCamera && rightCamera) {
  24302. this._rigCameras.push(leftCamera);
  24303. this._rigCameras.push(rightCamera);
  24304. }
  24305. }
  24306. switch (this.cameraRigMode) {
  24307. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24308. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24309. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24310. break;
  24311. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24312. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24313. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24314. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24315. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24316. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24317. break;
  24318. case Camera.RIG_MODE_VR:
  24319. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24320. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24321. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24322. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24323. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24324. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24325. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24326. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24327. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24328. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24329. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24330. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24331. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24332. if (metrics.compensateDistortion) {
  24333. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24334. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24335. }
  24336. break;
  24337. case Camera.RIG_MODE_WEBVR:
  24338. if (rigParams.vrDisplay) {
  24339. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24340. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24341. //Left eye
  24342. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24343. this._rigCameras[0].setCameraRigParameter("left", true);
  24344. //leaving this for future reference
  24345. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24346. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24347. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24348. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24349. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24350. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24351. this._rigCameras[0].parent = this;
  24352. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24353. //Right eye
  24354. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24355. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24356. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24357. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24358. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24359. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24360. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24361. this._rigCameras[1].parent = this;
  24362. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24363. if (Camera.UseAlternateWebVRRendering) {
  24364. this._rigCameras[1]._skipRendering = true;
  24365. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24366. }
  24367. }
  24368. break;
  24369. }
  24370. this._cascadePostProcessesToRigCams();
  24371. this.update();
  24372. };
  24373. Camera.prototype._getVRProjectionMatrix = function () {
  24374. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24375. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24376. return this._projectionMatrix;
  24377. };
  24378. Camera.prototype._updateCameraRotationMatrix = function () {
  24379. //Here for WebVR
  24380. };
  24381. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24382. //Here for WebVR
  24383. };
  24384. /**
  24385. * This function MUST be overwritten by the different WebVR cameras available.
  24386. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24387. */
  24388. Camera.prototype._getWebVRProjectionMatrix = function () {
  24389. return BABYLON.Matrix.Identity();
  24390. };
  24391. /**
  24392. * This function MUST be overwritten by the different WebVR cameras available.
  24393. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24394. */
  24395. Camera.prototype._getWebVRViewMatrix = function () {
  24396. return BABYLON.Matrix.Identity();
  24397. };
  24398. /** @hidden */
  24399. Camera.prototype.setCameraRigParameter = function (name, value) {
  24400. if (!this._cameraRigParams) {
  24401. this._cameraRigParams = {};
  24402. }
  24403. this._cameraRigParams[name] = value;
  24404. //provisionnally:
  24405. if (name === "interaxialDistance") {
  24406. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24407. }
  24408. };
  24409. /**
  24410. * needs to be overridden by children so sub has required properties to be copied
  24411. * @hidden
  24412. */
  24413. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24414. return null;
  24415. };
  24416. /**
  24417. * May need to be overridden by children
  24418. * @hidden
  24419. */
  24420. Camera.prototype._updateRigCameras = function () {
  24421. for (var i = 0; i < this._rigCameras.length; i++) {
  24422. this._rigCameras[i].minZ = this.minZ;
  24423. this._rigCameras[i].maxZ = this.maxZ;
  24424. this._rigCameras[i].fov = this.fov;
  24425. }
  24426. // only update viewport when ANAGLYPH
  24427. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24428. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24429. }
  24430. };
  24431. /** @hidden */
  24432. Camera.prototype._setupInputs = function () {
  24433. };
  24434. /**
  24435. * Serialiaze the camera setup to a json represention
  24436. * @returns the JSON representation
  24437. */
  24438. Camera.prototype.serialize = function () {
  24439. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24440. // Type
  24441. serializationObject.type = this.getClassName();
  24442. // Parent
  24443. if (this.parent) {
  24444. serializationObject.parentId = this.parent.id;
  24445. }
  24446. if (this.inputs) {
  24447. this.inputs.serialize(serializationObject);
  24448. }
  24449. // Animations
  24450. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24451. serializationObject.ranges = this.serializeAnimationRanges();
  24452. return serializationObject;
  24453. };
  24454. /**
  24455. * Clones the current camera.
  24456. * @param name The cloned camera name
  24457. * @returns the cloned camera
  24458. */
  24459. Camera.prototype.clone = function (name) {
  24460. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24461. };
  24462. /**
  24463. * Gets the direction of the camera relative to a given local axis.
  24464. * @param localAxis Defines the reference axis to provide a relative direction.
  24465. * @return the direction
  24466. */
  24467. Camera.prototype.getDirection = function (localAxis) {
  24468. var result = BABYLON.Vector3.Zero();
  24469. this.getDirectionToRef(localAxis, result);
  24470. return result;
  24471. };
  24472. /**
  24473. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24474. * @param localAxis Defines the reference axis to provide a relative direction.
  24475. * @param result Defines the vector to store the result in
  24476. */
  24477. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24478. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24479. };
  24480. /**
  24481. * Gets a camera constructor for a given camera type
  24482. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24483. * @param name The name of the camera the result will be able to instantiate
  24484. * @param scene The scene the result will construct the camera in
  24485. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24486. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24487. * @returns a factory method to construc the camera
  24488. */
  24489. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24490. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24491. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24492. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24493. interaxial_distance: interaxial_distance,
  24494. isStereoscopicSideBySide: isStereoscopicSideBySide
  24495. });
  24496. if (constructorFunc) {
  24497. return constructorFunc;
  24498. }
  24499. // Default to universal camera
  24500. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24501. };
  24502. /**
  24503. * Compute the world matrix of the camera.
  24504. * @returns the camera workd matrix
  24505. */
  24506. Camera.prototype.computeWorldMatrix = function () {
  24507. return this.getWorldMatrix();
  24508. };
  24509. /**
  24510. * Parse a JSON and creates the camera from the parsed information
  24511. * @param parsedCamera The JSON to parse
  24512. * @param scene The scene to instantiate the camera in
  24513. * @returns the newly constructed camera
  24514. */
  24515. Camera.Parse = function (parsedCamera, scene) {
  24516. var type = parsedCamera.type;
  24517. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24518. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24519. // Parent
  24520. if (parsedCamera.parentId) {
  24521. camera._waitingParentId = parsedCamera.parentId;
  24522. }
  24523. //If camera has an input manager, let it parse inputs settings
  24524. if (camera.inputs) {
  24525. camera.inputs.parse(parsedCamera);
  24526. camera._setupInputs();
  24527. }
  24528. if (camera.setPosition) { // need to force position
  24529. camera.position.copyFromFloats(0, 0, 0);
  24530. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24531. }
  24532. // Target
  24533. if (parsedCamera.target) {
  24534. if (camera.setTarget) {
  24535. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24536. }
  24537. }
  24538. // Apply 3d rig, when found
  24539. if (parsedCamera.cameraRigMode) {
  24540. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24541. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24542. }
  24543. // Animations
  24544. if (parsedCamera.animations) {
  24545. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24546. var parsedAnimation = parsedCamera.animations[animationIndex];
  24547. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24548. }
  24549. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24550. }
  24551. if (parsedCamera.autoAnimate) {
  24552. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24553. }
  24554. return camera;
  24555. };
  24556. /**
  24557. * This is the default projection mode used by the cameras.
  24558. * It helps recreating a feeling of perspective and better appreciate depth.
  24559. * This is the best way to simulate real life cameras.
  24560. */
  24561. Camera.PERSPECTIVE_CAMERA = 0;
  24562. /**
  24563. * This helps creating camera with an orthographic mode.
  24564. * 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.
  24565. */
  24566. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24567. /**
  24568. * This is the default FOV mode for perspective cameras.
  24569. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24570. */
  24571. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24572. /**
  24573. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24574. */
  24575. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24576. /**
  24577. * This specifies ther is no need for a camera rig.
  24578. * Basically only one eye is rendered corresponding to the camera.
  24579. */
  24580. Camera.RIG_MODE_NONE = 0;
  24581. /**
  24582. * Simulates a camera Rig with one blue eye and one red eye.
  24583. * This can be use with 3d blue and red glasses.
  24584. */
  24585. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24586. /**
  24587. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24588. */
  24589. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24590. /**
  24591. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24592. */
  24593. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24594. /**
  24595. * Defines that both eyes of the camera will be rendered over under each other.
  24596. */
  24597. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24598. /**
  24599. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24600. */
  24601. Camera.RIG_MODE_VR = 20;
  24602. /**
  24603. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24604. */
  24605. Camera.RIG_MODE_WEBVR = 21;
  24606. /**
  24607. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24608. */
  24609. Camera.RIG_MODE_CUSTOM = 22;
  24610. /**
  24611. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24612. */
  24613. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24614. /**
  24615. * @hidden
  24616. * Might be removed once multiview will be a thing
  24617. */
  24618. Camera.UseAlternateWebVRRendering = false;
  24619. __decorate([
  24620. BABYLON.serializeAsVector3()
  24621. ], Camera.prototype, "position", void 0);
  24622. __decorate([
  24623. BABYLON.serializeAsVector3()
  24624. ], Camera.prototype, "upVector", void 0);
  24625. __decorate([
  24626. BABYLON.serialize()
  24627. ], Camera.prototype, "orthoLeft", void 0);
  24628. __decorate([
  24629. BABYLON.serialize()
  24630. ], Camera.prototype, "orthoRight", void 0);
  24631. __decorate([
  24632. BABYLON.serialize()
  24633. ], Camera.prototype, "orthoBottom", void 0);
  24634. __decorate([
  24635. BABYLON.serialize()
  24636. ], Camera.prototype, "orthoTop", void 0);
  24637. __decorate([
  24638. BABYLON.serialize()
  24639. ], Camera.prototype, "fov", void 0);
  24640. __decorate([
  24641. BABYLON.serialize()
  24642. ], Camera.prototype, "minZ", void 0);
  24643. __decorate([
  24644. BABYLON.serialize()
  24645. ], Camera.prototype, "maxZ", void 0);
  24646. __decorate([
  24647. BABYLON.serialize()
  24648. ], Camera.prototype, "inertia", void 0);
  24649. __decorate([
  24650. BABYLON.serialize()
  24651. ], Camera.prototype, "mode", void 0);
  24652. __decorate([
  24653. BABYLON.serialize()
  24654. ], Camera.prototype, "layerMask", void 0);
  24655. __decorate([
  24656. BABYLON.serialize()
  24657. ], Camera.prototype, "fovMode", void 0);
  24658. __decorate([
  24659. BABYLON.serialize()
  24660. ], Camera.prototype, "cameraRigMode", void 0);
  24661. __decorate([
  24662. BABYLON.serialize()
  24663. ], Camera.prototype, "interaxialDistance", void 0);
  24664. __decorate([
  24665. BABYLON.serialize()
  24666. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24667. return Camera;
  24668. }(BABYLON.Node));
  24669. BABYLON.Camera = Camera;
  24670. })(BABYLON || (BABYLON = {}));
  24671. //# sourceMappingURL=camera.js.map
  24672. var BABYLON;
  24673. (function (BABYLON) {
  24674. /**
  24675. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24676. * It is enable to manage the different groups as well as the different necessary sort functions.
  24677. * This should not be used directly aside of the few static configurations
  24678. */
  24679. var RenderingManager = /** @class */ (function () {
  24680. /**
  24681. * Instantiates a new rendering group for a particular scene
  24682. * @param scene Defines the scene the groups belongs to
  24683. */
  24684. function RenderingManager(scene) {
  24685. /**
  24686. * @hidden
  24687. */
  24688. this._useSceneAutoClearSetup = false;
  24689. this._renderingGroups = new Array();
  24690. this._autoClearDepthStencil = {};
  24691. this._customOpaqueSortCompareFn = {};
  24692. this._customAlphaTestSortCompareFn = {};
  24693. this._customTransparentSortCompareFn = {};
  24694. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24695. this._scene = scene;
  24696. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24697. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24698. }
  24699. }
  24700. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24701. if (depth === void 0) { depth = true; }
  24702. if (stencil === void 0) { stencil = true; }
  24703. if (this._depthStencilBufferAlreadyCleaned) {
  24704. return;
  24705. }
  24706. this._scene.getEngine().clear(null, false, depth, stencil);
  24707. this._depthStencilBufferAlreadyCleaned = true;
  24708. };
  24709. /**
  24710. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24711. * @hidden
  24712. */
  24713. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24714. // Update the observable context (not null as it only goes away on dispose)
  24715. var info = this._renderingGroupInfo;
  24716. info.scene = this._scene;
  24717. info.camera = this._scene.activeCamera;
  24718. // Dispatch sprites
  24719. if (this._scene.spriteManagers && renderSprites) {
  24720. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24721. var manager = this._scene.spriteManagers[index];
  24722. this.dispatchSprites(manager);
  24723. }
  24724. }
  24725. // Render
  24726. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24727. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24728. var renderingGroup = this._renderingGroups[index];
  24729. if (!renderingGroup) {
  24730. continue;
  24731. }
  24732. var renderingGroupMask = Math.pow(2, index);
  24733. info.renderingGroupId = index;
  24734. // Before Observable
  24735. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24736. // Clear depth/stencil if needed
  24737. if (RenderingManager.AUTOCLEAR) {
  24738. var autoClear = this._useSceneAutoClearSetup ?
  24739. this._scene.getAutoClearDepthStencilSetup(index) :
  24740. this._autoClearDepthStencil[index];
  24741. if (autoClear && autoClear.autoClear) {
  24742. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24743. }
  24744. }
  24745. // Render
  24746. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24747. var step = _a[_i];
  24748. step.action(index);
  24749. }
  24750. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24751. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24752. var step = _c[_b];
  24753. step.action(index);
  24754. }
  24755. // After Observable
  24756. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24757. }
  24758. };
  24759. /**
  24760. * Resets the different information of the group to prepare a new frame
  24761. * @hidden
  24762. */
  24763. RenderingManager.prototype.reset = function () {
  24764. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24765. var renderingGroup = this._renderingGroups[index];
  24766. if (renderingGroup) {
  24767. renderingGroup.prepare();
  24768. }
  24769. }
  24770. };
  24771. /**
  24772. * Dispose and release the group and its associated resources.
  24773. * @hidden
  24774. */
  24775. RenderingManager.prototype.dispose = function () {
  24776. this.freeRenderingGroups();
  24777. this._renderingGroups.length = 0;
  24778. this._renderingGroupInfo = null;
  24779. };
  24780. /**
  24781. * Clear the info related to rendering groups preventing retention points during dispose.
  24782. */
  24783. RenderingManager.prototype.freeRenderingGroups = function () {
  24784. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24785. var renderingGroup = this._renderingGroups[index];
  24786. if (renderingGroup) {
  24787. renderingGroup.dispose();
  24788. }
  24789. }
  24790. };
  24791. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24792. if (this._renderingGroups[renderingGroupId] === undefined) {
  24793. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24794. }
  24795. };
  24796. /**
  24797. * Add a sprite manager to the rendering manager in order to render it this frame.
  24798. * @param spriteManager Define the sprite manager to render
  24799. */
  24800. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24801. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24802. this._prepareRenderingGroup(renderingGroupId);
  24803. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24804. };
  24805. /**
  24806. * Add a particle system to the rendering manager in order to render it this frame.
  24807. * @param particleSystem Define the particle system to render
  24808. */
  24809. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24810. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24811. this._prepareRenderingGroup(renderingGroupId);
  24812. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24813. };
  24814. /**
  24815. * Add a submesh to the manager in order to render it this frame
  24816. * @param subMesh The submesh to dispatch
  24817. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24818. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24819. */
  24820. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24821. if (mesh === undefined) {
  24822. mesh = subMesh.getMesh();
  24823. }
  24824. var renderingGroupId = mesh.renderingGroupId || 0;
  24825. this._prepareRenderingGroup(renderingGroupId);
  24826. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24827. };
  24828. /**
  24829. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24830. * This allowed control for front to back rendering or reversly depending of the special needs.
  24831. *
  24832. * @param renderingGroupId The rendering group id corresponding to its index
  24833. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24834. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24835. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24836. */
  24837. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24838. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24839. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24840. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24841. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24842. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24843. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24844. if (this._renderingGroups[renderingGroupId]) {
  24845. var group = this._renderingGroups[renderingGroupId];
  24846. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24847. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24848. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24849. }
  24850. };
  24851. /**
  24852. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24853. *
  24854. * @param renderingGroupId The rendering group id corresponding to its index
  24855. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24856. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24857. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24858. */
  24859. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24860. if (depth === void 0) { depth = true; }
  24861. if (stencil === void 0) { stencil = true; }
  24862. this._autoClearDepthStencil[renderingGroupId] = {
  24863. autoClear: autoClearDepthStencil,
  24864. depth: depth,
  24865. stencil: stencil
  24866. };
  24867. };
  24868. /**
  24869. * Gets the current auto clear configuration for one rendering group of the rendering
  24870. * manager.
  24871. * @param index the rendering group index to get the information for
  24872. * @returns The auto clear setup for the requested rendering group
  24873. */
  24874. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24875. return this._autoClearDepthStencil[index];
  24876. };
  24877. /**
  24878. * The max id used for rendering groups (not included)
  24879. */
  24880. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24881. /**
  24882. * The min id used for rendering groups (included)
  24883. */
  24884. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24885. /**
  24886. * Used to globally prevent autoclearing scenes.
  24887. */
  24888. RenderingManager.AUTOCLEAR = true;
  24889. return RenderingManager;
  24890. }());
  24891. BABYLON.RenderingManager = RenderingManager;
  24892. })(BABYLON || (BABYLON = {}));
  24893. //# sourceMappingURL=renderingManager.js.map
  24894. var BABYLON;
  24895. (function (BABYLON) {
  24896. /**
  24897. * This represents the object necessary to create a rendering group.
  24898. * This is exclusively used and created by the rendering manager.
  24899. * To modify the behavior, you use the available helpers in your scene or meshes.
  24900. * @hidden
  24901. */
  24902. var RenderingGroup = /** @class */ (function () {
  24903. /**
  24904. * Creates a new rendering group.
  24905. * @param index The rendering group index
  24906. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24907. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24908. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24909. */
  24910. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24911. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24912. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24913. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24914. this.index = index;
  24915. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24916. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24917. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24918. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24919. this._particleSystems = new BABYLON.SmartArray(256);
  24920. this._spriteManagers = new BABYLON.SmartArray(256);
  24921. this._edgesRenderers = new BABYLON.SmartArray(16);
  24922. this._scene = scene;
  24923. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24924. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24925. this.transparentSortCompareFn = transparentSortCompareFn;
  24926. }
  24927. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24928. /**
  24929. * Set the opaque sort comparison function.
  24930. * If null the sub meshes will be render in the order they were created
  24931. */
  24932. set: function (value) {
  24933. this._opaqueSortCompareFn = value;
  24934. if (value) {
  24935. this._renderOpaque = this.renderOpaqueSorted;
  24936. }
  24937. else {
  24938. this._renderOpaque = RenderingGroup.renderUnsorted;
  24939. }
  24940. },
  24941. enumerable: true,
  24942. configurable: true
  24943. });
  24944. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24945. /**
  24946. * Set the alpha test sort comparison function.
  24947. * If null the sub meshes will be render in the order they were created
  24948. */
  24949. set: function (value) {
  24950. this._alphaTestSortCompareFn = value;
  24951. if (value) {
  24952. this._renderAlphaTest = this.renderAlphaTestSorted;
  24953. }
  24954. else {
  24955. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24956. }
  24957. },
  24958. enumerable: true,
  24959. configurable: true
  24960. });
  24961. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24962. /**
  24963. * Set the transparent sort comparison function.
  24964. * If null the sub meshes will be render in the order they were created
  24965. */
  24966. set: function (value) {
  24967. if (value) {
  24968. this._transparentSortCompareFn = value;
  24969. }
  24970. else {
  24971. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24972. }
  24973. this._renderTransparent = this.renderTransparentSorted;
  24974. },
  24975. enumerable: true,
  24976. configurable: true
  24977. });
  24978. /**
  24979. * Render all the sub meshes contained in the group.
  24980. * @param customRenderFunction Used to override the default render behaviour of the group.
  24981. * @returns true if rendered some submeshes.
  24982. */
  24983. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24984. if (customRenderFunction) {
  24985. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24986. return;
  24987. }
  24988. var engine = this._scene.getEngine();
  24989. // Depth only
  24990. if (this._depthOnlySubMeshes.length !== 0) {
  24991. engine.setColorWrite(false);
  24992. this._renderAlphaTest(this._depthOnlySubMeshes);
  24993. engine.setColorWrite(true);
  24994. }
  24995. // Opaque
  24996. if (this._opaqueSubMeshes.length !== 0) {
  24997. this._renderOpaque(this._opaqueSubMeshes);
  24998. }
  24999. // Alpha test
  25000. if (this._alphaTestSubMeshes.length !== 0) {
  25001. this._renderAlphaTest(this._alphaTestSubMeshes);
  25002. }
  25003. var stencilState = engine.getStencilBuffer();
  25004. engine.setStencilBuffer(false);
  25005. // Sprites
  25006. if (renderSprites) {
  25007. this._renderSprites();
  25008. }
  25009. // Particles
  25010. if (renderParticles) {
  25011. this._renderParticles(activeMeshes);
  25012. }
  25013. if (this.onBeforeTransparentRendering) {
  25014. this.onBeforeTransparentRendering();
  25015. }
  25016. // Transparent
  25017. if (this._transparentSubMeshes.length !== 0) {
  25018. this._renderTransparent(this._transparentSubMeshes);
  25019. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25020. }
  25021. // Set back stencil to false in case it changes before the edge renderer.
  25022. engine.setStencilBuffer(false);
  25023. // Edges
  25024. if (this._edgesRenderers.length) {
  25025. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25026. this._edgesRenderers.data[edgesRendererIndex].render();
  25027. }
  25028. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25029. }
  25030. // Restore Stencil state.
  25031. engine.setStencilBuffer(stencilState);
  25032. };
  25033. /**
  25034. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25035. * @param subMeshes The submeshes to render
  25036. */
  25037. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25038. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25039. };
  25040. /**
  25041. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25042. * @param subMeshes The submeshes to render
  25043. */
  25044. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25045. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25046. };
  25047. /**
  25048. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25049. * @param subMeshes The submeshes to render
  25050. */
  25051. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25052. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25053. };
  25054. /**
  25055. * Renders the submeshes in a specified order.
  25056. * @param subMeshes The submeshes to sort before render
  25057. * @param sortCompareFn The comparison function use to sort
  25058. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25059. * @param transparent Specifies to activate blending if true
  25060. */
  25061. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25062. var subIndex = 0;
  25063. var subMesh;
  25064. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25065. for (; subIndex < subMeshes.length; subIndex++) {
  25066. subMesh = subMeshes.data[subIndex];
  25067. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25068. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25069. }
  25070. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25071. if (sortCompareFn) {
  25072. sortedArray.sort(sortCompareFn);
  25073. }
  25074. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25075. subMesh = sortedArray[subIndex];
  25076. if (transparent) {
  25077. var material = subMesh.getMaterial();
  25078. if (material && material.needDepthPrePass) {
  25079. var engine = material.getScene().getEngine();
  25080. engine.setColorWrite(false);
  25081. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25082. subMesh.render(false);
  25083. engine.setColorWrite(true);
  25084. }
  25085. }
  25086. subMesh.render(transparent);
  25087. }
  25088. };
  25089. /**
  25090. * Renders the submeshes in the order they were dispatched (no sort applied).
  25091. * @param subMeshes The submeshes to render
  25092. */
  25093. RenderingGroup.renderUnsorted = function (subMeshes) {
  25094. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25095. var submesh = subMeshes.data[subIndex];
  25096. submesh.render(false);
  25097. }
  25098. };
  25099. /**
  25100. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25101. * are rendered back to front if in the same alpha index.
  25102. *
  25103. * @param a The first submesh
  25104. * @param b The second submesh
  25105. * @returns The result of the comparison
  25106. */
  25107. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25108. // Alpha index first
  25109. if (a._alphaIndex > b._alphaIndex) {
  25110. return 1;
  25111. }
  25112. if (a._alphaIndex < b._alphaIndex) {
  25113. return -1;
  25114. }
  25115. // Then distance to camera
  25116. return RenderingGroup.backToFrontSortCompare(a, b);
  25117. };
  25118. /**
  25119. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25120. * are rendered back to front.
  25121. *
  25122. * @param a The first submesh
  25123. * @param b The second submesh
  25124. * @returns The result of the comparison
  25125. */
  25126. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25127. // Then distance to camera
  25128. if (a._distanceToCamera < b._distanceToCamera) {
  25129. return 1;
  25130. }
  25131. if (a._distanceToCamera > b._distanceToCamera) {
  25132. return -1;
  25133. }
  25134. return 0;
  25135. };
  25136. /**
  25137. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25138. * are rendered front to back (prevent overdraw).
  25139. *
  25140. * @param a The first submesh
  25141. * @param b The second submesh
  25142. * @returns The result of the comparison
  25143. */
  25144. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25145. // Then distance to camera
  25146. if (a._distanceToCamera < b._distanceToCamera) {
  25147. return -1;
  25148. }
  25149. if (a._distanceToCamera > b._distanceToCamera) {
  25150. return 1;
  25151. }
  25152. return 0;
  25153. };
  25154. /**
  25155. * Resets the different lists of submeshes to prepare a new frame.
  25156. */
  25157. RenderingGroup.prototype.prepare = function () {
  25158. this._opaqueSubMeshes.reset();
  25159. this._transparentSubMeshes.reset();
  25160. this._alphaTestSubMeshes.reset();
  25161. this._depthOnlySubMeshes.reset();
  25162. this._particleSystems.reset();
  25163. this._spriteManagers.reset();
  25164. this._edgesRenderers.reset();
  25165. };
  25166. RenderingGroup.prototype.dispose = function () {
  25167. this._opaqueSubMeshes.dispose();
  25168. this._transparentSubMeshes.dispose();
  25169. this._alphaTestSubMeshes.dispose();
  25170. this._depthOnlySubMeshes.dispose();
  25171. this._particleSystems.dispose();
  25172. this._spriteManagers.dispose();
  25173. this._edgesRenderers.dispose();
  25174. };
  25175. /**
  25176. * Inserts the submesh in its correct queue depending on its material.
  25177. * @param subMesh The submesh to dispatch
  25178. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25179. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25180. */
  25181. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25182. // Get mesh and materials if not provided
  25183. if (mesh === undefined) {
  25184. mesh = subMesh.getMesh();
  25185. }
  25186. if (material === undefined) {
  25187. material = subMesh.getMaterial();
  25188. }
  25189. if (material === null || material === undefined) {
  25190. return;
  25191. }
  25192. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25193. this._transparentSubMeshes.push(subMesh);
  25194. }
  25195. else if (material.needAlphaTesting()) { // Alpha test
  25196. if (material.needDepthPrePass) {
  25197. this._depthOnlySubMeshes.push(subMesh);
  25198. }
  25199. this._alphaTestSubMeshes.push(subMesh);
  25200. }
  25201. else {
  25202. if (material.needDepthPrePass) {
  25203. this._depthOnlySubMeshes.push(subMesh);
  25204. }
  25205. this._opaqueSubMeshes.push(subMesh); // Opaque
  25206. }
  25207. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25208. this._edgesRenderers.push(mesh._edgesRenderer);
  25209. }
  25210. };
  25211. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25212. this._spriteManagers.push(spriteManager);
  25213. };
  25214. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25215. this._particleSystems.push(particleSystem);
  25216. };
  25217. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25218. if (this._particleSystems.length === 0) {
  25219. return;
  25220. }
  25221. // Particles
  25222. var activeCamera = this._scene.activeCamera;
  25223. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25224. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25225. var particleSystem = this._particleSystems.data[particleIndex];
  25226. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25227. continue;
  25228. }
  25229. var emitter = particleSystem.emitter;
  25230. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25231. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25232. }
  25233. }
  25234. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25235. };
  25236. RenderingGroup.prototype._renderSprites = function () {
  25237. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25238. return;
  25239. }
  25240. // Sprites
  25241. var activeCamera = this._scene.activeCamera;
  25242. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25243. for (var id = 0; id < this._spriteManagers.length; id++) {
  25244. var spriteManager = this._spriteManagers.data[id];
  25245. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25246. spriteManager.render();
  25247. }
  25248. }
  25249. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25250. };
  25251. return RenderingGroup;
  25252. }());
  25253. BABYLON.RenderingGroup = RenderingGroup;
  25254. })(BABYLON || (BABYLON = {}));
  25255. //# sourceMappingURL=renderingGroup.js.map
  25256. var BABYLON;
  25257. (function (BABYLON) {
  25258. /**
  25259. * Groups all the scene component constants in one place to ease maintenance.
  25260. * @hidden
  25261. */
  25262. var SceneComponentConstants = /** @class */ (function () {
  25263. function SceneComponentConstants() {
  25264. }
  25265. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25266. SceneComponentConstants.NAME_LAYER = "Layer";
  25267. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25268. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25269. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25270. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25271. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25272. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25273. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25274. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25275. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25276. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25277. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25278. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25279. SceneComponentConstants.NAME_OCTREE = "Octree";
  25280. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25281. SceneComponentConstants.NAME_AUDIO = "Audio";
  25282. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25283. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25284. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25285. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25286. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25287. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25288. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25289. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25290. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25291. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25292. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25293. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25294. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25295. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25296. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25297. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25298. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25299. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25300. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25301. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25302. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25303. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25304. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25305. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25306. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25307. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25308. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25309. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25310. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25311. return SceneComponentConstants;
  25312. }());
  25313. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25314. /**
  25315. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25316. * @hidden
  25317. */
  25318. var Stage = /** @class */ (function (_super) {
  25319. __extends(Stage, _super);
  25320. /**
  25321. * Hide ctor from the rest of the world.
  25322. * @param items The items to add.
  25323. */
  25324. function Stage(items) {
  25325. return _super.apply(this, items) || this;
  25326. }
  25327. /**
  25328. * Creates a new Stage.
  25329. * @returns A new instance of a Stage
  25330. */
  25331. Stage.Create = function () {
  25332. return Object.create(Stage.prototype);
  25333. };
  25334. /**
  25335. * Registers a step in an ordered way in the targeted stage.
  25336. * @param index Defines the position to register the step in
  25337. * @param component Defines the component attached to the step
  25338. * @param action Defines the action to launch during the step
  25339. */
  25340. Stage.prototype.registerStep = function (index, component, action) {
  25341. var i = 0;
  25342. var maxIndex = Number.MAX_VALUE;
  25343. for (; i < this.length; i++) {
  25344. var step = this[i];
  25345. maxIndex = step.index;
  25346. if (index < maxIndex) {
  25347. break;
  25348. }
  25349. }
  25350. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25351. };
  25352. /**
  25353. * Clears all the steps from the stage.
  25354. */
  25355. Stage.prototype.clear = function () {
  25356. this.length = 0;
  25357. };
  25358. return Stage;
  25359. }(Array));
  25360. BABYLON.Stage = Stage;
  25361. })(BABYLON || (BABYLON = {}));
  25362. //# sourceMappingURL=sceneComponent.js.map
  25363. var BABYLON;
  25364. (function (BABYLON) {
  25365. /**
  25366. * Base class of the scene acting as a container for the different elements composing a scene.
  25367. * This class is dynamically extended by the different components of the scene increasing
  25368. * flexibility and reducing coupling
  25369. */
  25370. var AbstractScene = /** @class */ (function () {
  25371. function AbstractScene() {
  25372. /**
  25373. * Gets the list of root nodes (ie. nodes with no parent)
  25374. */
  25375. this.rootNodes = new Array();
  25376. /** All of the cameras added to this scene
  25377. * @see http://doc.babylonjs.com/babylon101/cameras
  25378. */
  25379. this.cameras = new Array();
  25380. /**
  25381. * All of the lights added to this scene
  25382. * @see http://doc.babylonjs.com/babylon101/lights
  25383. */
  25384. this.lights = new Array();
  25385. /**
  25386. * All of the (abstract) meshes added to this scene
  25387. */
  25388. this.meshes = new Array();
  25389. /**
  25390. * The list of skeletons added to the scene
  25391. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25392. */
  25393. this.skeletons = new Array();
  25394. /**
  25395. * All of the particle systems added to this scene
  25396. * @see http://doc.babylonjs.com/babylon101/particles
  25397. */
  25398. this.particleSystems = new Array();
  25399. /**
  25400. * Gets a list of Animations associated with the scene
  25401. */
  25402. this.animations = [];
  25403. /**
  25404. * All of the animation groups added to this scene
  25405. * @see http://doc.babylonjs.com/how_to/group
  25406. */
  25407. this.animationGroups = new Array();
  25408. /**
  25409. * All of the multi-materials added to this scene
  25410. * @see http://doc.babylonjs.com/how_to/multi_materials
  25411. */
  25412. this.multiMaterials = new Array();
  25413. /**
  25414. * All of the materials added to this scene
  25415. * In the context of a Scene, it is not supposed to be modified manually.
  25416. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25417. * Note also that the order of the Material wihin the array is not significant and might change.
  25418. * @see http://doc.babylonjs.com/babylon101/materials
  25419. */
  25420. this.materials = new Array();
  25421. /**
  25422. * The list of morph target managers added to the scene
  25423. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25424. */
  25425. this.morphTargetManagers = new Array();
  25426. /**
  25427. * The list of geometries used in the scene.
  25428. */
  25429. this.geometries = new Array();
  25430. /**
  25431. * All of the tranform nodes added to this scene
  25432. * In the context of a Scene, it is not supposed to be modified manually.
  25433. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25434. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25435. * @see http://doc.babylonjs.com/how_to/transformnode
  25436. */
  25437. this.transformNodes = new Array();
  25438. /**
  25439. * ActionManagers available on the scene.
  25440. */
  25441. this.actionManagers = new Array();
  25442. /**
  25443. * Textures to keep.
  25444. */
  25445. this.textures = new Array();
  25446. }
  25447. /**
  25448. * Adds a parser in the list of available ones
  25449. * @param name Defines the name of the parser
  25450. * @param parser Defines the parser to add
  25451. */
  25452. AbstractScene.AddParser = function (name, parser) {
  25453. this._BabylonFileParsers[name] = parser;
  25454. };
  25455. /**
  25456. * Gets a general parser from the list of avaialble ones
  25457. * @param name Defines the name of the parser
  25458. * @returns the requested parser or null
  25459. */
  25460. AbstractScene.GetParser = function (name) {
  25461. if (this._BabylonFileParsers[name]) {
  25462. return this._BabylonFileParsers[name];
  25463. }
  25464. return null;
  25465. };
  25466. /**
  25467. * Adds n individual parser in the list of available ones
  25468. * @param name Defines the name of the parser
  25469. * @param parser Defines the parser to add
  25470. */
  25471. AbstractScene.AddIndividualParser = function (name, parser) {
  25472. this._IndividualBabylonFileParsers[name] = parser;
  25473. };
  25474. /**
  25475. * Gets an individual parser from the list of avaialble ones
  25476. * @param name Defines the name of the parser
  25477. * @returns the requested parser or null
  25478. */
  25479. AbstractScene.GetIndividualParser = function (name) {
  25480. if (this._IndividualBabylonFileParsers[name]) {
  25481. return this._IndividualBabylonFileParsers[name];
  25482. }
  25483. return null;
  25484. };
  25485. /**
  25486. * Parser json data and populate both a scene and its associated container object
  25487. * @param jsonData Defines the data to parse
  25488. * @param scene Defines the scene to parse the data for
  25489. * @param container Defines the container attached to the parsing sequence
  25490. * @param rootUrl Defines the root url of the data
  25491. */
  25492. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25493. for (var parserName in this._BabylonFileParsers) {
  25494. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25495. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25496. }
  25497. }
  25498. };
  25499. /**
  25500. * Stores the list of available parsers in the application.
  25501. */
  25502. AbstractScene._BabylonFileParsers = {};
  25503. /**
  25504. * Stores the list of available individual parsers in the application.
  25505. */
  25506. AbstractScene._IndividualBabylonFileParsers = {};
  25507. return AbstractScene;
  25508. }());
  25509. BABYLON.AbstractScene = AbstractScene;
  25510. })(BABYLON || (BABYLON = {}));
  25511. //# sourceMappingURL=abstractScene.js.map
  25512. var BABYLON;
  25513. (function (BABYLON) {
  25514. /** @hidden */
  25515. var ClickInfo = /** @class */ (function () {
  25516. function ClickInfo() {
  25517. this._singleClick = false;
  25518. this._doubleClick = false;
  25519. this._hasSwiped = false;
  25520. this._ignore = false;
  25521. }
  25522. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25523. get: function () {
  25524. return this._singleClick;
  25525. },
  25526. set: function (b) {
  25527. this._singleClick = b;
  25528. },
  25529. enumerable: true,
  25530. configurable: true
  25531. });
  25532. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25533. get: function () {
  25534. return this._doubleClick;
  25535. },
  25536. set: function (b) {
  25537. this._doubleClick = b;
  25538. },
  25539. enumerable: true,
  25540. configurable: true
  25541. });
  25542. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25543. get: function () {
  25544. return this._hasSwiped;
  25545. },
  25546. set: function (b) {
  25547. this._hasSwiped = b;
  25548. },
  25549. enumerable: true,
  25550. configurable: true
  25551. });
  25552. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25553. get: function () {
  25554. return this._ignore;
  25555. },
  25556. set: function (b) {
  25557. this._ignore = b;
  25558. },
  25559. enumerable: true,
  25560. configurable: true
  25561. });
  25562. return ClickInfo;
  25563. }());
  25564. /**
  25565. * This class is used by the onRenderingGroupObservable
  25566. */
  25567. var RenderingGroupInfo = /** @class */ (function () {
  25568. function RenderingGroupInfo() {
  25569. }
  25570. return RenderingGroupInfo;
  25571. }());
  25572. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25573. /**
  25574. * Represents a scene to be rendered by the engine.
  25575. * @see http://doc.babylonjs.com/features/scene
  25576. */
  25577. var Scene = /** @class */ (function (_super) {
  25578. __extends(Scene, _super);
  25579. /**
  25580. * Creates a new Scene
  25581. * @param engine defines the engine to use to render this scene
  25582. */
  25583. function Scene(engine, options) {
  25584. var _this = _super.call(this) || this;
  25585. // Members
  25586. /**
  25587. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25588. */
  25589. _this.autoClear = true;
  25590. /**
  25591. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25592. */
  25593. _this.autoClearDepthAndStencil = true;
  25594. /**
  25595. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25596. */
  25597. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25598. /**
  25599. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25600. */
  25601. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25602. _this._forceWireframe = false;
  25603. _this._forcePointsCloud = false;
  25604. /**
  25605. * Gets or sets a boolean indicating if animations are enabled
  25606. */
  25607. _this.animationsEnabled = true;
  25608. _this._animationPropertiesOverride = null;
  25609. /**
  25610. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25611. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25612. */
  25613. _this.useConstantAnimationDeltaTime = false;
  25614. /**
  25615. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25616. * Please note that it requires to run a ray cast through the scene on every frame
  25617. */
  25618. _this.constantlyUpdateMeshUnderPointer = false;
  25619. /**
  25620. * Defines the HTML cursor to use when hovering over interactive elements
  25621. */
  25622. _this.hoverCursor = "pointer";
  25623. /**
  25624. * Defines the HTML default cursor to use (empty by default)
  25625. */
  25626. _this.defaultCursor = "";
  25627. /**
  25628. * This is used to call preventDefault() on pointer down
  25629. * in order to block unwanted artifacts like system double clicks
  25630. */
  25631. _this.preventDefaultOnPointerDown = true;
  25632. /**
  25633. * This is used to call preventDefault() on pointer up
  25634. * in order to block unwanted artifacts like system double clicks
  25635. */
  25636. _this.preventDefaultOnPointerUp = true;
  25637. // Metadata
  25638. /**
  25639. * Gets or sets user defined metadata
  25640. */
  25641. _this.metadata = null;
  25642. /**
  25643. * Use this array to add regular expressions used to disable offline support for specific urls
  25644. */
  25645. _this.disableOfflineSupportExceptionRules = new Array();
  25646. /**
  25647. * An event triggered when the scene is disposed.
  25648. */
  25649. _this.onDisposeObservable = new BABYLON.Observable();
  25650. _this._onDisposeObserver = null;
  25651. /**
  25652. * An event triggered before rendering the scene (right after animations and physics)
  25653. */
  25654. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25655. _this._onBeforeRenderObserver = null;
  25656. /**
  25657. * An event triggered after rendering the scene
  25658. */
  25659. _this.onAfterRenderObservable = new BABYLON.Observable();
  25660. _this._onAfterRenderObserver = null;
  25661. /**
  25662. * An event triggered before animating the scene
  25663. */
  25664. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25665. /**
  25666. * An event triggered after animations processing
  25667. */
  25668. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25669. /**
  25670. * An event triggered before draw calls are ready to be sent
  25671. */
  25672. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25673. /**
  25674. * An event triggered after draw calls have been sent
  25675. */
  25676. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25677. /**
  25678. * An event triggered when the scene is ready
  25679. */
  25680. _this.onReadyObservable = new BABYLON.Observable();
  25681. /**
  25682. * An event triggered before rendering a camera
  25683. */
  25684. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25685. _this._onBeforeCameraRenderObserver = null;
  25686. /**
  25687. * An event triggered after rendering a camera
  25688. */
  25689. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25690. _this._onAfterCameraRenderObserver = null;
  25691. /**
  25692. * An event triggered when active meshes evaluation is about to start
  25693. */
  25694. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25695. /**
  25696. * An event triggered when active meshes evaluation is done
  25697. */
  25698. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25699. /**
  25700. * An event triggered when particles rendering is about to start
  25701. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25702. */
  25703. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25704. /**
  25705. * An event triggered when particles rendering is done
  25706. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25707. */
  25708. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25709. /**
  25710. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25711. */
  25712. _this.onDataLoadedObservable = new BABYLON.Observable();
  25713. /**
  25714. * An event triggered when a camera is created
  25715. */
  25716. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25717. /**
  25718. * An event triggered when a camera is removed
  25719. */
  25720. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25721. /**
  25722. * An event triggered when a light is created
  25723. */
  25724. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25725. /**
  25726. * An event triggered when a light is removed
  25727. */
  25728. _this.onLightRemovedObservable = new BABYLON.Observable();
  25729. /**
  25730. * An event triggered when a geometry is created
  25731. */
  25732. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25733. /**
  25734. * An event triggered when a geometry is removed
  25735. */
  25736. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25737. /**
  25738. * An event triggered when a transform node is created
  25739. */
  25740. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25741. /**
  25742. * An event triggered when a transform node is removed
  25743. */
  25744. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25745. /**
  25746. * An event triggered when a mesh is created
  25747. */
  25748. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25749. /**
  25750. * An event triggered when a mesh is removed
  25751. */
  25752. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25753. /**
  25754. * An event triggered when a material is created
  25755. */
  25756. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25757. /**
  25758. * An event triggered when a material is removed
  25759. */
  25760. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25761. /**
  25762. * An event triggered when a texture is created
  25763. */
  25764. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25765. /**
  25766. * An event triggered when a texture is removed
  25767. */
  25768. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25769. /**
  25770. * An event triggered when render targets are about to be rendered
  25771. * Can happen multiple times per frame.
  25772. */
  25773. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25774. /**
  25775. * An event triggered when render targets were rendered.
  25776. * Can happen multiple times per frame.
  25777. */
  25778. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25779. /**
  25780. * An event triggered before calculating deterministic simulation step
  25781. */
  25782. _this.onBeforeStepObservable = new BABYLON.Observable();
  25783. /**
  25784. * An event triggered after calculating deterministic simulation step
  25785. */
  25786. _this.onAfterStepObservable = new BABYLON.Observable();
  25787. /**
  25788. * An event triggered when the activeCamera property is updated
  25789. */
  25790. _this.onActiveCameraChanged = new BABYLON.Observable();
  25791. /**
  25792. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25793. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25794. * 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)
  25795. */
  25796. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25797. /**
  25798. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25799. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25800. * 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)
  25801. */
  25802. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25803. /**
  25804. * This Observable will when a mesh has been imported into the scene.
  25805. */
  25806. _this.onMeshImportedObservable = new BABYLON.Observable();
  25807. // Animations
  25808. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25809. /**
  25810. * 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).
  25811. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25812. */
  25813. _this.onPrePointerObservable = new BABYLON.Observable();
  25814. /**
  25815. * Observable event triggered each time an input event is received from the rendering canvas
  25816. */
  25817. _this.onPointerObservable = new BABYLON.Observable();
  25818. _this._meshPickProceed = false;
  25819. _this._currentPickResult = null;
  25820. _this._previousPickResult = null;
  25821. _this._totalPointersPressed = 0;
  25822. _this._doubleClickOccured = false;
  25823. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25824. _this.cameraToUseForPointers = null;
  25825. _this._pointerX = 0;
  25826. _this._pointerY = 0;
  25827. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25828. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25829. _this._startingPointerTime = 0;
  25830. _this._previousStartingPointerTime = 0;
  25831. _this._pointerCaptures = {};
  25832. // Deterministic lockstep
  25833. _this._timeAccumulator = 0;
  25834. _this._currentStepId = 0;
  25835. _this._currentInternalStep = 0;
  25836. // Keyboard
  25837. /**
  25838. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25839. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25840. */
  25841. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25842. /**
  25843. * Observable event triggered each time an keyboard event is received from the hosting window
  25844. */
  25845. _this.onKeyboardObservable = new BABYLON.Observable();
  25846. // Coordinates system
  25847. _this._useRightHandedSystem = false;
  25848. // Fog
  25849. _this._fogEnabled = true;
  25850. _this._fogMode = Scene.FOGMODE_NONE;
  25851. /**
  25852. * Gets or sets the fog color to use
  25853. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25854. * (Default is Color3(0.2, 0.2, 0.3))
  25855. */
  25856. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25857. /**
  25858. * Gets or sets the fog density to use
  25859. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25860. * (Default is 0.1)
  25861. */
  25862. _this.fogDensity = 0.1;
  25863. /**
  25864. * Gets or sets the fog start distance to use
  25865. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25866. * (Default is 0)
  25867. */
  25868. _this.fogStart = 0;
  25869. /**
  25870. * Gets or sets the fog end distance to use
  25871. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25872. * (Default is 1000)
  25873. */
  25874. _this.fogEnd = 1000.0;
  25875. // Lights
  25876. _this._shadowsEnabled = true;
  25877. _this._lightsEnabled = true;
  25878. /** All of the active cameras added to this scene. */
  25879. _this.activeCameras = new Array();
  25880. // Textures
  25881. _this._texturesEnabled = true;
  25882. // Particles
  25883. /**
  25884. * Gets or sets a boolean indicating if particles are enabled on this scene
  25885. */
  25886. _this.particlesEnabled = true;
  25887. // Sprites
  25888. /**
  25889. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25890. */
  25891. _this.spritesEnabled = true;
  25892. // Skeletons
  25893. _this._skeletonsEnabled = true;
  25894. // Lens flares
  25895. /**
  25896. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25897. */
  25898. _this.lensFlaresEnabled = true;
  25899. // Collisions
  25900. /**
  25901. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25902. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25903. */
  25904. _this.collisionsEnabled = true;
  25905. /**
  25906. * Defines the gravity applied to this scene (used only for collisions)
  25907. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25908. */
  25909. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25910. // Postprocesses
  25911. /**
  25912. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25913. */
  25914. _this.postProcessesEnabled = true;
  25915. /**
  25916. * The list of postprocesses added to the scene
  25917. */
  25918. _this.postProcesses = new Array();
  25919. // Customs render targets
  25920. /**
  25921. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25922. */
  25923. _this.renderTargetsEnabled = true;
  25924. /**
  25925. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25926. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25927. */
  25928. _this.dumpNextRenderTargets = false;
  25929. /**
  25930. * The list of user defined render targets added to the scene
  25931. */
  25932. _this.customRenderTargets = new Array();
  25933. /**
  25934. * Gets the list of meshes imported to the scene through SceneLoader
  25935. */
  25936. _this.importedMeshesFiles = new Array();
  25937. // Probes
  25938. /**
  25939. * Gets or sets a boolean indicating if probes are enabled on this scene
  25940. */
  25941. _this.probesEnabled = true;
  25942. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25943. // Procedural textures
  25944. /**
  25945. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25946. */
  25947. _this.proceduralTexturesEnabled = true;
  25948. // Performance counters
  25949. _this._totalVertices = new BABYLON.PerfCounter();
  25950. /** @hidden */
  25951. _this._activeIndices = new BABYLON.PerfCounter();
  25952. /** @hidden */
  25953. _this._activeParticles = new BABYLON.PerfCounter();
  25954. /** @hidden */
  25955. _this._activeBones = new BABYLON.PerfCounter();
  25956. _this._animationTime = 0;
  25957. /**
  25958. * Gets or sets a general scale for animation speed
  25959. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25960. */
  25961. _this.animationTimeScale = 1;
  25962. _this._renderId = 0;
  25963. _this._frameId = 0;
  25964. _this._executeWhenReadyTimeoutId = -1;
  25965. _this._intermediateRendering = false;
  25966. _this._viewUpdateFlag = -1;
  25967. _this._projectionUpdateFlag = -1;
  25968. _this._alternateViewUpdateFlag = -1;
  25969. _this._alternateProjectionUpdateFlag = -1;
  25970. /** @hidden */
  25971. _this._toBeDisposed = new Array(256);
  25972. _this._activeRequests = new Array();
  25973. _this._pendingData = new Array();
  25974. _this._isDisposed = false;
  25975. /**
  25976. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25977. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25978. */
  25979. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25980. _this._activeMeshes = new BABYLON.SmartArray(256);
  25981. _this._processedMaterials = new BABYLON.SmartArray(256);
  25982. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25983. /** @hidden */
  25984. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25985. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25986. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25987. /** @hidden */
  25988. _this._activeAnimatables = new Array();
  25989. _this._transformMatrix = BABYLON.Matrix.Zero();
  25990. _this._useAlternateCameraConfiguration = false;
  25991. _this._alternateRendering = false;
  25992. _this._wheelEventName = "";
  25993. /**
  25994. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25995. * This is useful if there are more lights that the maximum simulteanous authorized
  25996. */
  25997. _this.requireLightSorting = false;
  25998. /**
  25999. * @hidden
  26000. * Backing store of defined scene components.
  26001. */
  26002. _this._components = [];
  26003. /**
  26004. * @hidden
  26005. * Backing store of defined scene components.
  26006. */
  26007. _this._serializableComponents = [];
  26008. /**
  26009. * List of components to register on the next registration step.
  26010. */
  26011. _this._transientComponents = [];
  26012. /**
  26013. * @hidden
  26014. * Defines the actions happening before camera updates.
  26015. */
  26016. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26017. /**
  26018. * @hidden
  26019. * Defines the actions happening before clear the canvas.
  26020. */
  26021. _this._beforeClearStage = BABYLON.Stage.Create();
  26022. /**
  26023. * @hidden
  26024. * Defines the actions when collecting render targets for the frame.
  26025. */
  26026. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26027. /**
  26028. * @hidden
  26029. * Defines the actions happening for one camera in the frame.
  26030. */
  26031. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26032. /**
  26033. * @hidden
  26034. * Defines the actions happening during the per mesh ready checks.
  26035. */
  26036. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26037. /**
  26038. * @hidden
  26039. * Defines the actions happening before evaluate active mesh checks.
  26040. */
  26041. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26042. /**
  26043. * @hidden
  26044. * Defines the actions happening during the evaluate sub mesh checks.
  26045. */
  26046. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26047. /**
  26048. * @hidden
  26049. * Defines the actions happening during the active mesh stage.
  26050. */
  26051. _this._activeMeshStage = BABYLON.Stage.Create();
  26052. /**
  26053. * @hidden
  26054. * Defines the actions happening during the per camera render target step.
  26055. */
  26056. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26057. /**
  26058. * @hidden
  26059. * Defines the actions happening just before the active camera is drawing.
  26060. */
  26061. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26062. /**
  26063. * @hidden
  26064. * Defines the actions happening just before a render target is drawing.
  26065. */
  26066. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26067. /**
  26068. * @hidden
  26069. * Defines the actions happening just before a rendering group is drawing.
  26070. */
  26071. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26072. /**
  26073. * @hidden
  26074. * Defines the actions happening just before a mesh is drawing.
  26075. */
  26076. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26077. /**
  26078. * @hidden
  26079. * Defines the actions happening just after a mesh has been drawn.
  26080. */
  26081. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26082. /**
  26083. * @hidden
  26084. * Defines the actions happening just after a rendering group has been drawn.
  26085. */
  26086. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26087. /**
  26088. * @hidden
  26089. * Defines the actions happening just after the active camera has been drawn.
  26090. */
  26091. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26092. /**
  26093. * @hidden
  26094. * Defines the actions happening just after a render target has been drawn.
  26095. */
  26096. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26097. /**
  26098. * @hidden
  26099. * Defines the actions happening just after rendering all cameras and computing intersections.
  26100. */
  26101. _this._afterRenderStage = BABYLON.Stage.Create();
  26102. /**
  26103. * @hidden
  26104. * Defines the actions happening when a pointer move event happens.
  26105. */
  26106. _this._pointerMoveStage = BABYLON.Stage.Create();
  26107. /**
  26108. * @hidden
  26109. * Defines the actions happening when a pointer down event happens.
  26110. */
  26111. _this._pointerDownStage = BABYLON.Stage.Create();
  26112. /**
  26113. * @hidden
  26114. * Defines the actions happening when a pointer up event happens.
  26115. */
  26116. _this._pointerUpStage = BABYLON.Stage.Create();
  26117. /**
  26118. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26119. */
  26120. _this.geometriesById = null;
  26121. _this._defaultMeshCandidates = {
  26122. data: [],
  26123. length: 0
  26124. };
  26125. _this._defaultSubMeshCandidates = {
  26126. data: [],
  26127. length: 0
  26128. };
  26129. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26130. _this._activeMeshesFrozen = false;
  26131. /** @hidden */
  26132. _this._allowPostProcessClearColor = true;
  26133. /**
  26134. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26135. */
  26136. _this.getDeterministicFrameTime = function () {
  26137. return 1000.0 / 60.0; // frame time in ms
  26138. };
  26139. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26140. _this._blockMaterialDirtyMechanism = false;
  26141. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26142. _this._engine.scenes.push(_this);
  26143. _this._uid = null;
  26144. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26145. if (BABYLON.PostProcessManager) {
  26146. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26147. }
  26148. if (BABYLON.Tools.IsWindowObjectExist()) {
  26149. _this.attachControl();
  26150. }
  26151. //collision coordinator initialization. For now legacy per default.
  26152. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26153. // Uniform Buffer
  26154. _this._createUbo();
  26155. // Default Image processing definition
  26156. if (BABYLON.ImageProcessingConfiguration) {
  26157. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26158. }
  26159. _this.setDefaultCandidateProviders();
  26160. if (options && options.useGeometryIdsMap === true) {
  26161. _this.geometriesById = {};
  26162. }
  26163. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26164. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26165. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26166. return _this;
  26167. }
  26168. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26169. /**
  26170. * Texture used in all pbr material as the reflection texture.
  26171. * As in the majority of the scene they are the same (exception for multi room and so on),
  26172. * this is easier to reference from here than from all the materials.
  26173. */
  26174. get: function () {
  26175. return this._environmentTexture;
  26176. },
  26177. /**
  26178. * Texture used in all pbr material as the reflection texture.
  26179. * As in the majority of the scene they are the same (exception for multi room and so on),
  26180. * this is easier to set here than in all the materials.
  26181. */
  26182. set: function (value) {
  26183. if (this._environmentTexture === value) {
  26184. return;
  26185. }
  26186. this._environmentTexture = value;
  26187. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26188. },
  26189. enumerable: true,
  26190. configurable: true
  26191. });
  26192. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26193. /**
  26194. * Default image processing configuration used either in the rendering
  26195. * Forward main pass or through the imageProcessingPostProcess if present.
  26196. * As in the majority of the scene they are the same (exception for multi camera),
  26197. * this is easier to reference from here than from all the materials and post process.
  26198. *
  26199. * No setter as we it is a shared configuration, you can set the values instead.
  26200. */
  26201. get: function () {
  26202. return this._imageProcessingConfiguration;
  26203. },
  26204. enumerable: true,
  26205. configurable: true
  26206. });
  26207. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26208. get: function () {
  26209. return this._forceWireframe;
  26210. },
  26211. /**
  26212. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26213. */
  26214. set: function (value) {
  26215. if (this._forceWireframe === value) {
  26216. return;
  26217. }
  26218. this._forceWireframe = value;
  26219. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26220. },
  26221. enumerable: true,
  26222. configurable: true
  26223. });
  26224. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26225. get: function () {
  26226. return this._forcePointsCloud;
  26227. },
  26228. /**
  26229. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26230. */
  26231. set: function (value) {
  26232. if (this._forcePointsCloud === value) {
  26233. return;
  26234. }
  26235. this._forcePointsCloud = value;
  26236. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26237. },
  26238. enumerable: true,
  26239. configurable: true
  26240. });
  26241. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26242. /**
  26243. * Gets or sets the animation properties override
  26244. */
  26245. get: function () {
  26246. return this._animationPropertiesOverride;
  26247. },
  26248. set: function (value) {
  26249. this._animationPropertiesOverride = value;
  26250. },
  26251. enumerable: true,
  26252. configurable: true
  26253. });
  26254. Object.defineProperty(Scene.prototype, "onDispose", {
  26255. /** Sets a function to be executed when this scene is disposed. */
  26256. set: function (callback) {
  26257. if (this._onDisposeObserver) {
  26258. this.onDisposeObservable.remove(this._onDisposeObserver);
  26259. }
  26260. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26261. },
  26262. enumerable: true,
  26263. configurable: true
  26264. });
  26265. Object.defineProperty(Scene.prototype, "beforeRender", {
  26266. /** Sets a function to be executed before rendering this scene */
  26267. set: function (callback) {
  26268. if (this._onBeforeRenderObserver) {
  26269. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26270. }
  26271. if (callback) {
  26272. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26273. }
  26274. },
  26275. enumerable: true,
  26276. configurable: true
  26277. });
  26278. Object.defineProperty(Scene.prototype, "afterRender", {
  26279. /** Sets a function to be executed after rendering this scene */
  26280. set: function (callback) {
  26281. if (this._onAfterRenderObserver) {
  26282. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26283. }
  26284. if (callback) {
  26285. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26286. }
  26287. },
  26288. enumerable: true,
  26289. configurable: true
  26290. });
  26291. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26292. /** Sets a function to be executed before rendering a camera*/
  26293. set: function (callback) {
  26294. if (this._onBeforeCameraRenderObserver) {
  26295. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26296. }
  26297. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26298. },
  26299. enumerable: true,
  26300. configurable: true
  26301. });
  26302. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26303. /** Sets a function to be executed after rendering a camera*/
  26304. set: function (callback) {
  26305. if (this._onAfterCameraRenderObserver) {
  26306. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26307. }
  26308. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26309. },
  26310. enumerable: true,
  26311. configurable: true
  26312. });
  26313. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26314. /**
  26315. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26316. */
  26317. get: function () {
  26318. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26319. },
  26320. enumerable: true,
  26321. configurable: true
  26322. });
  26323. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26324. get: function () {
  26325. return this._useRightHandedSystem;
  26326. },
  26327. /**
  26328. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26329. */
  26330. set: function (value) {
  26331. if (this._useRightHandedSystem === value) {
  26332. return;
  26333. }
  26334. this._useRightHandedSystem = value;
  26335. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26336. },
  26337. enumerable: true,
  26338. configurable: true
  26339. });
  26340. /**
  26341. * Sets the step Id used by deterministic lock step
  26342. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26343. * @param newStepId defines the step Id
  26344. */
  26345. Scene.prototype.setStepId = function (newStepId) {
  26346. this._currentStepId = newStepId;
  26347. };
  26348. /**
  26349. * Gets the step Id used by deterministic lock step
  26350. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26351. * @returns the step Id
  26352. */
  26353. Scene.prototype.getStepId = function () {
  26354. return this._currentStepId;
  26355. };
  26356. /**
  26357. * Gets the internal step used by deterministic lock step
  26358. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26359. * @returns the internal step
  26360. */
  26361. Scene.prototype.getInternalStep = function () {
  26362. return this._currentInternalStep;
  26363. };
  26364. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26365. get: function () {
  26366. return this._fogEnabled;
  26367. },
  26368. /**
  26369. * Gets or sets a boolean indicating if fog is enabled on this scene
  26370. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26371. * (Default is true)
  26372. */
  26373. set: function (value) {
  26374. if (this._fogEnabled === value) {
  26375. return;
  26376. }
  26377. this._fogEnabled = value;
  26378. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26379. },
  26380. enumerable: true,
  26381. configurable: true
  26382. });
  26383. Object.defineProperty(Scene.prototype, "fogMode", {
  26384. get: function () {
  26385. return this._fogMode;
  26386. },
  26387. /**
  26388. * Gets or sets the fog mode to use
  26389. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26390. * | mode | value |
  26391. * | --- | --- |
  26392. * | FOGMODE_NONE | 0 |
  26393. * | FOGMODE_EXP | 1 |
  26394. * | FOGMODE_EXP2 | 2 |
  26395. * | FOGMODE_LINEAR | 3 |
  26396. */
  26397. set: function (value) {
  26398. if (this._fogMode === value) {
  26399. return;
  26400. }
  26401. this._fogMode = value;
  26402. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26403. },
  26404. enumerable: true,
  26405. configurable: true
  26406. });
  26407. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26408. get: function () {
  26409. return this._shadowsEnabled;
  26410. },
  26411. /**
  26412. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26413. */
  26414. set: function (value) {
  26415. if (this._shadowsEnabled === value) {
  26416. return;
  26417. }
  26418. this._shadowsEnabled = value;
  26419. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26420. },
  26421. enumerable: true,
  26422. configurable: true
  26423. });
  26424. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26425. get: function () {
  26426. return this._lightsEnabled;
  26427. },
  26428. /**
  26429. * Gets or sets a boolean indicating if lights are enabled on this scene
  26430. */
  26431. set: function (value) {
  26432. if (this._lightsEnabled === value) {
  26433. return;
  26434. }
  26435. this._lightsEnabled = value;
  26436. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26437. },
  26438. enumerable: true,
  26439. configurable: true
  26440. });
  26441. Object.defineProperty(Scene.prototype, "activeCamera", {
  26442. /** Gets or sets the current active camera */
  26443. get: function () {
  26444. return this._activeCamera;
  26445. },
  26446. set: function (value) {
  26447. if (value === this._activeCamera) {
  26448. return;
  26449. }
  26450. this._activeCamera = value;
  26451. this.onActiveCameraChanged.notifyObservers(this);
  26452. },
  26453. enumerable: true,
  26454. configurable: true
  26455. });
  26456. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26457. /** The default material used on meshes when no material is affected */
  26458. get: function () {
  26459. if (!this._defaultMaterial) {
  26460. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26461. }
  26462. return this._defaultMaterial;
  26463. },
  26464. /** The default material used on meshes when no material is affected */
  26465. set: function (value) {
  26466. this._defaultMaterial = value;
  26467. },
  26468. enumerable: true,
  26469. configurable: true
  26470. });
  26471. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26472. get: function () {
  26473. return this._texturesEnabled;
  26474. },
  26475. /**
  26476. * Gets or sets a boolean indicating if textures are enabled on this scene
  26477. */
  26478. set: function (value) {
  26479. if (this._texturesEnabled === value) {
  26480. return;
  26481. }
  26482. this._texturesEnabled = value;
  26483. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26484. },
  26485. enumerable: true,
  26486. configurable: true
  26487. });
  26488. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26489. get: function () {
  26490. return this._skeletonsEnabled;
  26491. },
  26492. /**
  26493. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26494. */
  26495. set: function (value) {
  26496. if (this._skeletonsEnabled === value) {
  26497. return;
  26498. }
  26499. this._skeletonsEnabled = value;
  26500. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26501. },
  26502. enumerable: true,
  26503. configurable: true
  26504. });
  26505. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26506. /** @hidden */
  26507. get: function () {
  26508. return this._alternateRendering;
  26509. },
  26510. enumerable: true,
  26511. configurable: true
  26512. });
  26513. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26514. /**
  26515. * Gets the list of frustum planes (built from the active camera)
  26516. */
  26517. get: function () {
  26518. return this._frustumPlanes;
  26519. },
  26520. enumerable: true,
  26521. configurable: true
  26522. });
  26523. /**
  26524. * Registers the transient components if needed.
  26525. */
  26526. Scene.prototype._registerTransientComponents = function () {
  26527. // Register components that have been associated lately to the scene.
  26528. if (this._transientComponents.length > 0) {
  26529. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26530. var component = _a[_i];
  26531. component.register();
  26532. }
  26533. this._transientComponents = [];
  26534. }
  26535. };
  26536. /**
  26537. * @hidden
  26538. * Add a component to the scene.
  26539. * Note that the ccomponent could be registered on th next frame if this is called after
  26540. * the register component stage.
  26541. * @param component Defines the component to add to the scene
  26542. */
  26543. Scene.prototype._addComponent = function (component) {
  26544. this._components.push(component);
  26545. this._transientComponents.push(component);
  26546. var serializableComponent = component;
  26547. if (serializableComponent.addFromContainer) {
  26548. this._serializableComponents.push(serializableComponent);
  26549. }
  26550. };
  26551. /**
  26552. * @hidden
  26553. * Gets a component from the scene.
  26554. * @param name defines the name of the component to retrieve
  26555. * @returns the component or null if not present
  26556. */
  26557. Scene.prototype._getComponent = function (name) {
  26558. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26559. var component = _a[_i];
  26560. if (component.name === name) {
  26561. return component;
  26562. }
  26563. }
  26564. return null;
  26565. };
  26566. /**
  26567. * @hidden
  26568. */
  26569. Scene.prototype._getDefaultMeshCandidates = function () {
  26570. this._defaultMeshCandidates.data = this.meshes;
  26571. this._defaultMeshCandidates.length = this.meshes.length;
  26572. return this._defaultMeshCandidates;
  26573. };
  26574. /**
  26575. * @hidden
  26576. */
  26577. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26578. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26579. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26580. return this._defaultSubMeshCandidates;
  26581. };
  26582. /**
  26583. * Sets the default candidate providers for the scene.
  26584. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26585. * and getCollidingSubMeshCandidates to their default function
  26586. */
  26587. Scene.prototype.setDefaultCandidateProviders = function () {
  26588. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26589. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26590. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26591. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26592. };
  26593. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26594. /**
  26595. * Gets a boolean indicating if collisions are processed on a web worker
  26596. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26597. */
  26598. get: function () {
  26599. return this._workerCollisions;
  26600. },
  26601. set: function (enabled) {
  26602. if (!BABYLON.CollisionCoordinatorLegacy) {
  26603. return;
  26604. }
  26605. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26606. this._workerCollisions = enabled;
  26607. if (this.collisionCoordinator) {
  26608. this.collisionCoordinator.destroy();
  26609. }
  26610. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26611. this.collisionCoordinator.init(this);
  26612. },
  26613. enumerable: true,
  26614. configurable: true
  26615. });
  26616. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26617. /**
  26618. * Gets the mesh that is currently under the pointer
  26619. */
  26620. get: function () {
  26621. return this._pointerOverMesh;
  26622. },
  26623. enumerable: true,
  26624. configurable: true
  26625. });
  26626. Object.defineProperty(Scene.prototype, "pointerX", {
  26627. /**
  26628. * Gets the current on-screen X position of the pointer
  26629. */
  26630. get: function () {
  26631. return this._pointerX;
  26632. },
  26633. enumerable: true,
  26634. configurable: true
  26635. });
  26636. Object.defineProperty(Scene.prototype, "pointerY", {
  26637. /**
  26638. * Gets the current on-screen Y position of the pointer
  26639. */
  26640. get: function () {
  26641. return this._pointerY;
  26642. },
  26643. enumerable: true,
  26644. configurable: true
  26645. });
  26646. /**
  26647. * Gets the cached material (ie. the latest rendered one)
  26648. * @returns the cached material
  26649. */
  26650. Scene.prototype.getCachedMaterial = function () {
  26651. return this._cachedMaterial;
  26652. };
  26653. /**
  26654. * Gets the cached effect (ie. the latest rendered one)
  26655. * @returns the cached effect
  26656. */
  26657. Scene.prototype.getCachedEffect = function () {
  26658. return this._cachedEffect;
  26659. };
  26660. /**
  26661. * Gets the cached visibility state (ie. the latest rendered one)
  26662. * @returns the cached visibility state
  26663. */
  26664. Scene.prototype.getCachedVisibility = function () {
  26665. return this._cachedVisibility;
  26666. };
  26667. /**
  26668. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26669. * @param material defines the current material
  26670. * @param effect defines the current effect
  26671. * @param visibility defines the current visibility state
  26672. * @returns true if one parameter is not cached
  26673. */
  26674. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26675. if (visibility === void 0) { visibility = 1; }
  26676. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26677. };
  26678. /**
  26679. * Gets the engine associated with the scene
  26680. * @returns an Engine
  26681. */
  26682. Scene.prototype.getEngine = function () {
  26683. return this._engine;
  26684. };
  26685. /**
  26686. * Gets the total number of vertices rendered per frame
  26687. * @returns the total number of vertices rendered per frame
  26688. */
  26689. Scene.prototype.getTotalVertices = function () {
  26690. return this._totalVertices.current;
  26691. };
  26692. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26693. /**
  26694. * Gets the performance counter for total vertices
  26695. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26696. */
  26697. get: function () {
  26698. return this._totalVertices;
  26699. },
  26700. enumerable: true,
  26701. configurable: true
  26702. });
  26703. /**
  26704. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26705. * @returns the total number of active indices rendered per frame
  26706. */
  26707. Scene.prototype.getActiveIndices = function () {
  26708. return this._activeIndices.current;
  26709. };
  26710. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26711. /**
  26712. * Gets the performance counter for active indices
  26713. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26714. */
  26715. get: function () {
  26716. return this._activeIndices;
  26717. },
  26718. enumerable: true,
  26719. configurable: true
  26720. });
  26721. /**
  26722. * Gets the total number of active particles rendered per frame
  26723. * @returns the total number of active particles rendered per frame
  26724. */
  26725. Scene.prototype.getActiveParticles = function () {
  26726. return this._activeParticles.current;
  26727. };
  26728. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26729. /**
  26730. * Gets the performance counter for active particles
  26731. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26732. */
  26733. get: function () {
  26734. return this._activeParticles;
  26735. },
  26736. enumerable: true,
  26737. configurable: true
  26738. });
  26739. /**
  26740. * Gets the total number of active bones rendered per frame
  26741. * @returns the total number of active bones rendered per frame
  26742. */
  26743. Scene.prototype.getActiveBones = function () {
  26744. return this._activeBones.current;
  26745. };
  26746. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26747. /**
  26748. * Gets the performance counter for active bones
  26749. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26750. */
  26751. get: function () {
  26752. return this._activeBones;
  26753. },
  26754. enumerable: true,
  26755. configurable: true
  26756. });
  26757. /**
  26758. * Gets the array of active meshes
  26759. * @returns an array of AbstractMesh
  26760. */
  26761. Scene.prototype.getActiveMeshes = function () {
  26762. return this._activeMeshes;
  26763. };
  26764. /**
  26765. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26766. * @returns a number
  26767. */
  26768. Scene.prototype.getAnimationRatio = function () {
  26769. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26770. };
  26771. /**
  26772. * Gets an unique Id for the current render phase
  26773. * @returns a number
  26774. */
  26775. Scene.prototype.getRenderId = function () {
  26776. return this._renderId;
  26777. };
  26778. /**
  26779. * Gets an unique Id for the current frame
  26780. * @returns a number
  26781. */
  26782. Scene.prototype.getFrameId = function () {
  26783. return this._frameId;
  26784. };
  26785. /** Call this function if you want to manually increment the render Id*/
  26786. Scene.prototype.incrementRenderId = function () {
  26787. this._renderId++;
  26788. };
  26789. Scene.prototype._updatePointerPosition = function (evt) {
  26790. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26791. if (!canvasRect) {
  26792. return;
  26793. }
  26794. this._pointerX = evt.clientX - canvasRect.left;
  26795. this._pointerY = evt.clientY - canvasRect.top;
  26796. this._unTranslatedPointerX = this._pointerX;
  26797. this._unTranslatedPointerY = this._pointerY;
  26798. };
  26799. Scene.prototype._createUbo = function () {
  26800. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26801. this._sceneUbo.addUniform("viewProjection", 16);
  26802. this._sceneUbo.addUniform("view", 16);
  26803. };
  26804. Scene.prototype._createAlternateUbo = function () {
  26805. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26806. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26807. this._alternateSceneUbo.addUniform("view", 16);
  26808. };
  26809. // Pointers handling
  26810. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26811. if (pointerInfo.pickInfo) {
  26812. if (!pointerInfo.pickInfo.ray) {
  26813. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26814. }
  26815. }
  26816. };
  26817. /**
  26818. * Use this method to simulate a pointer move on a mesh
  26819. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26820. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26821. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26822. * @returns the current scene
  26823. */
  26824. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26825. var evt = new PointerEvent("pointermove", pointerEventInit);
  26826. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26827. return this;
  26828. }
  26829. return this._processPointerMove(pickResult, evt);
  26830. };
  26831. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26832. var canvas = this._engine.getRenderingCanvas();
  26833. if (!canvas) {
  26834. return this;
  26835. }
  26836. // Restore pointer
  26837. canvas.style.cursor = this.defaultCursor;
  26838. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26839. if (isMeshPicked) {
  26840. this.setPointerOverMesh(pickResult.pickedMesh);
  26841. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26842. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26843. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26844. }
  26845. else {
  26846. canvas.style.cursor = this.hoverCursor;
  26847. }
  26848. }
  26849. }
  26850. else {
  26851. this.setPointerOverMesh(null);
  26852. }
  26853. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26854. var step = _a[_i];
  26855. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26856. }
  26857. if (pickResult) {
  26858. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26859. if (this.onPointerMove) {
  26860. this.onPointerMove(evt, pickResult, type);
  26861. }
  26862. if (this.onPointerObservable.hasObservers()) {
  26863. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26864. this._setRayOnPointerInfo(pi);
  26865. this.onPointerObservable.notifyObservers(pi, type);
  26866. }
  26867. }
  26868. return this;
  26869. };
  26870. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26871. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26872. if (pickResult) {
  26873. pi.ray = pickResult.ray;
  26874. }
  26875. this.onPrePointerObservable.notifyObservers(pi, type);
  26876. if (pi.skipOnPointerObservable) {
  26877. return true;
  26878. }
  26879. else {
  26880. return false;
  26881. }
  26882. };
  26883. /**
  26884. * Use this method to simulate a pointer down on a mesh
  26885. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26886. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26887. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26888. * @returns the current scene
  26889. */
  26890. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26891. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26892. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26893. return this;
  26894. }
  26895. return this._processPointerDown(pickResult, evt);
  26896. };
  26897. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26898. var _this = this;
  26899. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26900. this._pickedDownMesh = pickResult.pickedMesh;
  26901. var actionManager = pickResult.pickedMesh.actionManager;
  26902. if (actionManager) {
  26903. if (actionManager.hasPickTriggers) {
  26904. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26905. switch (evt.button) {
  26906. case 0:
  26907. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26908. break;
  26909. case 1:
  26910. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26911. break;
  26912. case 2:
  26913. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26914. break;
  26915. }
  26916. }
  26917. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26918. window.setTimeout(function () {
  26919. 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);
  26920. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26921. if (_this._totalPointersPressed !== 0 &&
  26922. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26923. !_this._isPointerSwiping()) {
  26924. _this._startingPointerTime = 0;
  26925. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26926. }
  26927. }
  26928. }, Scene.LongPressDelay);
  26929. }
  26930. }
  26931. }
  26932. else {
  26933. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26934. var step = _a[_i];
  26935. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26936. }
  26937. }
  26938. if (pickResult) {
  26939. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26940. if (this.onPointerDown) {
  26941. this.onPointerDown(evt, pickResult, type);
  26942. }
  26943. if (this.onPointerObservable.hasObservers()) {
  26944. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26945. this._setRayOnPointerInfo(pi);
  26946. this.onPointerObservable.notifyObservers(pi, type);
  26947. }
  26948. }
  26949. return this;
  26950. };
  26951. /**
  26952. * Use this method to simulate a pointer up on a mesh
  26953. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26954. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26955. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26956. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  26957. * @returns the current scene
  26958. */
  26959. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  26960. var evt = new PointerEvent("pointerup", pointerEventInit);
  26961. var clickInfo = new ClickInfo();
  26962. if (doubleTap) {
  26963. clickInfo.doubleClick = true;
  26964. }
  26965. else {
  26966. clickInfo.singleClick = true;
  26967. }
  26968. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26969. return this;
  26970. }
  26971. return this._processPointerUp(pickResult, evt, clickInfo);
  26972. };
  26973. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26974. if (pickResult && pickResult && pickResult.pickedMesh) {
  26975. this._pickedUpMesh = pickResult.pickedMesh;
  26976. if (this._pickedDownMesh === this._pickedUpMesh) {
  26977. if (this.onPointerPick) {
  26978. this.onPointerPick(evt, pickResult);
  26979. }
  26980. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26981. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26982. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26983. this._setRayOnPointerInfo(pi);
  26984. this.onPointerObservable.notifyObservers(pi, type_1);
  26985. }
  26986. }
  26987. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  26988. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26989. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  26990. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26991. }
  26992. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26993. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26994. }
  26995. }
  26996. }
  26997. else {
  26998. if (!clickInfo.ignore) {
  26999. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27000. var step = _a[_i];
  27001. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27002. }
  27003. }
  27004. }
  27005. if (this._pickedDownMesh &&
  27006. this._pickedDownMesh.actionManager &&
  27007. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27008. this._pickedDownMesh !== this._pickedUpMesh) {
  27009. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27010. }
  27011. var type = 0;
  27012. if (this.onPointerObservable.hasObservers()) {
  27013. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27014. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27015. type = BABYLON.PointerEventTypes.POINTERTAP;
  27016. }
  27017. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27018. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27019. }
  27020. if (type) {
  27021. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27022. this._setRayOnPointerInfo(pi);
  27023. this.onPointerObservable.notifyObservers(pi, type);
  27024. }
  27025. }
  27026. if (!clickInfo.ignore) {
  27027. type = BABYLON.PointerEventTypes.POINTERUP;
  27028. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27029. this._setRayOnPointerInfo(pi);
  27030. this.onPointerObservable.notifyObservers(pi, type);
  27031. }
  27032. }
  27033. if (this.onPointerUp && !clickInfo.ignore) {
  27034. this.onPointerUp(evt, pickResult, type);
  27035. }
  27036. return this;
  27037. };
  27038. /**
  27039. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27040. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27041. * @returns true if the pointer was captured
  27042. */
  27043. Scene.prototype.isPointerCaptured = function (pointerId) {
  27044. if (pointerId === void 0) { pointerId = 0; }
  27045. return this._pointerCaptures[pointerId];
  27046. };
  27047. /** @hidden */
  27048. Scene.prototype._isPointerSwiping = function () {
  27049. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27050. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27051. };
  27052. /**
  27053. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27054. * @param attachUp defines if you want to attach events to pointerup
  27055. * @param attachDown defines if you want to attach events to pointerdown
  27056. * @param attachMove defines if you want to attach events to pointermove
  27057. */
  27058. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27059. var _this = this;
  27060. if (attachUp === void 0) { attachUp = true; }
  27061. if (attachDown === void 0) { attachDown = true; }
  27062. if (attachMove === void 0) { attachMove = true; }
  27063. this._initActionManager = function (act, clickInfo) {
  27064. if (!_this._meshPickProceed) {
  27065. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27066. _this._currentPickResult = pickResult;
  27067. if (pickResult) {
  27068. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27069. }
  27070. _this._meshPickProceed = true;
  27071. }
  27072. return act;
  27073. };
  27074. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27075. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27076. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27077. btn !== _this._previousButtonPressed) {
  27078. _this._doubleClickOccured = false;
  27079. clickInfo.singleClick = true;
  27080. clickInfo.ignore = false;
  27081. cb(clickInfo, _this._currentPickResult);
  27082. }
  27083. };
  27084. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27085. var clickInfo = new ClickInfo();
  27086. _this._currentPickResult = null;
  27087. var act = null;
  27088. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27089. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27090. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27091. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27092. act = _this._initActionManager(act, clickInfo);
  27093. if (act) {
  27094. checkPicking = act.hasPickTriggers;
  27095. }
  27096. }
  27097. var needToIgnoreNext = false;
  27098. if (checkPicking) {
  27099. var btn = evt.button;
  27100. clickInfo.hasSwiped = _this._isPointerSwiping();
  27101. if (!clickInfo.hasSwiped) {
  27102. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27103. if (!checkSingleClickImmediately) {
  27104. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27105. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27106. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27107. act = _this._initActionManager(act, clickInfo);
  27108. if (act) {
  27109. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27110. }
  27111. }
  27112. }
  27113. if (checkSingleClickImmediately) {
  27114. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27115. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27116. btn !== _this._previousButtonPressed) {
  27117. clickInfo.singleClick = true;
  27118. cb(clickInfo, _this._currentPickResult);
  27119. needToIgnoreNext = true;
  27120. }
  27121. }
  27122. // at least one double click is required to be check and exclusive double click is enabled
  27123. else {
  27124. // wait that no double click has been raised during the double click delay
  27125. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27126. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27127. }
  27128. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27129. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27130. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27131. act = _this._initActionManager(act, clickInfo);
  27132. if (act) {
  27133. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27134. }
  27135. }
  27136. if (checkDoubleClick) {
  27137. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27138. if (btn === _this._previousButtonPressed &&
  27139. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27140. !_this._doubleClickOccured) {
  27141. // pointer has not moved for 2 clicks, it's a double click
  27142. if (!clickInfo.hasSwiped &&
  27143. !_this._isPointerSwiping()) {
  27144. _this._previousStartingPointerTime = 0;
  27145. _this._doubleClickOccured = true;
  27146. clickInfo.doubleClick = true;
  27147. clickInfo.ignore = false;
  27148. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27149. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27150. }
  27151. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27152. cb(clickInfo, _this._currentPickResult);
  27153. }
  27154. // if the two successive clicks are too far, it's just two simple clicks
  27155. else {
  27156. _this._doubleClickOccured = false;
  27157. _this._previousStartingPointerTime = _this._startingPointerTime;
  27158. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27159. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27160. _this._previousButtonPressed = btn;
  27161. if (Scene.ExclusiveDoubleClickMode) {
  27162. if (_this._previousDelayedSimpleClickTimeout) {
  27163. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27164. }
  27165. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27166. cb(clickInfo, _this._previousPickResult);
  27167. }
  27168. else {
  27169. cb(clickInfo, _this._currentPickResult);
  27170. }
  27171. }
  27172. needToIgnoreNext = true;
  27173. }
  27174. // just the first click of the double has been raised
  27175. else {
  27176. _this._doubleClickOccured = false;
  27177. _this._previousStartingPointerTime = _this._startingPointerTime;
  27178. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27179. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27180. _this._previousButtonPressed = btn;
  27181. }
  27182. }
  27183. }
  27184. }
  27185. if (!needToIgnoreNext) {
  27186. cb(clickInfo, _this._currentPickResult);
  27187. }
  27188. };
  27189. this._onPointerMove = function (evt) {
  27190. _this._updatePointerPosition(evt);
  27191. // PreObservable support
  27192. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27193. return;
  27194. }
  27195. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27196. return;
  27197. }
  27198. if (!_this.pointerMovePredicate) {
  27199. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27200. }
  27201. // Meshes
  27202. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27203. _this._processPointerMove(pickResult, evt);
  27204. };
  27205. this._onPointerDown = function (evt) {
  27206. _this._totalPointersPressed++;
  27207. _this._pickedDownMesh = null;
  27208. _this._meshPickProceed = false;
  27209. _this._updatePointerPosition(evt);
  27210. if (_this.preventDefaultOnPointerDown && canvas) {
  27211. evt.preventDefault();
  27212. canvas.focus();
  27213. }
  27214. _this._startingPointerPosition.x = _this._pointerX;
  27215. _this._startingPointerPosition.y = _this._pointerY;
  27216. _this._startingPointerTime = Date.now();
  27217. // PreObservable support
  27218. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27219. return;
  27220. }
  27221. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27222. return;
  27223. }
  27224. _this._pointerCaptures[evt.pointerId] = true;
  27225. if (!_this.pointerDownPredicate) {
  27226. _this.pointerDownPredicate = function (mesh) {
  27227. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27228. };
  27229. }
  27230. // Meshes
  27231. _this._pickedDownMesh = null;
  27232. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27233. _this._processPointerDown(pickResult, evt);
  27234. };
  27235. this._onPointerUp = function (evt) {
  27236. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27237. return; // So we need to test it the pointer down was pressed before.
  27238. }
  27239. _this._totalPointersPressed--;
  27240. _this._pickedUpMesh = null;
  27241. _this._meshPickProceed = false;
  27242. _this._updatePointerPosition(evt);
  27243. if (_this.preventDefaultOnPointerUp && canvas) {
  27244. evt.preventDefault();
  27245. canvas.focus();
  27246. }
  27247. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27248. _this._pointerCaptures[evt.pointerId] = false;
  27249. // PreObservable support
  27250. if (_this.onPrePointerObservable.hasObservers()) {
  27251. if (!clickInfo.ignore) {
  27252. if (!clickInfo.hasSwiped) {
  27253. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27254. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27255. return;
  27256. }
  27257. }
  27258. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27259. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27260. return;
  27261. }
  27262. }
  27263. }
  27264. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27265. return;
  27266. }
  27267. }
  27268. }
  27269. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27270. return;
  27271. }
  27272. if (!_this.pointerUpPredicate) {
  27273. _this.pointerUpPredicate = function (mesh) {
  27274. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27275. };
  27276. }
  27277. // Meshes
  27278. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27279. _this._initActionManager(null, clickInfo);
  27280. }
  27281. if (!pickResult) {
  27282. pickResult = _this._currentPickResult;
  27283. }
  27284. _this._processPointerUp(pickResult, evt, clickInfo);
  27285. _this._previousPickResult = _this._currentPickResult;
  27286. });
  27287. };
  27288. this._onKeyDown = function (evt) {
  27289. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27290. if (_this.onPreKeyboardObservable.hasObservers()) {
  27291. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27292. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27293. if (pi.skipOnPointerObservable) {
  27294. return;
  27295. }
  27296. }
  27297. if (_this.onKeyboardObservable.hasObservers()) {
  27298. var pi = new BABYLON.KeyboardInfo(type, evt);
  27299. _this.onKeyboardObservable.notifyObservers(pi, type);
  27300. }
  27301. if (_this.actionManager) {
  27302. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27303. }
  27304. };
  27305. this._onKeyUp = function (evt) {
  27306. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27307. if (_this.onPreKeyboardObservable.hasObservers()) {
  27308. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27309. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27310. if (pi.skipOnPointerObservable) {
  27311. return;
  27312. }
  27313. }
  27314. if (_this.onKeyboardObservable.hasObservers()) {
  27315. var pi = new BABYLON.KeyboardInfo(type, evt);
  27316. _this.onKeyboardObservable.notifyObservers(pi, type);
  27317. }
  27318. if (_this.actionManager) {
  27319. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27320. }
  27321. };
  27322. var engine = this.getEngine();
  27323. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27324. if (!canvas) {
  27325. return;
  27326. }
  27327. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27328. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27329. });
  27330. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27331. if (!canvas) {
  27332. return;
  27333. }
  27334. canvas.removeEventListener("keydown", _this._onKeyDown);
  27335. canvas.removeEventListener("keyup", _this._onKeyUp);
  27336. });
  27337. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27338. var canvas = this._engine.getRenderingCanvas();
  27339. if (!canvas) {
  27340. return;
  27341. }
  27342. if (attachMove) {
  27343. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27344. // Wheel
  27345. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27346. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27347. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27348. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27349. }
  27350. if (attachDown) {
  27351. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27352. }
  27353. if (attachUp) {
  27354. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27355. }
  27356. canvas.tabIndex = 1;
  27357. };
  27358. /** Detaches all event handlers*/
  27359. Scene.prototype.detachControl = function () {
  27360. var engine = this.getEngine();
  27361. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27362. var canvas = engine.getRenderingCanvas();
  27363. if (!canvas) {
  27364. return;
  27365. }
  27366. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27367. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27368. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27369. if (this._onCanvasBlurObserver) {
  27370. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27371. }
  27372. if (this._onCanvasFocusObserver) {
  27373. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27374. }
  27375. // Wheel
  27376. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27377. // Keyboard
  27378. canvas.removeEventListener("keydown", this._onKeyDown);
  27379. canvas.removeEventListener("keyup", this._onKeyUp);
  27380. // Observables
  27381. this.onKeyboardObservable.clear();
  27382. this.onPreKeyboardObservable.clear();
  27383. this.onPointerObservable.clear();
  27384. this.onPrePointerObservable.clear();
  27385. };
  27386. /**
  27387. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27388. * Delay loaded resources are not taking in account
  27389. * @return true if all required resources are ready
  27390. */
  27391. Scene.prototype.isReady = function () {
  27392. if (this._isDisposed) {
  27393. return false;
  27394. }
  27395. var index;
  27396. var engine = this.getEngine();
  27397. // Effects
  27398. if (!engine.areAllEffectsReady()) {
  27399. return false;
  27400. }
  27401. // Pending data
  27402. if (this._pendingData.length > 0) {
  27403. return false;
  27404. }
  27405. // Meshes
  27406. for (index = 0; index < this.meshes.length; index++) {
  27407. var mesh = this.meshes[index];
  27408. if (!mesh.isEnabled()) {
  27409. continue;
  27410. }
  27411. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27412. continue;
  27413. }
  27414. if (!mesh.isReady(true)) {
  27415. return false;
  27416. }
  27417. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27418. // Is Ready For Mesh
  27419. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27420. var step = _a[_i];
  27421. if (!step.action(mesh, hardwareInstancedRendering)) {
  27422. return false;
  27423. }
  27424. }
  27425. }
  27426. // Geometries
  27427. for (index = 0; index < this.geometries.length; index++) {
  27428. var geometry = this.geometries[index];
  27429. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27430. return false;
  27431. }
  27432. }
  27433. // Post-processes
  27434. if (this.activeCameras && this.activeCameras.length > 0) {
  27435. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27436. var camera = _c[_b];
  27437. if (!camera.isReady(true)) {
  27438. return false;
  27439. }
  27440. }
  27441. }
  27442. else if (this.activeCamera) {
  27443. if (!this.activeCamera.isReady(true)) {
  27444. return false;
  27445. }
  27446. }
  27447. // Particles
  27448. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27449. var particleSystem = _e[_d];
  27450. if (!particleSystem.isReady()) {
  27451. return false;
  27452. }
  27453. }
  27454. return true;
  27455. };
  27456. /** Resets all cached information relative to material (including effect and visibility) */
  27457. Scene.prototype.resetCachedMaterial = function () {
  27458. this._cachedMaterial = null;
  27459. this._cachedEffect = null;
  27460. this._cachedVisibility = null;
  27461. };
  27462. /**
  27463. * Registers a function to be called before every frame render
  27464. * @param func defines the function to register
  27465. */
  27466. Scene.prototype.registerBeforeRender = function (func) {
  27467. this.onBeforeRenderObservable.add(func);
  27468. };
  27469. /**
  27470. * Unregisters a function called before every frame render
  27471. * @param func defines the function to unregister
  27472. */
  27473. Scene.prototype.unregisterBeforeRender = function (func) {
  27474. this.onBeforeRenderObservable.removeCallback(func);
  27475. };
  27476. /**
  27477. * Registers a function to be called after every frame render
  27478. * @param func defines the function to register
  27479. */
  27480. Scene.prototype.registerAfterRender = function (func) {
  27481. this.onAfterRenderObservable.add(func);
  27482. };
  27483. /**
  27484. * Unregisters a function called after every frame render
  27485. * @param func defines the function to unregister
  27486. */
  27487. Scene.prototype.unregisterAfterRender = function (func) {
  27488. this.onAfterRenderObservable.removeCallback(func);
  27489. };
  27490. Scene.prototype._executeOnceBeforeRender = function (func) {
  27491. var _this = this;
  27492. var execFunc = function () {
  27493. func();
  27494. setTimeout(function () {
  27495. _this.unregisterBeforeRender(execFunc);
  27496. });
  27497. };
  27498. this.registerBeforeRender(execFunc);
  27499. };
  27500. /**
  27501. * The provided function will run before render once and will be disposed afterwards.
  27502. * A timeout delay can be provided so that the function will be executed in N ms.
  27503. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27504. * @param func The function to be executed.
  27505. * @param timeout optional delay in ms
  27506. */
  27507. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27508. var _this = this;
  27509. if (timeout !== undefined) {
  27510. setTimeout(function () {
  27511. _this._executeOnceBeforeRender(func);
  27512. }, timeout);
  27513. }
  27514. else {
  27515. this._executeOnceBeforeRender(func);
  27516. }
  27517. };
  27518. /** @hidden */
  27519. Scene.prototype._addPendingData = function (data) {
  27520. this._pendingData.push(data);
  27521. };
  27522. /** @hidden */
  27523. Scene.prototype._removePendingData = function (data) {
  27524. var wasLoading = this.isLoading;
  27525. var index = this._pendingData.indexOf(data);
  27526. if (index !== -1) {
  27527. this._pendingData.splice(index, 1);
  27528. }
  27529. if (wasLoading && !this.isLoading) {
  27530. this.onDataLoadedObservable.notifyObservers(this);
  27531. }
  27532. };
  27533. /**
  27534. * Returns the number of items waiting to be loaded
  27535. * @returns the number of items waiting to be loaded
  27536. */
  27537. Scene.prototype.getWaitingItemsCount = function () {
  27538. return this._pendingData.length;
  27539. };
  27540. Object.defineProperty(Scene.prototype, "isLoading", {
  27541. /**
  27542. * Returns a boolean indicating if the scene is still loading data
  27543. */
  27544. get: function () {
  27545. return this._pendingData.length > 0;
  27546. },
  27547. enumerable: true,
  27548. configurable: true
  27549. });
  27550. /**
  27551. * Registers a function to be executed when the scene is ready
  27552. * @param {Function} func - the function to be executed
  27553. */
  27554. Scene.prototype.executeWhenReady = function (func) {
  27555. var _this = this;
  27556. this.onReadyObservable.add(func);
  27557. if (this._executeWhenReadyTimeoutId !== -1) {
  27558. return;
  27559. }
  27560. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27561. _this._checkIsReady();
  27562. }, 150);
  27563. };
  27564. /**
  27565. * Returns a promise that resolves when the scene is ready
  27566. * @returns A promise that resolves when the scene is ready
  27567. */
  27568. Scene.prototype.whenReadyAsync = function () {
  27569. var _this = this;
  27570. return new Promise(function (resolve) {
  27571. _this.executeWhenReady(function () {
  27572. resolve();
  27573. });
  27574. });
  27575. };
  27576. /** @hidden */
  27577. Scene.prototype._checkIsReady = function () {
  27578. var _this = this;
  27579. this._registerTransientComponents();
  27580. if (this.isReady()) {
  27581. this.onReadyObservable.notifyObservers(this);
  27582. this.onReadyObservable.clear();
  27583. this._executeWhenReadyTimeoutId = -1;
  27584. return;
  27585. }
  27586. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27587. _this._checkIsReady();
  27588. }, 150);
  27589. };
  27590. // Animations
  27591. /**
  27592. * Will start the animation sequence of a given target
  27593. * @param target defines the target
  27594. * @param from defines from which frame should animation start
  27595. * @param to defines until which frame should animation run.
  27596. * @param weight defines the weight to apply to the animation (1.0 by default)
  27597. * @param loop defines if the animation loops
  27598. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27599. * @param onAnimationEnd defines the function to be executed when the animation ends
  27600. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27601. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27602. * @returns the animatable object created for this animation
  27603. */
  27604. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27605. if (weight === void 0) { weight = 1.0; }
  27606. if (speedRatio === void 0) { speedRatio = 1.0; }
  27607. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27608. returnedAnimatable.weight = weight;
  27609. return returnedAnimatable;
  27610. };
  27611. /**
  27612. * Will start the animation sequence of a given target
  27613. * @param target defines the target
  27614. * @param from defines from which frame should animation start
  27615. * @param to defines until which frame should animation run.
  27616. * @param loop defines if the animation loops
  27617. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27618. * @param onAnimationEnd defines the function to be executed when the animation ends
  27619. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27620. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27621. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27622. * @returns the animatable object created for this animation
  27623. */
  27624. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27625. if (speedRatio === void 0) { speedRatio = 1.0; }
  27626. if (stopCurrent === void 0) { stopCurrent = true; }
  27627. if (from > to && speedRatio > 0) {
  27628. speedRatio *= -1;
  27629. }
  27630. if (stopCurrent) {
  27631. this.stopAnimation(target, undefined, targetMask);
  27632. }
  27633. if (!animatable) {
  27634. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27635. }
  27636. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27637. // Local animations
  27638. if (target.animations && shouldRunTargetAnimations) {
  27639. animatable.appendAnimations(target, target.animations);
  27640. }
  27641. // Children animations
  27642. if (target.getAnimatables) {
  27643. var animatables = target.getAnimatables();
  27644. for (var index = 0; index < animatables.length; index++) {
  27645. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27646. }
  27647. }
  27648. animatable.reset();
  27649. return animatable;
  27650. };
  27651. /**
  27652. * Will start the animation sequence of a given target and its hierarchy
  27653. * @param target defines the target
  27654. * @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.
  27655. * @param from defines from which frame should animation start
  27656. * @param to defines until which frame should animation run.
  27657. * @param loop defines if the animation loops
  27658. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27659. * @param onAnimationEnd defines the function to be executed when the animation ends
  27660. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27661. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27662. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27663. * @returns the list of created animatables
  27664. */
  27665. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27666. if (speedRatio === void 0) { speedRatio = 1.0; }
  27667. if (stopCurrent === void 0) { stopCurrent = true; }
  27668. var children = target.getDescendants(directDescendantsOnly);
  27669. var result = [];
  27670. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27671. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27672. var child = children_1[_i];
  27673. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27674. }
  27675. return result;
  27676. };
  27677. /**
  27678. * Begin a new animation on a given node
  27679. * @param target defines the target where the animation will take place
  27680. * @param animations defines the list of animations to start
  27681. * @param from defines the initial value
  27682. * @param to defines the final value
  27683. * @param loop defines if you want animation to loop (off by default)
  27684. * @param speedRatio defines the speed ratio to apply to all animations
  27685. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27686. * @returns the list of created animatables
  27687. */
  27688. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27689. if (speedRatio === undefined) {
  27690. speedRatio = 1.0;
  27691. }
  27692. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27693. return animatable;
  27694. };
  27695. /**
  27696. * Begin a new animation on a given node and its hierarchy
  27697. * @param target defines the root node where the animation will take place
  27698. * @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.
  27699. * @param animations defines the list of animations to start
  27700. * @param from defines the initial value
  27701. * @param to defines the final value
  27702. * @param loop defines if you want animation to loop (off by default)
  27703. * @param speedRatio defines the speed ratio to apply to all animations
  27704. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27705. * @returns the list of animatables created for all nodes
  27706. */
  27707. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27708. var children = target.getDescendants(directDescendantsOnly);
  27709. var result = [];
  27710. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27711. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27712. var child = children_2[_i];
  27713. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27714. }
  27715. return result;
  27716. };
  27717. /**
  27718. * Gets the animatable associated with a specific target
  27719. * @param target defines the target of the animatable
  27720. * @returns the required animatable if found
  27721. */
  27722. Scene.prototype.getAnimatableByTarget = function (target) {
  27723. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27724. if (this._activeAnimatables[index].target === target) {
  27725. return this._activeAnimatables[index];
  27726. }
  27727. }
  27728. return null;
  27729. };
  27730. /**
  27731. * Gets all animatables associated with a given target
  27732. * @param target defines the target to look animatables for
  27733. * @returns an array of Animatables
  27734. */
  27735. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27736. var result = [];
  27737. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27738. if (this._activeAnimatables[index].target === target) {
  27739. result.push(this._activeAnimatables[index]);
  27740. }
  27741. }
  27742. return result;
  27743. };
  27744. Object.defineProperty(Scene.prototype, "animatables", {
  27745. /**
  27746. * Gets all animatable attached to the scene
  27747. */
  27748. get: function () {
  27749. return this._activeAnimatables;
  27750. },
  27751. enumerable: true,
  27752. configurable: true
  27753. });
  27754. /**
  27755. * Will stop the animation of the given target
  27756. * @param target - the target
  27757. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27758. * @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)
  27759. */
  27760. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27761. var animatables = this.getAllAnimatablesByTarget(target);
  27762. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27763. var animatable = animatables_1[_i];
  27764. animatable.stop(animationName, targetMask);
  27765. }
  27766. };
  27767. /**
  27768. * Stops and removes all animations that have been applied to the scene
  27769. */
  27770. Scene.prototype.stopAllAnimations = function () {
  27771. if (this._activeAnimatables) {
  27772. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27773. this._activeAnimatables[i].stop();
  27774. }
  27775. this._activeAnimatables = [];
  27776. }
  27777. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27778. var group = _a[_i];
  27779. group.stop();
  27780. }
  27781. };
  27782. Scene.prototype._animate = function () {
  27783. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27784. return;
  27785. }
  27786. // Getting time
  27787. var now = BABYLON.Tools.Now;
  27788. if (!this._animationTimeLast) {
  27789. if (this._pendingData.length > 0) {
  27790. return;
  27791. }
  27792. this._animationTimeLast = now;
  27793. }
  27794. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27795. this._animationTime += deltaTime;
  27796. this._animationTimeLast = now;
  27797. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27798. this._activeAnimatables[index]._animate(this._animationTime);
  27799. }
  27800. // Late animation bindings
  27801. this._processLateAnimationBindings();
  27802. };
  27803. /** @hidden */
  27804. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27805. var target = runtimeAnimation.target;
  27806. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27807. if (!target._lateAnimationHolders) {
  27808. target._lateAnimationHolders = {};
  27809. }
  27810. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27811. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27812. totalWeight: 0,
  27813. animations: [],
  27814. originalValue: originalValue
  27815. };
  27816. }
  27817. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27818. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27819. };
  27820. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27821. var normalizer = 1.0;
  27822. var finalPosition = BABYLON.Tmp.Vector3[0];
  27823. var finalScaling = BABYLON.Tmp.Vector3[1];
  27824. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27825. var startIndex = 0;
  27826. var originalAnimation = holder.animations[0];
  27827. var originalValue = holder.originalValue;
  27828. var scale = 1;
  27829. if (holder.totalWeight < 1.0) {
  27830. // We need to mix the original value in
  27831. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27832. scale = 1.0 - holder.totalWeight;
  27833. }
  27834. else {
  27835. startIndex = 1;
  27836. // We need to normalize the weights
  27837. normalizer = holder.totalWeight;
  27838. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27839. scale = originalAnimation.weight / normalizer;
  27840. if (scale == 1) {
  27841. return originalAnimation.currentValue;
  27842. }
  27843. }
  27844. finalScaling.scaleInPlace(scale);
  27845. finalPosition.scaleInPlace(scale);
  27846. finalQuaternion.scaleInPlace(scale);
  27847. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27848. var runtimeAnimation = holder.animations[animIndex];
  27849. var scale = runtimeAnimation.weight / normalizer;
  27850. var currentPosition = BABYLON.Tmp.Vector3[2];
  27851. var currentScaling = BABYLON.Tmp.Vector3[3];
  27852. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27853. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27854. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27855. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27856. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27857. }
  27858. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27859. return originalAnimation._workValue;
  27860. };
  27861. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27862. var originalAnimation = holder.animations[0];
  27863. var originalValue = holder.originalValue;
  27864. if (holder.animations.length === 1) {
  27865. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27866. return refQuaternion;
  27867. }
  27868. var normalizer = 1.0;
  27869. var quaternions;
  27870. var weights;
  27871. if (holder.totalWeight < 1.0) {
  27872. var scale = 1.0 - holder.totalWeight;
  27873. quaternions = [];
  27874. weights = [];
  27875. quaternions.push(originalValue);
  27876. weights.push(scale);
  27877. }
  27878. else {
  27879. if (holder.animations.length === 2) { // Slerp as soon as we can
  27880. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27881. return refQuaternion;
  27882. }
  27883. quaternions = [];
  27884. weights = [];
  27885. normalizer = holder.totalWeight;
  27886. }
  27887. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27888. var runtimeAnimation = holder.animations[animIndex];
  27889. quaternions.push(runtimeAnimation.currentValue);
  27890. weights.push(runtimeAnimation.weight / normalizer);
  27891. }
  27892. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27893. var cumulativeAmount = 0;
  27894. var cumulativeQuaternion = null;
  27895. for (var index = 0; index < quaternions.length;) {
  27896. if (!cumulativeQuaternion) {
  27897. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27898. cumulativeQuaternion = refQuaternion;
  27899. cumulativeAmount = weights[index] + weights[index + 1];
  27900. index += 2;
  27901. continue;
  27902. }
  27903. cumulativeAmount += weights[index];
  27904. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27905. index++;
  27906. }
  27907. return cumulativeQuaternion;
  27908. };
  27909. Scene.prototype._processLateAnimationBindings = function () {
  27910. if (!this._registeredForLateAnimationBindings.length) {
  27911. return;
  27912. }
  27913. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27914. var target = this._registeredForLateAnimationBindings.data[index];
  27915. for (var path in target._lateAnimationHolders) {
  27916. var holder = target._lateAnimationHolders[path];
  27917. var originalAnimation = holder.animations[0];
  27918. var originalValue = holder.originalValue;
  27919. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27920. var finalValue = target[path];
  27921. if (matrixDecomposeMode) {
  27922. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27923. }
  27924. else {
  27925. var quaternionMode = originalValue.w !== undefined;
  27926. if (quaternionMode) {
  27927. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27928. }
  27929. else {
  27930. var startIndex = 0;
  27931. var normalizer = 1.0;
  27932. if (holder.totalWeight < 1.0) {
  27933. // We need to mix the original value in
  27934. if (originalValue.scale) {
  27935. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27936. }
  27937. else {
  27938. finalValue = originalValue * (1.0 - holder.totalWeight);
  27939. }
  27940. }
  27941. else {
  27942. // We need to normalize the weights
  27943. normalizer = holder.totalWeight;
  27944. var scale_1 = originalAnimation.weight / normalizer;
  27945. if (scale_1 !== 1) {
  27946. if (originalAnimation.currentValue.scale) {
  27947. finalValue = originalAnimation.currentValue.scale(scale_1);
  27948. }
  27949. else {
  27950. finalValue = originalAnimation.currentValue * scale_1;
  27951. }
  27952. }
  27953. else {
  27954. finalValue = originalAnimation.currentValue;
  27955. }
  27956. startIndex = 1;
  27957. }
  27958. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27959. var runtimeAnimation = holder.animations[animIndex];
  27960. var scale = runtimeAnimation.weight / normalizer;
  27961. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27962. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27963. }
  27964. else {
  27965. finalValue += runtimeAnimation.currentValue * scale;
  27966. }
  27967. }
  27968. }
  27969. }
  27970. target[path] = finalValue;
  27971. }
  27972. target._lateAnimationHolders = {};
  27973. }
  27974. this._registeredForLateAnimationBindings.reset();
  27975. };
  27976. // Matrix
  27977. /** @hidden */
  27978. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27979. this._useAlternateCameraConfiguration = active;
  27980. };
  27981. /**
  27982. * Gets the current view matrix
  27983. * @returns a Matrix
  27984. */
  27985. Scene.prototype.getViewMatrix = function () {
  27986. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27987. };
  27988. /**
  27989. * Gets the current projection matrix
  27990. * @returns a Matrix
  27991. */
  27992. Scene.prototype.getProjectionMatrix = function () {
  27993. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27994. };
  27995. /**
  27996. * Gets the current transform matrix
  27997. * @returns a Matrix made of View * Projection
  27998. */
  27999. Scene.prototype.getTransformMatrix = function () {
  28000. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28001. };
  28002. /**
  28003. * Sets the current transform matrix
  28004. * @param view defines the View matrix to use
  28005. * @param projection defines the Projection matrix to use
  28006. */
  28007. Scene.prototype.setTransformMatrix = function (view, projection) {
  28008. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28009. return;
  28010. }
  28011. this._viewUpdateFlag = view.updateFlag;
  28012. this._projectionUpdateFlag = projection.updateFlag;
  28013. this._viewMatrix = view;
  28014. this._projectionMatrix = projection;
  28015. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28016. // Update frustum
  28017. if (!this._frustumPlanes) {
  28018. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28019. }
  28020. else {
  28021. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28022. }
  28023. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28024. var otherCamera = this.activeCamera._alternateCamera;
  28025. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28026. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28027. }
  28028. if (this._sceneUbo.useUbo) {
  28029. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28030. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28031. this._sceneUbo.update();
  28032. }
  28033. };
  28034. /** @hidden */
  28035. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28036. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28037. return;
  28038. }
  28039. this._alternateViewUpdateFlag = view.updateFlag;
  28040. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28041. this._alternateViewMatrix = view;
  28042. this._alternateProjectionMatrix = projection;
  28043. if (!this._alternateTransformMatrix) {
  28044. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28045. }
  28046. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28047. if (!this._alternateSceneUbo) {
  28048. this._createAlternateUbo();
  28049. }
  28050. if (this._alternateSceneUbo.useUbo) {
  28051. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28052. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28053. this._alternateSceneUbo.update();
  28054. }
  28055. };
  28056. /**
  28057. * Gets the uniform buffer used to store scene data
  28058. * @returns a UniformBuffer
  28059. */
  28060. Scene.prototype.getSceneUniformBuffer = function () {
  28061. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28062. };
  28063. /**
  28064. * Gets an unique (relatively to the current scene) Id
  28065. * @returns an unique number for the scene
  28066. */
  28067. Scene.prototype.getUniqueId = function () {
  28068. var result = Scene._uniqueIdCounter;
  28069. Scene._uniqueIdCounter++;
  28070. return result;
  28071. };
  28072. /**
  28073. * Add a mesh to the list of scene's meshes
  28074. * @param newMesh defines the mesh to add
  28075. * @param recursive if all child meshes should also be added to the scene
  28076. */
  28077. Scene.prototype.addMesh = function (newMesh, recursive) {
  28078. var _this = this;
  28079. if (recursive === void 0) { recursive = false; }
  28080. this.meshes.push(newMesh);
  28081. //notify the collision coordinator
  28082. if (this.collisionCoordinator) {
  28083. this.collisionCoordinator.onMeshAdded(newMesh);
  28084. }
  28085. newMesh._resyncLightSources();
  28086. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28087. if (recursive) {
  28088. newMesh.getChildMeshes().forEach(function (m) {
  28089. _this.addMesh(m);
  28090. });
  28091. }
  28092. };
  28093. /**
  28094. * Remove a mesh for the list of scene's meshes
  28095. * @param toRemove defines the mesh to remove
  28096. * @param recursive if all child meshes should also be removed from the scene
  28097. * @returns the index where the mesh was in the mesh list
  28098. */
  28099. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28100. var _this = this;
  28101. if (recursive === void 0) { recursive = false; }
  28102. var index = this.meshes.indexOf(toRemove);
  28103. if (index !== -1) {
  28104. // Remove from the scene if mesh found
  28105. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28106. this.meshes.pop();
  28107. }
  28108. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28109. if (recursive) {
  28110. toRemove.getChildMeshes().forEach(function (m) {
  28111. _this.removeMesh(m);
  28112. });
  28113. }
  28114. return index;
  28115. };
  28116. /**
  28117. * Add a transform node to the list of scene's transform nodes
  28118. * @param newTransformNode defines the transform node to add
  28119. */
  28120. Scene.prototype.addTransformNode = function (newTransformNode) {
  28121. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28122. this.transformNodes.push(newTransformNode);
  28123. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28124. };
  28125. /**
  28126. * Remove a transform node for the list of scene's transform nodes
  28127. * @param toRemove defines the transform node to remove
  28128. * @returns the index where the transform node was in the transform node list
  28129. */
  28130. Scene.prototype.removeTransformNode = function (toRemove) {
  28131. var index = toRemove._indexInSceneTransformNodesArray;
  28132. if (index !== -1) {
  28133. if (index !== this.transformNodes.length - 1) {
  28134. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28135. this.transformNodes[index] = lastNode;
  28136. lastNode._indexInSceneTransformNodesArray = index;
  28137. }
  28138. toRemove._indexInSceneTransformNodesArray = -1;
  28139. this.transformNodes.pop();
  28140. }
  28141. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28142. return index;
  28143. };
  28144. /**
  28145. * Remove a skeleton for the list of scene's skeletons
  28146. * @param toRemove defines the skeleton to remove
  28147. * @returns the index where the skeleton was in the skeleton list
  28148. */
  28149. Scene.prototype.removeSkeleton = function (toRemove) {
  28150. var index = this.skeletons.indexOf(toRemove);
  28151. if (index !== -1) {
  28152. // Remove from the scene if found
  28153. this.skeletons.splice(index, 1);
  28154. }
  28155. return index;
  28156. };
  28157. /**
  28158. * Remove a morph target for the list of scene's morph targets
  28159. * @param toRemove defines the morph target to remove
  28160. * @returns the index where the morph target was in the morph target list
  28161. */
  28162. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28163. var index = this.morphTargetManagers.indexOf(toRemove);
  28164. if (index !== -1) {
  28165. // Remove from the scene if found
  28166. this.morphTargetManagers.splice(index, 1);
  28167. }
  28168. return index;
  28169. };
  28170. /**
  28171. * Remove a light for the list of scene's lights
  28172. * @param toRemove defines the light to remove
  28173. * @returns the index where the light was in the light list
  28174. */
  28175. Scene.prototype.removeLight = function (toRemove) {
  28176. var index = this.lights.indexOf(toRemove);
  28177. if (index !== -1) {
  28178. // Remove from meshes
  28179. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28180. var mesh = _a[_i];
  28181. mesh._removeLightSource(toRemove);
  28182. }
  28183. // Remove from the scene if mesh found
  28184. this.lights.splice(index, 1);
  28185. this.sortLightsByPriority();
  28186. }
  28187. this.onLightRemovedObservable.notifyObservers(toRemove);
  28188. return index;
  28189. };
  28190. /**
  28191. * Remove a camera for the list of scene's cameras
  28192. * @param toRemove defines the camera to remove
  28193. * @returns the index where the camera was in the camera list
  28194. */
  28195. Scene.prototype.removeCamera = function (toRemove) {
  28196. var index = this.cameras.indexOf(toRemove);
  28197. if (index !== -1) {
  28198. // Remove from the scene if mesh found
  28199. this.cameras.splice(index, 1);
  28200. }
  28201. // Remove from activeCameras
  28202. var index2 = this.activeCameras.indexOf(toRemove);
  28203. if (index2 !== -1) {
  28204. // Remove from the scene if mesh found
  28205. this.activeCameras.splice(index2, 1);
  28206. }
  28207. // Reset the activeCamera
  28208. if (this.activeCamera === toRemove) {
  28209. if (this.cameras.length > 0) {
  28210. this.activeCamera = this.cameras[0];
  28211. }
  28212. else {
  28213. this.activeCamera = null;
  28214. }
  28215. }
  28216. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28217. return index;
  28218. };
  28219. /**
  28220. * Remove a particle system for the list of scene's particle systems
  28221. * @param toRemove defines the particle system to remove
  28222. * @returns the index where the particle system was in the particle system list
  28223. */
  28224. Scene.prototype.removeParticleSystem = function (toRemove) {
  28225. var index = this.particleSystems.indexOf(toRemove);
  28226. if (index !== -1) {
  28227. this.particleSystems.splice(index, 1);
  28228. }
  28229. return index;
  28230. };
  28231. /**
  28232. * Remove a animation for the list of scene's animations
  28233. * @param toRemove defines the animation to remove
  28234. * @returns the index where the animation was in the animation list
  28235. */
  28236. Scene.prototype.removeAnimation = function (toRemove) {
  28237. var index = this.animations.indexOf(toRemove);
  28238. if (index !== -1) {
  28239. this.animations.splice(index, 1);
  28240. }
  28241. return index;
  28242. };
  28243. /**
  28244. * Removes the given animation group from this scene.
  28245. * @param toRemove The animation group to remove
  28246. * @returns The index of the removed animation group
  28247. */
  28248. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28249. var index = this.animationGroups.indexOf(toRemove);
  28250. if (index !== -1) {
  28251. this.animationGroups.splice(index, 1);
  28252. }
  28253. return index;
  28254. };
  28255. /**
  28256. * Removes the given multi-material from this scene.
  28257. * @param toRemove The multi-material to remove
  28258. * @returns The index of the removed multi-material
  28259. */
  28260. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28261. var index = this.multiMaterials.indexOf(toRemove);
  28262. if (index !== -1) {
  28263. this.multiMaterials.splice(index, 1);
  28264. }
  28265. return index;
  28266. };
  28267. /**
  28268. * Removes the given material from this scene.
  28269. * @param toRemove The material to remove
  28270. * @returns The index of the removed material
  28271. */
  28272. Scene.prototype.removeMaterial = function (toRemove) {
  28273. var index = toRemove._indexInSceneMaterialArray;
  28274. if (index !== -1) {
  28275. if (index !== this.materials.length - 1) {
  28276. var lastMaterial = this.materials[this.materials.length - 1];
  28277. this.materials[index] = lastMaterial;
  28278. lastMaterial._indexInSceneMaterialArray = index;
  28279. }
  28280. toRemove._indexInSceneMaterialArray = -1;
  28281. this.materials.pop();
  28282. }
  28283. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28284. return index;
  28285. };
  28286. /**
  28287. * Removes the given action manager from this scene.
  28288. * @param toRemove The action manager to remove
  28289. * @returns The index of the removed action manager
  28290. */
  28291. Scene.prototype.removeActionManager = function (toRemove) {
  28292. var index = this.actionManagers.indexOf(toRemove);
  28293. if (index !== -1) {
  28294. this.actionManagers.splice(index, 1);
  28295. }
  28296. return index;
  28297. };
  28298. /**
  28299. * Removes the given texture from this scene.
  28300. * @param toRemove The texture to remove
  28301. * @returns The index of the removed texture
  28302. */
  28303. Scene.prototype.removeTexture = function (toRemove) {
  28304. var index = this.textures.indexOf(toRemove);
  28305. if (index !== -1) {
  28306. this.textures.splice(index, 1);
  28307. }
  28308. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28309. return index;
  28310. };
  28311. /**
  28312. * Adds the given light to this scene
  28313. * @param newLight The light to add
  28314. */
  28315. Scene.prototype.addLight = function (newLight) {
  28316. this.lights.push(newLight);
  28317. this.sortLightsByPriority();
  28318. // Add light to all meshes (To support if the light is removed and then readded)
  28319. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28320. var mesh = _a[_i];
  28321. if (mesh._lightSources.indexOf(newLight) === -1) {
  28322. mesh._lightSources.push(newLight);
  28323. mesh._resyncLightSources();
  28324. }
  28325. }
  28326. this.onNewLightAddedObservable.notifyObservers(newLight);
  28327. };
  28328. /**
  28329. * Sorts the list list based on light priorities
  28330. */
  28331. Scene.prototype.sortLightsByPriority = function () {
  28332. if (this.requireLightSorting) {
  28333. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28334. }
  28335. };
  28336. /**
  28337. * Adds the given camera to this scene
  28338. * @param newCamera The camera to add
  28339. */
  28340. Scene.prototype.addCamera = function (newCamera) {
  28341. this.cameras.push(newCamera);
  28342. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28343. };
  28344. /**
  28345. * Adds the given skeleton to this scene
  28346. * @param newSkeleton The skeleton to add
  28347. */
  28348. Scene.prototype.addSkeleton = function (newSkeleton) {
  28349. this.skeletons.push(newSkeleton);
  28350. };
  28351. /**
  28352. * Adds the given particle system to this scene
  28353. * @param newParticleSystem The particle system to add
  28354. */
  28355. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28356. this.particleSystems.push(newParticleSystem);
  28357. };
  28358. /**
  28359. * Adds the given animation to this scene
  28360. * @param newAnimation The animation to add
  28361. */
  28362. Scene.prototype.addAnimation = function (newAnimation) {
  28363. this.animations.push(newAnimation);
  28364. };
  28365. /**
  28366. * Adds the given animation group to this scene.
  28367. * @param newAnimationGroup The animation group to add
  28368. */
  28369. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28370. this.animationGroups.push(newAnimationGroup);
  28371. };
  28372. /**
  28373. * Adds the given multi-material to this scene
  28374. * @param newMultiMaterial The multi-material to add
  28375. */
  28376. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28377. this.multiMaterials.push(newMultiMaterial);
  28378. };
  28379. /**
  28380. * Adds the given material to this scene
  28381. * @param newMaterial The material to add
  28382. */
  28383. Scene.prototype.addMaterial = function (newMaterial) {
  28384. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28385. this.materials.push(newMaterial);
  28386. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28387. };
  28388. /**
  28389. * Adds the given morph target to this scene
  28390. * @param newMorphTargetManager The morph target to add
  28391. */
  28392. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28393. this.morphTargetManagers.push(newMorphTargetManager);
  28394. };
  28395. /**
  28396. * Adds the given geometry to this scene
  28397. * @param newGeometry The geometry to add
  28398. */
  28399. Scene.prototype.addGeometry = function (newGeometry) {
  28400. if (this.geometriesById) {
  28401. this.geometriesById[newGeometry.id] = this.geometries.length;
  28402. }
  28403. this.geometries.push(newGeometry);
  28404. };
  28405. /**
  28406. * Adds the given action manager to this scene
  28407. * @param newActionManager The action manager to add
  28408. */
  28409. Scene.prototype.addActionManager = function (newActionManager) {
  28410. this.actionManagers.push(newActionManager);
  28411. };
  28412. /**
  28413. * Adds the given texture to this scene.
  28414. * @param newTexture The texture to add
  28415. */
  28416. Scene.prototype.addTexture = function (newTexture) {
  28417. this.textures.push(newTexture);
  28418. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28419. };
  28420. /**
  28421. * Switch active camera
  28422. * @param newCamera defines the new active camera
  28423. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28424. */
  28425. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28426. if (attachControl === void 0) { attachControl = true; }
  28427. var canvas = this._engine.getRenderingCanvas();
  28428. if (!canvas) {
  28429. return;
  28430. }
  28431. if (this.activeCamera) {
  28432. this.activeCamera.detachControl(canvas);
  28433. }
  28434. this.activeCamera = newCamera;
  28435. if (attachControl) {
  28436. newCamera.attachControl(canvas);
  28437. }
  28438. };
  28439. /**
  28440. * sets the active camera of the scene using its ID
  28441. * @param id defines the camera's ID
  28442. * @return the new active camera or null if none found.
  28443. */
  28444. Scene.prototype.setActiveCameraByID = function (id) {
  28445. var camera = this.getCameraByID(id);
  28446. if (camera) {
  28447. this.activeCamera = camera;
  28448. return camera;
  28449. }
  28450. return null;
  28451. };
  28452. /**
  28453. * sets the active camera of the scene using its name
  28454. * @param name defines the camera's name
  28455. * @returns the new active camera or null if none found.
  28456. */
  28457. Scene.prototype.setActiveCameraByName = function (name) {
  28458. var camera = this.getCameraByName(name);
  28459. if (camera) {
  28460. this.activeCamera = camera;
  28461. return camera;
  28462. }
  28463. return null;
  28464. };
  28465. /**
  28466. * get an animation group using its name
  28467. * @param name defines the material's name
  28468. * @return the animation group or null if none found.
  28469. */
  28470. Scene.prototype.getAnimationGroupByName = function (name) {
  28471. for (var index = 0; index < this.animationGroups.length; index++) {
  28472. if (this.animationGroups[index].name === name) {
  28473. return this.animationGroups[index];
  28474. }
  28475. }
  28476. return null;
  28477. };
  28478. /**
  28479. * get a material using its id
  28480. * @param id defines the material's ID
  28481. * @return the material or null if none found.
  28482. */
  28483. Scene.prototype.getMaterialByID = function (id) {
  28484. for (var index = 0; index < this.materials.length; index++) {
  28485. if (this.materials[index].id === id) {
  28486. return this.materials[index];
  28487. }
  28488. }
  28489. return null;
  28490. };
  28491. /**
  28492. * Gets a material using its name
  28493. * @param name defines the material's name
  28494. * @return the material or null if none found.
  28495. */
  28496. Scene.prototype.getMaterialByName = function (name) {
  28497. for (var index = 0; index < this.materials.length; index++) {
  28498. if (this.materials[index].name === name) {
  28499. return this.materials[index];
  28500. }
  28501. }
  28502. return null;
  28503. };
  28504. /**
  28505. * Gets a camera using its id
  28506. * @param id defines the id to look for
  28507. * @returns the camera or null if not found
  28508. */
  28509. Scene.prototype.getCameraByID = function (id) {
  28510. for (var index = 0; index < this.cameras.length; index++) {
  28511. if (this.cameras[index].id === id) {
  28512. return this.cameras[index];
  28513. }
  28514. }
  28515. return null;
  28516. };
  28517. /**
  28518. * Gets a camera using its unique id
  28519. * @param uniqueId defines the unique id to look for
  28520. * @returns the camera or null if not found
  28521. */
  28522. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28523. for (var index = 0; index < this.cameras.length; index++) {
  28524. if (this.cameras[index].uniqueId === uniqueId) {
  28525. return this.cameras[index];
  28526. }
  28527. }
  28528. return null;
  28529. };
  28530. /**
  28531. * Gets a camera using its name
  28532. * @param name defines the camera's name
  28533. * @return the camera or null if none found.
  28534. */
  28535. Scene.prototype.getCameraByName = function (name) {
  28536. for (var index = 0; index < this.cameras.length; index++) {
  28537. if (this.cameras[index].name === name) {
  28538. return this.cameras[index];
  28539. }
  28540. }
  28541. return null;
  28542. };
  28543. /**
  28544. * Gets a bone using its id
  28545. * @param id defines the bone's id
  28546. * @return the bone or null if not found
  28547. */
  28548. Scene.prototype.getBoneByID = function (id) {
  28549. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28550. var skeleton = this.skeletons[skeletonIndex];
  28551. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28552. if (skeleton.bones[boneIndex].id === id) {
  28553. return skeleton.bones[boneIndex];
  28554. }
  28555. }
  28556. }
  28557. return null;
  28558. };
  28559. /**
  28560. * Gets a bone using its id
  28561. * @param name defines the bone's name
  28562. * @return the bone or null if not found
  28563. */
  28564. Scene.prototype.getBoneByName = function (name) {
  28565. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28566. var skeleton = this.skeletons[skeletonIndex];
  28567. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28568. if (skeleton.bones[boneIndex].name === name) {
  28569. return skeleton.bones[boneIndex];
  28570. }
  28571. }
  28572. }
  28573. return null;
  28574. };
  28575. /**
  28576. * Gets a light node using its name
  28577. * @param name defines the the light's name
  28578. * @return the light or null if none found.
  28579. */
  28580. Scene.prototype.getLightByName = function (name) {
  28581. for (var index = 0; index < this.lights.length; index++) {
  28582. if (this.lights[index].name === name) {
  28583. return this.lights[index];
  28584. }
  28585. }
  28586. return null;
  28587. };
  28588. /**
  28589. * Gets a light node using its id
  28590. * @param id defines the light's id
  28591. * @return the light or null if none found.
  28592. */
  28593. Scene.prototype.getLightByID = function (id) {
  28594. for (var index = 0; index < this.lights.length; index++) {
  28595. if (this.lights[index].id === id) {
  28596. return this.lights[index];
  28597. }
  28598. }
  28599. return null;
  28600. };
  28601. /**
  28602. * Gets a light node using its scene-generated unique ID
  28603. * @param uniqueId defines the light's unique id
  28604. * @return the light or null if none found.
  28605. */
  28606. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28607. for (var index = 0; index < this.lights.length; index++) {
  28608. if (this.lights[index].uniqueId === uniqueId) {
  28609. return this.lights[index];
  28610. }
  28611. }
  28612. return null;
  28613. };
  28614. /**
  28615. * Gets a particle system by id
  28616. * @param id defines the particle system id
  28617. * @return the corresponding system or null if none found
  28618. */
  28619. Scene.prototype.getParticleSystemByID = function (id) {
  28620. for (var index = 0; index < this.particleSystems.length; index++) {
  28621. if (this.particleSystems[index].id === id) {
  28622. return this.particleSystems[index];
  28623. }
  28624. }
  28625. return null;
  28626. };
  28627. /**
  28628. * Gets a geometry using its ID
  28629. * @param id defines the geometry's id
  28630. * @return the geometry or null if none found.
  28631. */
  28632. Scene.prototype.getGeometryByID = function (id) {
  28633. if (this.geometriesById) {
  28634. var index_1 = this.geometriesById[id];
  28635. if (index_1 !== undefined) {
  28636. return this.geometries[index_1];
  28637. }
  28638. }
  28639. else {
  28640. for (var index = 0; index < this.geometries.length; index++) {
  28641. if (this.geometries[index].id === id) {
  28642. return this.geometries[index];
  28643. }
  28644. }
  28645. }
  28646. return null;
  28647. };
  28648. /**
  28649. * Add a new geometry to this scene
  28650. * @param geometry defines the geometry to be added to the scene.
  28651. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28652. * @return a boolean defining if the geometry was added or not
  28653. */
  28654. Scene.prototype.pushGeometry = function (geometry, force) {
  28655. if (!force && this.getGeometryByID(geometry.id)) {
  28656. return false;
  28657. }
  28658. this.addGeometry(geometry);
  28659. //notify the collision coordinator
  28660. if (this.collisionCoordinator) {
  28661. this.collisionCoordinator.onGeometryAdded(geometry);
  28662. }
  28663. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28664. return true;
  28665. };
  28666. /**
  28667. * Removes an existing geometry
  28668. * @param geometry defines the geometry to be removed from the scene
  28669. * @return a boolean defining if the geometry was removed or not
  28670. */
  28671. Scene.prototype.removeGeometry = function (geometry) {
  28672. var index;
  28673. if (this.geometriesById) {
  28674. index = this.geometriesById[geometry.id];
  28675. if (index === undefined) {
  28676. return false;
  28677. }
  28678. }
  28679. else {
  28680. index = this.geometries.indexOf(geometry);
  28681. if (index < 0) {
  28682. return false;
  28683. }
  28684. }
  28685. if (index !== this.geometries.length - 1) {
  28686. var lastGeometry = this.geometries[this.geometries.length - 1];
  28687. this.geometries[index] = lastGeometry;
  28688. if (this.geometriesById) {
  28689. this.geometriesById[lastGeometry.id] = index;
  28690. this.geometriesById[geometry.id] = undefined;
  28691. }
  28692. }
  28693. this.geometries.pop();
  28694. //notify the collision coordinator
  28695. if (this.collisionCoordinator) {
  28696. this.collisionCoordinator.onGeometryDeleted(geometry);
  28697. }
  28698. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28699. return true;
  28700. };
  28701. /**
  28702. * Gets the list of geometries attached to the scene
  28703. * @returns an array of Geometry
  28704. */
  28705. Scene.prototype.getGeometries = function () {
  28706. return this.geometries;
  28707. };
  28708. /**
  28709. * Gets the first added mesh found of a given ID
  28710. * @param id defines the id to search for
  28711. * @return the mesh found or null if not found at all
  28712. */
  28713. Scene.prototype.getMeshByID = function (id) {
  28714. for (var index = 0; index < this.meshes.length; index++) {
  28715. if (this.meshes[index].id === id) {
  28716. return this.meshes[index];
  28717. }
  28718. }
  28719. return null;
  28720. };
  28721. /**
  28722. * Gets a list of meshes using their id
  28723. * @param id defines the id to search for
  28724. * @returns a list of meshes
  28725. */
  28726. Scene.prototype.getMeshesByID = function (id) {
  28727. return this.meshes.filter(function (m) {
  28728. return m.id === id;
  28729. });
  28730. };
  28731. /**
  28732. * Gets the first added transform node found of a given ID
  28733. * @param id defines the id to search for
  28734. * @return the found transform node or null if not found at all.
  28735. */
  28736. Scene.prototype.getTransformNodeByID = function (id) {
  28737. for (var index = 0; index < this.transformNodes.length; index++) {
  28738. if (this.transformNodes[index].id === id) {
  28739. return this.transformNodes[index];
  28740. }
  28741. }
  28742. return null;
  28743. };
  28744. /**
  28745. * Gets a list of transform nodes using their id
  28746. * @param id defines the id to search for
  28747. * @returns a list of transform nodes
  28748. */
  28749. Scene.prototype.getTransformNodesByID = function (id) {
  28750. return this.transformNodes.filter(function (m) {
  28751. return m.id === id;
  28752. });
  28753. };
  28754. /**
  28755. * Gets a mesh with its auto-generated unique id
  28756. * @param uniqueId defines the unique id to search for
  28757. * @return the found mesh or null if not found at all.
  28758. */
  28759. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28760. for (var index = 0; index < this.meshes.length; index++) {
  28761. if (this.meshes[index].uniqueId === uniqueId) {
  28762. return this.meshes[index];
  28763. }
  28764. }
  28765. return null;
  28766. };
  28767. /**
  28768. * Gets a the last added mesh using a given id
  28769. * @param id defines the id to search for
  28770. * @return the found mesh or null if not found at all.
  28771. */
  28772. Scene.prototype.getLastMeshByID = function (id) {
  28773. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28774. if (this.meshes[index].id === id) {
  28775. return this.meshes[index];
  28776. }
  28777. }
  28778. return null;
  28779. };
  28780. /**
  28781. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28782. * @param id defines the id to search for
  28783. * @return the found node or null if not found at all
  28784. */
  28785. Scene.prototype.getLastEntryByID = function (id) {
  28786. var index;
  28787. for (index = this.meshes.length - 1; index >= 0; index--) {
  28788. if (this.meshes[index].id === id) {
  28789. return this.meshes[index];
  28790. }
  28791. }
  28792. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28793. if (this.transformNodes[index].id === id) {
  28794. return this.transformNodes[index];
  28795. }
  28796. }
  28797. for (index = this.cameras.length - 1; index >= 0; index--) {
  28798. if (this.cameras[index].id === id) {
  28799. return this.cameras[index];
  28800. }
  28801. }
  28802. for (index = this.lights.length - 1; index >= 0; index--) {
  28803. if (this.lights[index].id === id) {
  28804. return this.lights[index];
  28805. }
  28806. }
  28807. return null;
  28808. };
  28809. /**
  28810. * Gets a node (Mesh, Camera, Light) using a given id
  28811. * @param id defines the id to search for
  28812. * @return the found node or null if not found at all
  28813. */
  28814. Scene.prototype.getNodeByID = function (id) {
  28815. var mesh = this.getMeshByID(id);
  28816. if (mesh) {
  28817. return mesh;
  28818. }
  28819. var transformNode = this.getTransformNodeByID(id);
  28820. if (transformNode) {
  28821. return transformNode;
  28822. }
  28823. var light = this.getLightByID(id);
  28824. if (light) {
  28825. return light;
  28826. }
  28827. var camera = this.getCameraByID(id);
  28828. if (camera) {
  28829. return camera;
  28830. }
  28831. var bone = this.getBoneByID(id);
  28832. if (bone) {
  28833. return bone;
  28834. }
  28835. return null;
  28836. };
  28837. /**
  28838. * Gets a node (Mesh, Camera, Light) using a given name
  28839. * @param name defines the name to search for
  28840. * @return the found node or null if not found at all.
  28841. */
  28842. Scene.prototype.getNodeByName = function (name) {
  28843. var mesh = this.getMeshByName(name);
  28844. if (mesh) {
  28845. return mesh;
  28846. }
  28847. var transformNode = this.getTransformNodeByName(name);
  28848. if (transformNode) {
  28849. return transformNode;
  28850. }
  28851. var light = this.getLightByName(name);
  28852. if (light) {
  28853. return light;
  28854. }
  28855. var camera = this.getCameraByName(name);
  28856. if (camera) {
  28857. return camera;
  28858. }
  28859. var bone = this.getBoneByName(name);
  28860. if (bone) {
  28861. return bone;
  28862. }
  28863. return null;
  28864. };
  28865. /**
  28866. * Gets a mesh using a given name
  28867. * @param name defines the name to search for
  28868. * @return the found mesh or null if not found at all.
  28869. */
  28870. Scene.prototype.getMeshByName = function (name) {
  28871. for (var index = 0; index < this.meshes.length; index++) {
  28872. if (this.meshes[index].name === name) {
  28873. return this.meshes[index];
  28874. }
  28875. }
  28876. return null;
  28877. };
  28878. /**
  28879. * Gets a transform node using a given name
  28880. * @param name defines the name to search for
  28881. * @return the found transform node or null if not found at all.
  28882. */
  28883. Scene.prototype.getTransformNodeByName = function (name) {
  28884. for (var index = 0; index < this.transformNodes.length; index++) {
  28885. if (this.transformNodes[index].name === name) {
  28886. return this.transformNodes[index];
  28887. }
  28888. }
  28889. return null;
  28890. };
  28891. /**
  28892. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28893. * @param id defines the id to search for
  28894. * @return the found skeleton or null if not found at all.
  28895. */
  28896. Scene.prototype.getLastSkeletonByID = function (id) {
  28897. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28898. if (this.skeletons[index].id === id) {
  28899. return this.skeletons[index];
  28900. }
  28901. }
  28902. return null;
  28903. };
  28904. /**
  28905. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28906. * @param id defines the id to search for
  28907. * @return the found skeleton or null if not found at all.
  28908. */
  28909. Scene.prototype.getSkeletonById = function (id) {
  28910. for (var index = 0; index < this.skeletons.length; index++) {
  28911. if (this.skeletons[index].id === id) {
  28912. return this.skeletons[index];
  28913. }
  28914. }
  28915. return null;
  28916. };
  28917. /**
  28918. * Gets a skeleton using a given name
  28919. * @param name defines the name to search for
  28920. * @return the found skeleton or null if not found at all.
  28921. */
  28922. Scene.prototype.getSkeletonByName = function (name) {
  28923. for (var index = 0; index < this.skeletons.length; index++) {
  28924. if (this.skeletons[index].name === name) {
  28925. return this.skeletons[index];
  28926. }
  28927. }
  28928. return null;
  28929. };
  28930. /**
  28931. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28932. * @param id defines the id to search for
  28933. * @return the found morph target manager or null if not found at all.
  28934. */
  28935. Scene.prototype.getMorphTargetManagerById = function (id) {
  28936. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28937. if (this.morphTargetManagers[index].uniqueId === id) {
  28938. return this.morphTargetManagers[index];
  28939. }
  28940. }
  28941. return null;
  28942. };
  28943. /**
  28944. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  28945. * @param id defines the id to search for
  28946. * @return the found morph target or null if not found at all.
  28947. */
  28948. Scene.prototype.getMorphTargetById = function (id) {
  28949. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  28950. var morphTargetManager = this.morphTargetManagers[managerIndex];
  28951. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  28952. var target = morphTargetManager.getTarget(index);
  28953. if (target.id === id) {
  28954. return target;
  28955. }
  28956. }
  28957. }
  28958. return null;
  28959. };
  28960. /**
  28961. * Gets a boolean indicating if the given mesh is active
  28962. * @param mesh defines the mesh to look for
  28963. * @returns true if the mesh is in the active list
  28964. */
  28965. Scene.prototype.isActiveMesh = function (mesh) {
  28966. return (this._activeMeshes.indexOf(mesh) !== -1);
  28967. };
  28968. Object.defineProperty(Scene.prototype, "uid", {
  28969. /**
  28970. * Return a unique id as a string which can serve as an identifier for the scene
  28971. */
  28972. get: function () {
  28973. if (!this._uid) {
  28974. this._uid = BABYLON.Tools.RandomId();
  28975. }
  28976. return this._uid;
  28977. },
  28978. enumerable: true,
  28979. configurable: true
  28980. });
  28981. /**
  28982. * Add an externaly attached data from its key.
  28983. * This method call will fail and return false, if such key already exists.
  28984. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28985. * @param key the unique key that identifies the data
  28986. * @param data the data object to associate to the key for this Engine instance
  28987. * @return true if no such key were already present and the data was added successfully, false otherwise
  28988. */
  28989. Scene.prototype.addExternalData = function (key, data) {
  28990. if (!this._externalData) {
  28991. this._externalData = new BABYLON.StringDictionary();
  28992. }
  28993. return this._externalData.add(key, data);
  28994. };
  28995. /**
  28996. * Get an externaly attached data from its key
  28997. * @param key the unique key that identifies the data
  28998. * @return the associated data, if present (can be null), or undefined if not present
  28999. */
  29000. Scene.prototype.getExternalData = function (key) {
  29001. if (!this._externalData) {
  29002. return null;
  29003. }
  29004. return this._externalData.get(key);
  29005. };
  29006. /**
  29007. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29008. * @param key the unique key that identifies the data
  29009. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29010. * @return the associated data, can be null if the factory returned null.
  29011. */
  29012. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29013. if (!this._externalData) {
  29014. this._externalData = new BABYLON.StringDictionary();
  29015. }
  29016. return this._externalData.getOrAddWithFactory(key, factory);
  29017. };
  29018. /**
  29019. * Remove an externaly attached data from the Engine instance
  29020. * @param key the unique key that identifies the data
  29021. * @return true if the data was successfully removed, false if it doesn't exist
  29022. */
  29023. Scene.prototype.removeExternalData = function (key) {
  29024. return this._externalData.remove(key);
  29025. };
  29026. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29027. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29028. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29029. var step = _a[_i];
  29030. step.action(mesh, subMesh);
  29031. }
  29032. var material = subMesh.getMaterial();
  29033. if (material !== null && material !== undefined) {
  29034. // Render targets
  29035. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29036. if (this._processedMaterials.indexOf(material) === -1) {
  29037. this._processedMaterials.push(material);
  29038. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29039. }
  29040. }
  29041. // Dispatch
  29042. this._activeIndices.addCount(subMesh.indexCount, false);
  29043. this._renderingManager.dispatch(subMesh, mesh, material);
  29044. }
  29045. }
  29046. };
  29047. /**
  29048. * Clear the processed materials smart array preventing retention point in material dispose.
  29049. */
  29050. Scene.prototype.freeProcessedMaterials = function () {
  29051. this._processedMaterials.dispose();
  29052. };
  29053. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29054. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29055. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29056. * when disposing several meshes in a row or a hierarchy of meshes.
  29057. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29058. */
  29059. get: function () {
  29060. return this._preventFreeActiveMeshesAndRenderingGroups;
  29061. },
  29062. set: function (value) {
  29063. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29064. return;
  29065. }
  29066. if (value) {
  29067. this.freeActiveMeshes();
  29068. this.freeRenderingGroups();
  29069. }
  29070. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29071. },
  29072. enumerable: true,
  29073. configurable: true
  29074. });
  29075. /**
  29076. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29077. */
  29078. Scene.prototype.freeActiveMeshes = function () {
  29079. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29080. return;
  29081. }
  29082. this._activeMeshes.dispose();
  29083. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29084. this.activeCamera._activeMeshes.dispose();
  29085. }
  29086. if (this.activeCameras) {
  29087. for (var i = 0; i < this.activeCameras.length; i++) {
  29088. var activeCamera = this.activeCameras[i];
  29089. if (activeCamera && activeCamera._activeMeshes) {
  29090. activeCamera._activeMeshes.dispose();
  29091. }
  29092. }
  29093. }
  29094. };
  29095. /**
  29096. * Clear the info related to rendering groups preventing retention points during dispose.
  29097. */
  29098. Scene.prototype.freeRenderingGroups = function () {
  29099. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29100. return;
  29101. }
  29102. if (this._renderingManager) {
  29103. this._renderingManager.freeRenderingGroups();
  29104. }
  29105. if (this.textures) {
  29106. for (var i = 0; i < this.textures.length; i++) {
  29107. var texture = this.textures[i];
  29108. if (texture && texture.renderList) {
  29109. texture.freeRenderingGroups();
  29110. }
  29111. }
  29112. }
  29113. };
  29114. /** @hidden */
  29115. Scene.prototype._isInIntermediateRendering = function () {
  29116. return this._intermediateRendering;
  29117. };
  29118. /**
  29119. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29120. * @returns the current scene
  29121. */
  29122. Scene.prototype.freezeActiveMeshes = function () {
  29123. if (!this.activeCamera) {
  29124. return this;
  29125. }
  29126. if (!this._frustumPlanes) {
  29127. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29128. }
  29129. this._evaluateActiveMeshes();
  29130. this._activeMeshesFrozen = true;
  29131. return this;
  29132. };
  29133. /**
  29134. * Use this function to restart evaluating active meshes on every frame
  29135. * @returns the current scene
  29136. */
  29137. Scene.prototype.unfreezeActiveMeshes = function () {
  29138. this._activeMeshesFrozen = false;
  29139. return this;
  29140. };
  29141. Scene.prototype._evaluateActiveMeshes = function () {
  29142. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29143. return;
  29144. }
  29145. if (!this.activeCamera) {
  29146. return;
  29147. }
  29148. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29149. this.activeCamera._activeMeshes.reset();
  29150. this._activeMeshes.reset();
  29151. this._renderingManager.reset();
  29152. this._processedMaterials.reset();
  29153. this._activeParticleSystems.reset();
  29154. this._activeSkeletons.reset();
  29155. this._softwareSkinnedMeshes.reset();
  29156. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29157. var step = _a[_i];
  29158. step.action();
  29159. }
  29160. // Determine mesh candidates
  29161. var meshes = this.getActiveMeshCandidates();
  29162. // Check each mesh
  29163. var len = meshes.length;
  29164. for (var i = 0; i < len; i++) {
  29165. var mesh = meshes.data[i];
  29166. if (mesh.isBlocked) {
  29167. continue;
  29168. }
  29169. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29170. if (!mesh.isReady() || !mesh.isEnabled()) {
  29171. continue;
  29172. }
  29173. mesh.computeWorldMatrix();
  29174. // Intersections
  29175. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29176. this._meshesForIntersections.pushNoDuplicate(mesh);
  29177. }
  29178. // Switch to current LOD
  29179. var meshLOD = mesh.getLOD(this.activeCamera);
  29180. if (meshLOD === undefined || meshLOD === null) {
  29181. continue;
  29182. }
  29183. mesh._preActivate();
  29184. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29185. this._activeMeshes.push(mesh);
  29186. this.activeCamera._activeMeshes.push(mesh);
  29187. mesh._activate(this._renderId);
  29188. if (meshLOD !== mesh) {
  29189. meshLOD._activate(this._renderId);
  29190. }
  29191. this._activeMesh(mesh, meshLOD);
  29192. }
  29193. }
  29194. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29195. // Particle systems
  29196. if (this.particlesEnabled) {
  29197. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29198. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29199. var particleSystem = this.particleSystems[particleIndex];
  29200. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29201. continue;
  29202. }
  29203. var emitter = particleSystem.emitter;
  29204. if (!emitter.position || emitter.isEnabled()) {
  29205. this._activeParticleSystems.push(particleSystem);
  29206. particleSystem.animate();
  29207. this._renderingManager.dispatchParticles(particleSystem);
  29208. }
  29209. }
  29210. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29211. }
  29212. };
  29213. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29214. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29215. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29216. mesh.skeleton.prepare();
  29217. }
  29218. if (!mesh.computeBonesUsingShaders) {
  29219. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29220. }
  29221. }
  29222. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29223. var step = _a[_i];
  29224. step.action(sourceMesh, mesh);
  29225. }
  29226. if (mesh !== undefined && mesh !== null
  29227. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29228. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29229. var len = subMeshes.length;
  29230. for (var i = 0; i < len; i++) {
  29231. var subMesh = subMeshes.data[i];
  29232. this._evaluateSubMesh(subMesh, mesh);
  29233. }
  29234. }
  29235. };
  29236. /**
  29237. * Update the transform matrix to update from the current active camera
  29238. * @param force defines a boolean used to force the update even if cache is up to date
  29239. */
  29240. Scene.prototype.updateTransformMatrix = function (force) {
  29241. if (!this.activeCamera) {
  29242. return;
  29243. }
  29244. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29245. };
  29246. /**
  29247. * 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)
  29248. * @param alternateCamera defines the camera to use
  29249. */
  29250. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29251. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29252. };
  29253. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29254. if (camera && camera._skipRendering) {
  29255. return;
  29256. }
  29257. var engine = this._engine;
  29258. this.activeCamera = camera;
  29259. if (!this.activeCamera) {
  29260. throw new Error("Active camera not set");
  29261. }
  29262. // Viewport
  29263. engine.setViewport(this.activeCamera.viewport);
  29264. // Camera
  29265. this.resetCachedMaterial();
  29266. this._renderId++;
  29267. this.updateTransformMatrix();
  29268. if (camera._alternateCamera) {
  29269. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29270. this._alternateRendering = true;
  29271. }
  29272. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29273. // Meshes
  29274. this._evaluateActiveMeshes();
  29275. // Software skinning
  29276. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29277. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29278. mesh.applySkeleton(mesh.skeleton);
  29279. }
  29280. // Render targets
  29281. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29282. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29283. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29284. }
  29285. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29286. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29287. }
  29288. // Collects render targets from external components.
  29289. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29290. var step = _a[_i];
  29291. step.action(this._renderTargets);
  29292. }
  29293. if (this.renderTargetsEnabled) {
  29294. this._intermediateRendering = true;
  29295. if (this._renderTargets.length > 0) {
  29296. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29297. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29298. var renderTarget = this._renderTargets.data[renderIndex];
  29299. if (renderTarget._shouldRender()) {
  29300. this._renderId++;
  29301. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29302. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29303. }
  29304. }
  29305. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29306. this._renderId++;
  29307. }
  29308. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29309. var step = _c[_b];
  29310. step.action(this.activeCamera);
  29311. }
  29312. this._intermediateRendering = false;
  29313. if (this.activeCamera.outputRenderTarget) {
  29314. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29315. if (internalTexture) {
  29316. engine.bindFramebuffer(internalTexture);
  29317. }
  29318. else {
  29319. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29320. }
  29321. }
  29322. else {
  29323. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29324. }
  29325. }
  29326. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29327. // Prepare Frame
  29328. if (this.postProcessManager) {
  29329. this.postProcessManager._prepareFrame();
  29330. }
  29331. // Before Camera Draw
  29332. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29333. var step = _e[_d];
  29334. step.action(this.activeCamera);
  29335. }
  29336. // Render
  29337. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29338. this._renderingManager.render(null, null, true, true);
  29339. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29340. // After Camera Draw
  29341. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29342. var step = _g[_f];
  29343. step.action(this.activeCamera);
  29344. }
  29345. // Finalize frame
  29346. if (this.postProcessManager) {
  29347. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29348. }
  29349. // Reset some special arrays
  29350. this._renderTargets.reset();
  29351. this._alternateRendering = false;
  29352. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29353. };
  29354. Scene.prototype._processSubCameras = function (camera) {
  29355. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29356. this._renderForCamera(camera);
  29357. return;
  29358. }
  29359. // rig cameras
  29360. for (var index = 0; index < camera._rigCameras.length; index++) {
  29361. this._renderForCamera(camera._rigCameras[index], camera);
  29362. }
  29363. this.activeCamera = camera;
  29364. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29365. };
  29366. Scene.prototype._checkIntersections = function () {
  29367. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29368. var sourceMesh = this._meshesForIntersections.data[index];
  29369. if (!sourceMesh.actionManager) {
  29370. continue;
  29371. }
  29372. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29373. var action = sourceMesh.actionManager.actions[actionIndex];
  29374. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29375. var parameters = action.getTriggerParameter();
  29376. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29377. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29378. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29379. if (areIntersecting && currentIntersectionInProgress === -1) {
  29380. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29381. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29382. sourceMesh._intersectionsInProgress.push(otherMesh);
  29383. }
  29384. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29385. sourceMesh._intersectionsInProgress.push(otherMesh);
  29386. }
  29387. }
  29388. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29389. //They intersected, and now they don't.
  29390. //is this trigger an exit trigger? execute an event.
  29391. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29392. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29393. }
  29394. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29395. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29396. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29397. return otherMesh === parameterMesh;
  29398. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29399. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29400. }
  29401. }
  29402. }
  29403. }
  29404. }
  29405. };
  29406. /** @hidden */
  29407. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29408. // Do nothing. Code will be replaced if physics engine component is referenced
  29409. };
  29410. /**
  29411. * Render the scene
  29412. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29413. */
  29414. Scene.prototype.render = function (updateCameras) {
  29415. if (updateCameras === void 0) { updateCameras = true; }
  29416. if (this.isDisposed) {
  29417. return;
  29418. }
  29419. this._frameId++;
  29420. // Register components that have been associated lately to the scene.
  29421. this._registerTransientComponents();
  29422. this._activeParticles.fetchNewFrame();
  29423. this._totalVertices.fetchNewFrame();
  29424. this._activeIndices.fetchNewFrame();
  29425. this._activeBones.fetchNewFrame();
  29426. this._meshesForIntersections.reset();
  29427. this.resetCachedMaterial();
  29428. this.onBeforeAnimationsObservable.notifyObservers(this);
  29429. // Actions
  29430. if (this.actionManager) {
  29431. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29432. }
  29433. if (this._engine.isDeterministicLockStep()) {
  29434. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29435. var defaultFPS = (60.0 / 1000.0);
  29436. var defaultFrameTime = this.getDeterministicFrameTime();
  29437. var stepsTaken = 0;
  29438. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29439. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29440. internalSteps = Math.min(internalSteps, maxSubSteps);
  29441. do {
  29442. this.onBeforeStepObservable.notifyObservers(this);
  29443. // Animations
  29444. this._animationRatio = defaultFrameTime * defaultFPS;
  29445. this._animate();
  29446. this.onAfterAnimationsObservable.notifyObservers(this);
  29447. // Physics
  29448. this._advancePhysicsEngineStep(defaultFrameTime);
  29449. this.onAfterStepObservable.notifyObservers(this);
  29450. this._currentStepId++;
  29451. stepsTaken++;
  29452. deltaTime -= defaultFrameTime;
  29453. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29454. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29455. }
  29456. else {
  29457. // Animations
  29458. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29459. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29460. this._animate();
  29461. this.onAfterAnimationsObservable.notifyObservers(this);
  29462. // Physics
  29463. this._advancePhysicsEngineStep(deltaTime);
  29464. }
  29465. // Before camera update steps
  29466. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29467. var step = _a[_i];
  29468. step.action();
  29469. }
  29470. // Update Cameras
  29471. if (updateCameras) {
  29472. if (this.activeCameras.length > 0) {
  29473. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29474. var camera = this.activeCameras[cameraIndex];
  29475. camera.update();
  29476. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29477. // rig cameras
  29478. for (var index = 0; index < camera._rigCameras.length; index++) {
  29479. camera._rigCameras[index].update();
  29480. }
  29481. }
  29482. }
  29483. }
  29484. else if (this.activeCamera) {
  29485. this.activeCamera.update();
  29486. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29487. // rig cameras
  29488. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29489. this.activeCamera._rigCameras[index].update();
  29490. }
  29491. }
  29492. }
  29493. }
  29494. // Before render
  29495. this.onBeforeRenderObservable.notifyObservers(this);
  29496. // Customs render targets
  29497. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29498. var engine = this.getEngine();
  29499. var currentActiveCamera = this.activeCamera;
  29500. if (this.renderTargetsEnabled) {
  29501. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29502. this._intermediateRendering = true;
  29503. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29504. var renderTarget = this.customRenderTargets[customIndex];
  29505. if (renderTarget._shouldRender()) {
  29506. this._renderId++;
  29507. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29508. if (!this.activeCamera) {
  29509. throw new Error("Active camera not set");
  29510. }
  29511. // Viewport
  29512. engine.setViewport(this.activeCamera.viewport);
  29513. // Camera
  29514. this.updateTransformMatrix();
  29515. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29516. }
  29517. }
  29518. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29519. this._intermediateRendering = false;
  29520. this._renderId++;
  29521. }
  29522. // Restore back buffer
  29523. if (this.customRenderTargets.length > 0) {
  29524. engine.restoreDefaultFramebuffer();
  29525. }
  29526. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29527. this.activeCamera = currentActiveCamera;
  29528. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29529. var step = _c[_b];
  29530. step.action();
  29531. }
  29532. // Clear
  29533. if (this.autoClearDepthAndStencil || this.autoClear) {
  29534. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29535. }
  29536. // Collects render targets from external components.
  29537. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29538. var step = _e[_d];
  29539. step.action(this._renderTargets);
  29540. }
  29541. // Multi-cameras?
  29542. if (this.activeCameras.length > 0) {
  29543. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29544. if (cameraIndex > 0) {
  29545. this._engine.clear(null, false, true, true);
  29546. }
  29547. this._processSubCameras(this.activeCameras[cameraIndex]);
  29548. }
  29549. }
  29550. else {
  29551. if (!this.activeCamera) {
  29552. throw new Error("No camera defined");
  29553. }
  29554. this._processSubCameras(this.activeCamera);
  29555. }
  29556. // Intersection checks
  29557. this._checkIntersections();
  29558. // Executes the after render stage actions.
  29559. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29560. var step = _g[_f];
  29561. step.action();
  29562. }
  29563. // After render
  29564. if (this.afterRender) {
  29565. this.afterRender();
  29566. }
  29567. this.onAfterRenderObservable.notifyObservers(this);
  29568. // Cleaning
  29569. if (this._toBeDisposed.length) {
  29570. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29571. var data = this._toBeDisposed[index];
  29572. if (data) {
  29573. data.dispose();
  29574. }
  29575. }
  29576. this._toBeDisposed = [];
  29577. }
  29578. if (this.dumpNextRenderTargets) {
  29579. this.dumpNextRenderTargets = false;
  29580. }
  29581. this._activeBones.addCount(0, true);
  29582. this._activeIndices.addCount(0, true);
  29583. this._activeParticles.addCount(0, true);
  29584. };
  29585. /**
  29586. * Freeze all materials
  29587. * A frozen material will not be updatable but should be faster to render
  29588. */
  29589. Scene.prototype.freezeMaterials = function () {
  29590. for (var i = 0; i < this.materials.length; i++) {
  29591. this.materials[i].freeze();
  29592. }
  29593. };
  29594. /**
  29595. * Unfreeze all materials
  29596. * A frozen material will not be updatable but should be faster to render
  29597. */
  29598. Scene.prototype.unfreezeMaterials = function () {
  29599. for (var i = 0; i < this.materials.length; i++) {
  29600. this.materials[i].unfreeze();
  29601. }
  29602. };
  29603. /**
  29604. * Releases all held ressources
  29605. */
  29606. Scene.prototype.dispose = function () {
  29607. this.beforeRender = null;
  29608. this.afterRender = null;
  29609. this.skeletons = [];
  29610. this.morphTargetManagers = [];
  29611. this._transientComponents = [];
  29612. this._isReadyForMeshStage.clear();
  29613. this._beforeEvaluateActiveMeshStage.clear();
  29614. this._evaluateSubMeshStage.clear();
  29615. this._activeMeshStage.clear();
  29616. this._cameraDrawRenderTargetStage.clear();
  29617. this._beforeCameraDrawStage.clear();
  29618. this._beforeRenderTargetDrawStage.clear();
  29619. this._beforeRenderingGroupDrawStage.clear();
  29620. this._beforeRenderingMeshStage.clear();
  29621. this._afterRenderingMeshStage.clear();
  29622. this._afterRenderingGroupDrawStage.clear();
  29623. this._afterCameraDrawStage.clear();
  29624. this._afterRenderTargetDrawStage.clear();
  29625. this._afterRenderStage.clear();
  29626. this._beforeCameraUpdateStage.clear();
  29627. this._beforeClearStage.clear();
  29628. this._gatherRenderTargetsStage.clear();
  29629. this._gatherActiveCameraRenderTargetsStage.clear();
  29630. this._pointerMoveStage.clear();
  29631. this._pointerDownStage.clear();
  29632. this._pointerUpStage.clear();
  29633. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29634. var component = _a[_i];
  29635. component.dispose();
  29636. }
  29637. this.importedMeshesFiles = new Array();
  29638. this.stopAllAnimations();
  29639. this.resetCachedMaterial();
  29640. // Smart arrays
  29641. if (this.activeCamera) {
  29642. this.activeCamera._activeMeshes.dispose();
  29643. this.activeCamera = null;
  29644. }
  29645. this._activeMeshes.dispose();
  29646. this._renderingManager.dispose();
  29647. this._processedMaterials.dispose();
  29648. this._activeParticleSystems.dispose();
  29649. this._activeSkeletons.dispose();
  29650. this._softwareSkinnedMeshes.dispose();
  29651. this._renderTargets.dispose();
  29652. this._registeredForLateAnimationBindings.dispose();
  29653. this._meshesForIntersections.dispose();
  29654. this._toBeDisposed = [];
  29655. // Abort active requests
  29656. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29657. var request = _c[_b];
  29658. request.abort();
  29659. }
  29660. // Events
  29661. this.onDisposeObservable.notifyObservers(this);
  29662. this.onDisposeObservable.clear();
  29663. this.onBeforeRenderObservable.clear();
  29664. this.onAfterRenderObservable.clear();
  29665. this.onBeforeRenderTargetsRenderObservable.clear();
  29666. this.onAfterRenderTargetsRenderObservable.clear();
  29667. this.onAfterStepObservable.clear();
  29668. this.onBeforeStepObservable.clear();
  29669. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29670. this.onAfterActiveMeshesEvaluationObservable.clear();
  29671. this.onBeforeParticlesRenderingObservable.clear();
  29672. this.onAfterParticlesRenderingObservable.clear();
  29673. this.onBeforeDrawPhaseObservable.clear();
  29674. this.onAfterDrawPhaseObservable.clear();
  29675. this.onBeforeAnimationsObservable.clear();
  29676. this.onAfterAnimationsObservable.clear();
  29677. this.onDataLoadedObservable.clear();
  29678. this.onBeforeRenderingGroupObservable.clear();
  29679. this.onAfterRenderingGroupObservable.clear();
  29680. this.onMeshImportedObservable.clear();
  29681. this.onBeforeCameraRenderObservable.clear();
  29682. this.onAfterCameraRenderObservable.clear();
  29683. this.onReadyObservable.clear();
  29684. this.onNewCameraAddedObservable.clear();
  29685. this.onCameraRemovedObservable.clear();
  29686. this.onNewLightAddedObservable.clear();
  29687. this.onLightRemovedObservable.clear();
  29688. this.onNewGeometryAddedObservable.clear();
  29689. this.onGeometryRemovedObservable.clear();
  29690. this.onNewTransformNodeAddedObservable.clear();
  29691. this.onTransformNodeRemovedObservable.clear();
  29692. this.onNewMeshAddedObservable.clear();
  29693. this.onMeshRemovedObservable.clear();
  29694. this.onNewMaterialAddedObservable.clear();
  29695. this.onMaterialRemovedObservable.clear();
  29696. this.onNewTextureAddedObservable.clear();
  29697. this.onTextureRemovedObservable.clear();
  29698. this.onPrePointerObservable.clear();
  29699. this.onPointerObservable.clear();
  29700. this.onPreKeyboardObservable.clear();
  29701. this.onKeyboardObservable.clear();
  29702. this.onActiveCameraChanged.clear();
  29703. this.detachControl();
  29704. // Detach cameras
  29705. var canvas = this._engine.getRenderingCanvas();
  29706. if (canvas) {
  29707. var index;
  29708. for (index = 0; index < this.cameras.length; index++) {
  29709. this.cameras[index].detachControl(canvas);
  29710. }
  29711. }
  29712. // Release animation groups
  29713. while (this.animationGroups.length) {
  29714. this.animationGroups[0].dispose();
  29715. }
  29716. // Release lights
  29717. while (this.lights.length) {
  29718. this.lights[0].dispose();
  29719. }
  29720. // Release meshes
  29721. while (this.meshes.length) {
  29722. this.meshes[0].dispose(true);
  29723. }
  29724. while (this.transformNodes.length) {
  29725. this.removeTransformNode(this.transformNodes[0]);
  29726. }
  29727. // Release cameras
  29728. while (this.cameras.length) {
  29729. this.cameras[0].dispose();
  29730. }
  29731. // Release materials
  29732. if (this.defaultMaterial) {
  29733. this.defaultMaterial.dispose();
  29734. }
  29735. while (this.multiMaterials.length) {
  29736. this.multiMaterials[0].dispose();
  29737. }
  29738. while (this.materials.length) {
  29739. this.materials[0].dispose();
  29740. }
  29741. // Release particles
  29742. while (this.particleSystems.length) {
  29743. this.particleSystems[0].dispose();
  29744. }
  29745. // Release postProcesses
  29746. while (this.postProcesses.length) {
  29747. this.postProcesses[0].dispose();
  29748. }
  29749. // Release textures
  29750. while (this.textures.length) {
  29751. this.textures[0].dispose();
  29752. }
  29753. // Release UBO
  29754. this._sceneUbo.dispose();
  29755. if (this._alternateSceneUbo) {
  29756. this._alternateSceneUbo.dispose();
  29757. }
  29758. // Post-processes
  29759. this.postProcessManager.dispose();
  29760. // Remove from engine
  29761. index = this._engine.scenes.indexOf(this);
  29762. if (index > -1) {
  29763. this._engine.scenes.splice(index, 1);
  29764. }
  29765. this._engine.wipeCaches(true);
  29766. this._isDisposed = true;
  29767. };
  29768. Object.defineProperty(Scene.prototype, "isDisposed", {
  29769. /**
  29770. * Gets if the scene is already disposed
  29771. */
  29772. get: function () {
  29773. return this._isDisposed;
  29774. },
  29775. enumerable: true,
  29776. configurable: true
  29777. });
  29778. /**
  29779. * Call this function to reduce memory footprint of the scene.
  29780. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29781. */
  29782. Scene.prototype.clearCachedVertexData = function () {
  29783. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29784. var mesh = this.meshes[meshIndex];
  29785. var geometry = mesh.geometry;
  29786. if (geometry) {
  29787. geometry._indices = [];
  29788. for (var vbName in geometry._vertexBuffers) {
  29789. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29790. continue;
  29791. }
  29792. geometry._vertexBuffers[vbName]._buffer._data = null;
  29793. }
  29794. }
  29795. }
  29796. };
  29797. /**
  29798. * This function will remove the local cached buffer data from texture.
  29799. * It will save memory but will prevent the texture from being rebuilt
  29800. */
  29801. Scene.prototype.cleanCachedTextureBuffer = function () {
  29802. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29803. var baseTexture = _a[_i];
  29804. var buffer = baseTexture._buffer;
  29805. if (buffer) {
  29806. baseTexture._buffer = null;
  29807. }
  29808. }
  29809. };
  29810. /**
  29811. * Get the world extend vectors with an optional filter
  29812. *
  29813. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29814. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29815. */
  29816. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29817. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29818. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29819. filterPredicate = filterPredicate || (function () { return true; });
  29820. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29821. mesh.computeWorldMatrix(true);
  29822. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29823. return;
  29824. }
  29825. var boundingInfo = mesh.getBoundingInfo();
  29826. var minBox = boundingInfo.boundingBox.minimumWorld;
  29827. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29828. BABYLON.Tools.CheckExtends(minBox, min, max);
  29829. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29830. });
  29831. return {
  29832. min: min,
  29833. max: max
  29834. };
  29835. };
  29836. // Picking
  29837. /**
  29838. * Creates a ray that can be used to pick in the scene
  29839. * @param x defines the x coordinate of the origin (on-screen)
  29840. * @param y defines the y coordinate of the origin (on-screen)
  29841. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29842. * @param camera defines the camera to use for the picking
  29843. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29844. * @returns a Ray
  29845. */
  29846. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29847. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29848. var result = BABYLON.Ray.Zero();
  29849. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29850. return result;
  29851. };
  29852. /**
  29853. * Creates a ray that can be used to pick in the scene
  29854. * @param x defines the x coordinate of the origin (on-screen)
  29855. * @param y defines the y coordinate of the origin (on-screen)
  29856. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29857. * @param result defines the ray where to store the picking ray
  29858. * @param camera defines the camera to use for the picking
  29859. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29860. * @returns the current scene
  29861. */
  29862. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29863. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29864. var engine = this._engine;
  29865. if (!camera) {
  29866. if (!this.activeCamera) {
  29867. throw new Error("Active camera not set");
  29868. }
  29869. camera = this.activeCamera;
  29870. }
  29871. var cameraViewport = camera.viewport;
  29872. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29873. // Moving coordinates to local viewport world
  29874. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29875. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29876. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29877. return this;
  29878. };
  29879. /**
  29880. * Creates a ray that can be used to pick in the scene
  29881. * @param x defines the x coordinate of the origin (on-screen)
  29882. * @param y defines the y coordinate of the origin (on-screen)
  29883. * @param camera defines the camera to use for the picking
  29884. * @returns a Ray
  29885. */
  29886. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29887. var result = BABYLON.Ray.Zero();
  29888. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29889. return result;
  29890. };
  29891. /**
  29892. * Creates a ray that can be used to pick in the scene
  29893. * @param x defines the x coordinate of the origin (on-screen)
  29894. * @param y defines the y coordinate of the origin (on-screen)
  29895. * @param result defines the ray where to store the picking ray
  29896. * @param camera defines the camera to use for the picking
  29897. * @returns the current scene
  29898. */
  29899. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29900. if (!BABYLON.PickingInfo) {
  29901. return this;
  29902. }
  29903. var engine = this._engine;
  29904. if (!camera) {
  29905. if (!this.activeCamera) {
  29906. throw new Error("Active camera not set");
  29907. }
  29908. camera = this.activeCamera;
  29909. }
  29910. var cameraViewport = camera.viewport;
  29911. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29912. var identity = BABYLON.Matrix.Identity();
  29913. // Moving coordinates to local viewport world
  29914. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29915. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29916. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29917. return this;
  29918. };
  29919. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29920. if (!BABYLON.PickingInfo) {
  29921. return null;
  29922. }
  29923. var pickingInfo = null;
  29924. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29925. var mesh = this.meshes[meshIndex];
  29926. if (predicate) {
  29927. if (!predicate(mesh)) {
  29928. continue;
  29929. }
  29930. }
  29931. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29932. continue;
  29933. }
  29934. var world = mesh.getWorldMatrix();
  29935. var ray = rayFunction(world);
  29936. var result = mesh.intersects(ray, fastCheck);
  29937. if (!result || !result.hit) {
  29938. continue;
  29939. }
  29940. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29941. continue;
  29942. }
  29943. pickingInfo = result;
  29944. if (fastCheck) {
  29945. break;
  29946. }
  29947. }
  29948. return pickingInfo || new BABYLON.PickingInfo();
  29949. };
  29950. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29951. if (!BABYLON.PickingInfo) {
  29952. return null;
  29953. }
  29954. var pickingInfos = new Array();
  29955. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29956. var mesh = this.meshes[meshIndex];
  29957. if (predicate) {
  29958. if (!predicate(mesh)) {
  29959. continue;
  29960. }
  29961. }
  29962. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29963. continue;
  29964. }
  29965. var world = mesh.getWorldMatrix();
  29966. var ray = rayFunction(world);
  29967. var result = mesh.intersects(ray, false);
  29968. if (!result || !result.hit) {
  29969. continue;
  29970. }
  29971. pickingInfos.push(result);
  29972. }
  29973. return pickingInfos;
  29974. };
  29975. /** Launch a ray to try to pick a mesh in the scene
  29976. * @param x position on screen
  29977. * @param y position on screen
  29978. * @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
  29979. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29980. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29981. * @returns a PickingInfo
  29982. */
  29983. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29984. var _this = this;
  29985. if (!BABYLON.PickingInfo) {
  29986. return null;
  29987. }
  29988. var result = this._internalPick(function (world) {
  29989. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29990. return _this._tempPickingRay;
  29991. }, predicate, fastCheck);
  29992. if (result) {
  29993. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29994. }
  29995. return result;
  29996. };
  29997. /** Use the given ray to pick a mesh in the scene
  29998. * @param ray The ray to use to pick meshes
  29999. * @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
  30000. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30001. * @returns a PickingInfo
  30002. */
  30003. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30004. var _this = this;
  30005. var result = this._internalPick(function (world) {
  30006. if (!_this._pickWithRayInverseMatrix) {
  30007. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30008. }
  30009. world.invertToRef(_this._pickWithRayInverseMatrix);
  30010. if (!_this._cachedRayForTransform) {
  30011. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30012. }
  30013. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30014. return _this._cachedRayForTransform;
  30015. }, predicate, fastCheck);
  30016. if (result) {
  30017. result.ray = ray;
  30018. }
  30019. return result;
  30020. };
  30021. /**
  30022. * Launch a ray to try to pick a mesh in the scene
  30023. * @param x X position on screen
  30024. * @param y Y position on screen
  30025. * @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
  30026. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30027. * @returns an array of PickingInfo
  30028. */
  30029. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30030. var _this = this;
  30031. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30032. };
  30033. /**
  30034. * Launch a ray to try to pick a mesh in the scene
  30035. * @param ray Ray to use
  30036. * @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
  30037. * @returns an array of PickingInfo
  30038. */
  30039. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30040. var _this = this;
  30041. return this._internalMultiPick(function (world) {
  30042. if (!_this._pickWithRayInverseMatrix) {
  30043. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30044. }
  30045. world.invertToRef(_this._pickWithRayInverseMatrix);
  30046. if (!_this._cachedRayForTransform) {
  30047. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30048. }
  30049. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30050. return _this._cachedRayForTransform;
  30051. }, predicate);
  30052. };
  30053. /**
  30054. * Force the value of meshUnderPointer
  30055. * @param mesh defines the mesh to use
  30056. */
  30057. Scene.prototype.setPointerOverMesh = function (mesh) {
  30058. if (this._pointerOverMesh === mesh) {
  30059. return;
  30060. }
  30061. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30062. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30063. }
  30064. this._pointerOverMesh = mesh;
  30065. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30066. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30067. }
  30068. };
  30069. /**
  30070. * Gets the mesh under the pointer
  30071. * @returns a Mesh or null if no mesh is under the pointer
  30072. */
  30073. Scene.prototype.getPointerOverMesh = function () {
  30074. return this._pointerOverMesh;
  30075. };
  30076. // Misc.
  30077. /** @hidden */
  30078. Scene.prototype._rebuildGeometries = function () {
  30079. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30080. var geometry = _a[_i];
  30081. geometry._rebuild();
  30082. }
  30083. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30084. var mesh = _c[_b];
  30085. mesh._rebuild();
  30086. }
  30087. if (this.postProcessManager) {
  30088. this.postProcessManager._rebuild();
  30089. }
  30090. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30091. var component = _e[_d];
  30092. component.rebuild();
  30093. }
  30094. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30095. var system = _g[_f];
  30096. system.rebuild();
  30097. }
  30098. };
  30099. /** @hidden */
  30100. Scene.prototype._rebuildTextures = function () {
  30101. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30102. var texture = _a[_i];
  30103. texture._rebuild();
  30104. }
  30105. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30106. };
  30107. // Tags
  30108. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30109. if (tagsQuery === undefined) {
  30110. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30111. return list;
  30112. }
  30113. var listByTags = [];
  30114. forEach = forEach || (function (item) { return; });
  30115. for (var i in list) {
  30116. var item = list[i];
  30117. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30118. listByTags.push(item);
  30119. forEach(item);
  30120. }
  30121. }
  30122. return listByTags;
  30123. };
  30124. /**
  30125. * Get a list of meshes by tags
  30126. * @param tagsQuery defines the tags query to use
  30127. * @param forEach defines a predicate used to filter results
  30128. * @returns an array of Mesh
  30129. */
  30130. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30131. return this._getByTags(this.meshes, tagsQuery, forEach);
  30132. };
  30133. /**
  30134. * Get a list of cameras by tags
  30135. * @param tagsQuery defines the tags query to use
  30136. * @param forEach defines a predicate used to filter results
  30137. * @returns an array of Camera
  30138. */
  30139. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30140. return this._getByTags(this.cameras, tagsQuery, forEach);
  30141. };
  30142. /**
  30143. * Get a list of lights by tags
  30144. * @param tagsQuery defines the tags query to use
  30145. * @param forEach defines a predicate used to filter results
  30146. * @returns an array of Light
  30147. */
  30148. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30149. return this._getByTags(this.lights, tagsQuery, forEach);
  30150. };
  30151. /**
  30152. * Get a list of materials by tags
  30153. * @param tagsQuery defines the tags query to use
  30154. * @param forEach defines a predicate used to filter results
  30155. * @returns an array of Material
  30156. */
  30157. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30158. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30159. };
  30160. /**
  30161. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30162. * This allowed control for front to back rendering or reversly depending of the special needs.
  30163. *
  30164. * @param renderingGroupId The rendering group id corresponding to its index
  30165. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30166. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30167. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30168. */
  30169. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30170. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30171. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30172. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30173. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30174. };
  30175. /**
  30176. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30177. *
  30178. * @param renderingGroupId The rendering group id corresponding to its index
  30179. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30180. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30181. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30182. */
  30183. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30184. if (depth === void 0) { depth = true; }
  30185. if (stencil === void 0) { stencil = true; }
  30186. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30187. };
  30188. /**
  30189. * Gets the current auto clear configuration for one rendering group of the rendering
  30190. * manager.
  30191. * @param index the rendering group index to get the information for
  30192. * @returns The auto clear setup for the requested rendering group
  30193. */
  30194. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30195. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30196. };
  30197. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30198. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30199. get: function () {
  30200. return this._blockMaterialDirtyMechanism;
  30201. },
  30202. set: function (value) {
  30203. if (this._blockMaterialDirtyMechanism === value) {
  30204. return;
  30205. }
  30206. this._blockMaterialDirtyMechanism = value;
  30207. if (!value) { // Do a complete update
  30208. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30209. }
  30210. },
  30211. enumerable: true,
  30212. configurable: true
  30213. });
  30214. /**
  30215. * Will flag all materials as dirty to trigger new shader compilation
  30216. * @param flag defines the flag used to specify which material part must be marked as dirty
  30217. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30218. */
  30219. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30220. if (this._blockMaterialDirtyMechanism) {
  30221. return;
  30222. }
  30223. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30224. var material = _a[_i];
  30225. if (predicate && !predicate(material)) {
  30226. continue;
  30227. }
  30228. material.markAsDirty(flag);
  30229. }
  30230. };
  30231. /** @hidden */
  30232. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30233. var _this = this;
  30234. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30235. this._activeRequests.push(request);
  30236. request.onCompleteObservable.add(function (request) {
  30237. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30238. });
  30239. return request;
  30240. };
  30241. /** @hidden */
  30242. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30243. var _this = this;
  30244. return new Promise(function (resolve, reject) {
  30245. _this._loadFile(url, function (data) {
  30246. resolve(data);
  30247. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30248. reject(exception);
  30249. });
  30250. });
  30251. };
  30252. // Statics
  30253. Scene._uniqueIdCounter = 0;
  30254. /** The fog is deactivated */
  30255. Scene.FOGMODE_NONE = 0;
  30256. /** The fog density is following an exponential function */
  30257. Scene.FOGMODE_EXP = 1;
  30258. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30259. Scene.FOGMODE_EXP2 = 2;
  30260. /** The fog density is following a linear function. */
  30261. Scene.FOGMODE_LINEAR = 3;
  30262. /**
  30263. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30264. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30265. */
  30266. Scene.MinDeltaTime = 1.0;
  30267. /**
  30268. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30269. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30270. */
  30271. Scene.MaxDeltaTime = 1000.0;
  30272. /** The distance in pixel that you have to move to prevent some events */
  30273. Scene.DragMovementThreshold = 10; // in pixels
  30274. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30275. Scene.LongPressDelay = 500; // in milliseconds
  30276. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30277. Scene.DoubleClickDelay = 300; // in milliseconds
  30278. /** If you need to check double click without raising a single click at first click, enable this flag */
  30279. Scene.ExclusiveDoubleClickMode = false;
  30280. return Scene;
  30281. }(BABYLON.AbstractScene));
  30282. BABYLON.Scene = Scene;
  30283. })(BABYLON || (BABYLON = {}));
  30284. //# sourceMappingURL=scene.js.map
  30285. var BABYLON;
  30286. (function (BABYLON) {
  30287. /**
  30288. * Set of assets to keep when moving a scene into an asset container.
  30289. */
  30290. var KeepAssets = /** @class */ (function (_super) {
  30291. __extends(KeepAssets, _super);
  30292. function KeepAssets() {
  30293. return _super !== null && _super.apply(this, arguments) || this;
  30294. }
  30295. return KeepAssets;
  30296. }(BABYLON.AbstractScene));
  30297. BABYLON.KeepAssets = KeepAssets;
  30298. /**
  30299. * Container with a set of assets that can be added or removed from a scene.
  30300. */
  30301. var AssetContainer = /** @class */ (function (_super) {
  30302. __extends(AssetContainer, _super);
  30303. /**
  30304. * Instantiates an AssetContainer.
  30305. * @param scene The scene the AssetContainer belongs to.
  30306. */
  30307. function AssetContainer(scene) {
  30308. var _this = _super.call(this) || this;
  30309. _this.scene = scene;
  30310. _this["sounds"] = [];
  30311. _this["effectLayers"] = [];
  30312. _this["layers"] = [];
  30313. _this["lensFlareSystems"] = [];
  30314. _this["proceduralTextures"] = [];
  30315. return _this;
  30316. }
  30317. /**
  30318. * Adds all the assets from the container to the scene.
  30319. */
  30320. AssetContainer.prototype.addAllToScene = function () {
  30321. var _this = this;
  30322. this.cameras.forEach(function (o) {
  30323. _this.scene.addCamera(o);
  30324. });
  30325. this.lights.forEach(function (o) {
  30326. _this.scene.addLight(o);
  30327. });
  30328. this.meshes.forEach(function (o) {
  30329. _this.scene.addMesh(o);
  30330. });
  30331. this.skeletons.forEach(function (o) {
  30332. _this.scene.addSkeleton(o);
  30333. });
  30334. this.animations.forEach(function (o) {
  30335. _this.scene.addAnimation(o);
  30336. });
  30337. this.animationGroups.forEach(function (o) {
  30338. _this.scene.addAnimationGroup(o);
  30339. });
  30340. this.multiMaterials.forEach(function (o) {
  30341. _this.scene.addMultiMaterial(o);
  30342. });
  30343. this.materials.forEach(function (o) {
  30344. _this.scene.addMaterial(o);
  30345. });
  30346. this.morphTargetManagers.forEach(function (o) {
  30347. _this.scene.addMorphTargetManager(o);
  30348. });
  30349. this.geometries.forEach(function (o) {
  30350. _this.scene.addGeometry(o);
  30351. });
  30352. this.transformNodes.forEach(function (o) {
  30353. _this.scene.addTransformNode(o);
  30354. });
  30355. this.actionManagers.forEach(function (o) {
  30356. _this.scene.addActionManager(o);
  30357. });
  30358. this.textures.forEach(function (o) {
  30359. _this.scene.addTexture(o);
  30360. });
  30361. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30362. var component = _a[_i];
  30363. component.addFromContainer(this);
  30364. }
  30365. };
  30366. /**
  30367. * Removes all the assets in the container from the scene
  30368. */
  30369. AssetContainer.prototype.removeAllFromScene = function () {
  30370. var _this = this;
  30371. this.cameras.forEach(function (o) {
  30372. _this.scene.removeCamera(o);
  30373. });
  30374. this.lights.forEach(function (o) {
  30375. _this.scene.removeLight(o);
  30376. });
  30377. this.meshes.forEach(function (o) {
  30378. _this.scene.removeMesh(o);
  30379. });
  30380. this.skeletons.forEach(function (o) {
  30381. _this.scene.removeSkeleton(o);
  30382. });
  30383. this.animations.forEach(function (o) {
  30384. _this.scene.removeAnimation(o);
  30385. });
  30386. this.animationGroups.forEach(function (o) {
  30387. _this.scene.removeAnimationGroup(o);
  30388. });
  30389. this.multiMaterials.forEach(function (o) {
  30390. _this.scene.removeMultiMaterial(o);
  30391. });
  30392. this.materials.forEach(function (o) {
  30393. _this.scene.removeMaterial(o);
  30394. });
  30395. this.morphTargetManagers.forEach(function (o) {
  30396. _this.scene.removeMorphTargetManager(o);
  30397. });
  30398. this.geometries.forEach(function (o) {
  30399. _this.scene.removeGeometry(o);
  30400. });
  30401. this.transformNodes.forEach(function (o) {
  30402. _this.scene.removeTransformNode(o);
  30403. });
  30404. this.actionManagers.forEach(function (o) {
  30405. _this.scene.removeActionManager(o);
  30406. });
  30407. this.textures.forEach(function (o) {
  30408. _this.scene.removeTexture(o);
  30409. });
  30410. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30411. var component = _a[_i];
  30412. component.removeFromContainer(this);
  30413. }
  30414. };
  30415. /**
  30416. * Disposes all the assets in the container
  30417. */
  30418. AssetContainer.prototype.dispose = function () {
  30419. this.cameras.forEach(function (o) {
  30420. o.dispose();
  30421. });
  30422. this.lights.forEach(function (o) {
  30423. o.dispose();
  30424. });
  30425. this.meshes.forEach(function (o) {
  30426. o.dispose();
  30427. });
  30428. this.skeletons.forEach(function (o) {
  30429. o.dispose();
  30430. });
  30431. this.animationGroups.forEach(function (o) {
  30432. o.dispose();
  30433. });
  30434. this.multiMaterials.forEach(function (o) {
  30435. o.dispose();
  30436. });
  30437. this.materials.forEach(function (o) {
  30438. o.dispose();
  30439. });
  30440. this.geometries.forEach(function (o) {
  30441. o.dispose();
  30442. });
  30443. this.transformNodes.forEach(function (o) {
  30444. o.dispose();
  30445. });
  30446. this.actionManagers.forEach(function (o) {
  30447. o.dispose();
  30448. });
  30449. this.textures.forEach(function (o) {
  30450. o.dispose();
  30451. });
  30452. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30453. var component = _a[_i];
  30454. component.dispose();
  30455. }
  30456. };
  30457. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30458. if (!sourceAssets) {
  30459. return;
  30460. }
  30461. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30462. var asset = sourceAssets_1[_i];
  30463. var move = true;
  30464. if (keepAssets) {
  30465. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30466. var keepAsset = keepAssets_1[_a];
  30467. if (asset === keepAsset) {
  30468. move = false;
  30469. break;
  30470. }
  30471. }
  30472. }
  30473. if (move) {
  30474. targetAssets.push(asset);
  30475. }
  30476. }
  30477. };
  30478. /**
  30479. * Removes all the assets contained in the scene and adds them to the container.
  30480. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30481. */
  30482. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30483. if (keepAssets === undefined) {
  30484. keepAssets = new KeepAssets();
  30485. }
  30486. for (var key in this) {
  30487. if (this.hasOwnProperty(key)) {
  30488. this[key] = this[key] || [];
  30489. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30490. }
  30491. }
  30492. this.removeAllFromScene();
  30493. };
  30494. /**
  30495. * 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.
  30496. * @returns the root mesh
  30497. */
  30498. AssetContainer.prototype.createRootMesh = function () {
  30499. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30500. this.meshes.forEach(function (m) {
  30501. if (!m.parent) {
  30502. rootMesh.addChild(m);
  30503. }
  30504. });
  30505. this.meshes.unshift(rootMesh);
  30506. return rootMesh;
  30507. };
  30508. return AssetContainer;
  30509. }(BABYLON.AbstractScene));
  30510. BABYLON.AssetContainer = AssetContainer;
  30511. })(BABYLON || (BABYLON = {}));
  30512. //# sourceMappingURL=assetContainer.js.map
  30513. var BABYLON;
  30514. (function (BABYLON) {
  30515. /**
  30516. * Class used to store data that will be store in GPU memory
  30517. */
  30518. var Buffer = /** @class */ (function () {
  30519. /**
  30520. * Constructor
  30521. * @param engine the engine
  30522. * @param data the data to use for this buffer
  30523. * @param updatable whether the data is updatable
  30524. * @param stride the stride (optional)
  30525. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30526. * @param instanced whether the buffer is instanced (optional)
  30527. * @param useBytes set to true if the stride in in bytes (optional)
  30528. */
  30529. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30530. if (stride === void 0) { stride = 0; }
  30531. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30532. if (instanced === void 0) { instanced = false; }
  30533. if (useBytes === void 0) { useBytes = false; }
  30534. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30535. this._engine = engine.getScene().getEngine();
  30536. }
  30537. else {
  30538. this._engine = engine;
  30539. }
  30540. this._updatable = updatable;
  30541. this._instanced = instanced;
  30542. this._data = data;
  30543. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30544. if (!postponeInternalCreation) { // by default
  30545. this.create();
  30546. }
  30547. }
  30548. /**
  30549. * Create a new VertexBuffer based on the current buffer
  30550. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30551. * @param offset defines offset in the buffer (0 by default)
  30552. * @param size defines the size in floats of attributes (position is 3 for instance)
  30553. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30554. * @param instanced defines if the vertex buffer contains indexed data
  30555. * @param useBytes defines if the offset and stride are in bytes
  30556. * @returns the new vertex buffer
  30557. */
  30558. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30559. if (useBytes === void 0) { useBytes = false; }
  30560. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30561. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30562. // a lot of these parameters are ignored as they are overriden by the buffer
  30563. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30564. };
  30565. // Properties
  30566. /**
  30567. * Gets a boolean indicating if the Buffer is updatable?
  30568. * @returns true if the buffer is updatable
  30569. */
  30570. Buffer.prototype.isUpdatable = function () {
  30571. return this._updatable;
  30572. };
  30573. /**
  30574. * Gets current buffer's data
  30575. * @returns a DataArray or null
  30576. */
  30577. Buffer.prototype.getData = function () {
  30578. return this._data;
  30579. };
  30580. /**
  30581. * Gets underlying native buffer
  30582. * @returns underlying native buffer
  30583. */
  30584. Buffer.prototype.getBuffer = function () {
  30585. return this._buffer;
  30586. };
  30587. /**
  30588. * Gets the stride in float32 units (i.e. byte stride / 4).
  30589. * May not be an integer if the byte stride is not divisible by 4.
  30590. * DEPRECATED. Use byteStride instead.
  30591. * @returns the stride in float32 units
  30592. */
  30593. Buffer.prototype.getStrideSize = function () {
  30594. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30595. };
  30596. // Methods
  30597. /**
  30598. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30599. * @param data defines the data to store
  30600. */
  30601. Buffer.prototype.create = function (data) {
  30602. if (data === void 0) { data = null; }
  30603. if (!data && this._buffer) {
  30604. return; // nothing to do
  30605. }
  30606. data = data || this._data;
  30607. if (!data) {
  30608. return;
  30609. }
  30610. if (!this._buffer) { // create buffer
  30611. if (this._updatable) {
  30612. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30613. this._data = data;
  30614. }
  30615. else {
  30616. this._buffer = this._engine.createVertexBuffer(data);
  30617. }
  30618. }
  30619. else if (this._updatable) { // update buffer
  30620. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30621. this._data = data;
  30622. }
  30623. };
  30624. /** @hidden */
  30625. Buffer.prototype._rebuild = function () {
  30626. this._buffer = null;
  30627. this.create(this._data);
  30628. };
  30629. /**
  30630. * Update current buffer data
  30631. * @param data defines the data to store
  30632. */
  30633. Buffer.prototype.update = function (data) {
  30634. this.create(data);
  30635. };
  30636. /**
  30637. * Updates the data directly.
  30638. * @param data the new data
  30639. * @param offset the new offset
  30640. * @param vertexCount the vertex count (optional)
  30641. * @param useBytes set to true if the offset is in bytes
  30642. */
  30643. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30644. if (useBytes === void 0) { useBytes = false; }
  30645. if (!this._buffer) {
  30646. return;
  30647. }
  30648. if (this._updatable) { // update buffer
  30649. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30650. this._data = null;
  30651. }
  30652. };
  30653. /**
  30654. * Release all resources
  30655. */
  30656. Buffer.prototype.dispose = function () {
  30657. if (!this._buffer) {
  30658. return;
  30659. }
  30660. if (this._engine._releaseBuffer(this._buffer)) {
  30661. this._buffer = null;
  30662. }
  30663. };
  30664. return Buffer;
  30665. }());
  30666. BABYLON.Buffer = Buffer;
  30667. })(BABYLON || (BABYLON = {}));
  30668. //# sourceMappingURL=buffer.js.map
  30669. var BABYLON;
  30670. (function (BABYLON) {
  30671. /**
  30672. * Specialized buffer used to store vertex data
  30673. */
  30674. var VertexBuffer = /** @class */ (function () {
  30675. /**
  30676. * Constructor
  30677. * @param engine the engine
  30678. * @param data the data to use for this vertex buffer
  30679. * @param kind the vertex buffer kind
  30680. * @param updatable whether the data is updatable
  30681. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30682. * @param stride the stride (optional)
  30683. * @param instanced whether the buffer is instanced (optional)
  30684. * @param offset the offset of the data (optional)
  30685. * @param size the number of components (optional)
  30686. * @param type the type of the component (optional)
  30687. * @param normalized whether the data contains normalized data (optional)
  30688. * @param useBytes set to true if stride and offset are in bytes (optional)
  30689. */
  30690. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30691. if (normalized === void 0) { normalized = false; }
  30692. if (useBytes === void 0) { useBytes = false; }
  30693. if (data instanceof BABYLON.Buffer) {
  30694. this._buffer = data;
  30695. this._ownsBuffer = false;
  30696. }
  30697. else {
  30698. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30699. this._ownsBuffer = true;
  30700. }
  30701. this._kind = kind;
  30702. if (type == undefined) {
  30703. var data_1 = this.getData();
  30704. this.type = VertexBuffer.FLOAT;
  30705. if (data_1 instanceof Int8Array) {
  30706. this.type = VertexBuffer.BYTE;
  30707. }
  30708. else if (data_1 instanceof Uint8Array) {
  30709. this.type = VertexBuffer.UNSIGNED_BYTE;
  30710. }
  30711. else if (data_1 instanceof Int16Array) {
  30712. this.type = VertexBuffer.SHORT;
  30713. }
  30714. else if (data_1 instanceof Uint16Array) {
  30715. this.type = VertexBuffer.UNSIGNED_SHORT;
  30716. }
  30717. else if (data_1 instanceof Int32Array) {
  30718. this.type = VertexBuffer.INT;
  30719. }
  30720. else if (data_1 instanceof Uint32Array) {
  30721. this.type = VertexBuffer.UNSIGNED_INT;
  30722. }
  30723. }
  30724. else {
  30725. this.type = type;
  30726. }
  30727. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30728. if (useBytes) {
  30729. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30730. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30731. this.byteOffset = offset || 0;
  30732. }
  30733. else {
  30734. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30735. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30736. this.byteOffset = (offset || 0) * typeByteLength;
  30737. }
  30738. this.normalized = normalized;
  30739. this._instanced = instanced !== undefined ? instanced : false;
  30740. this._instanceDivisor = instanced ? 1 : 0;
  30741. }
  30742. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30743. /**
  30744. * Gets or sets the instance divisor when in instanced mode
  30745. */
  30746. get: function () {
  30747. return this._instanceDivisor;
  30748. },
  30749. set: function (value) {
  30750. this._instanceDivisor = value;
  30751. if (value == 0) {
  30752. this._instanced = false;
  30753. }
  30754. else {
  30755. this._instanced = true;
  30756. }
  30757. },
  30758. enumerable: true,
  30759. configurable: true
  30760. });
  30761. /** @hidden */
  30762. VertexBuffer.prototype._rebuild = function () {
  30763. if (!this._buffer) {
  30764. return;
  30765. }
  30766. this._buffer._rebuild();
  30767. };
  30768. /**
  30769. * Returns the kind of the VertexBuffer (string)
  30770. * @returns a string
  30771. */
  30772. VertexBuffer.prototype.getKind = function () {
  30773. return this._kind;
  30774. };
  30775. // Properties
  30776. /**
  30777. * Gets a boolean indicating if the VertexBuffer is updatable?
  30778. * @returns true if the buffer is updatable
  30779. */
  30780. VertexBuffer.prototype.isUpdatable = function () {
  30781. return this._buffer.isUpdatable();
  30782. };
  30783. /**
  30784. * Gets current buffer's data
  30785. * @returns a DataArray or null
  30786. */
  30787. VertexBuffer.prototype.getData = function () {
  30788. return this._buffer.getData();
  30789. };
  30790. /**
  30791. * Gets underlying native buffer
  30792. * @returns underlying native buffer
  30793. */
  30794. VertexBuffer.prototype.getBuffer = function () {
  30795. return this._buffer.getBuffer();
  30796. };
  30797. /**
  30798. * Gets the stride in float32 units (i.e. byte stride / 4).
  30799. * May not be an integer if the byte stride is not divisible by 4.
  30800. * DEPRECATED. Use byteStride instead.
  30801. * @returns the stride in float32 units
  30802. */
  30803. VertexBuffer.prototype.getStrideSize = function () {
  30804. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30805. };
  30806. /**
  30807. * Returns the offset as a multiple of the type byte length.
  30808. * DEPRECATED. Use byteOffset instead.
  30809. * @returns the offset in bytes
  30810. */
  30811. VertexBuffer.prototype.getOffset = function () {
  30812. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30813. };
  30814. /**
  30815. * Returns the number of components per vertex attribute (integer)
  30816. * @returns the size in float
  30817. */
  30818. VertexBuffer.prototype.getSize = function () {
  30819. return this._size;
  30820. };
  30821. /**
  30822. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30823. * @returns true if this buffer is instanced
  30824. */
  30825. VertexBuffer.prototype.getIsInstanced = function () {
  30826. return this._instanced;
  30827. };
  30828. /**
  30829. * Returns the instancing divisor, zero for non-instanced (integer).
  30830. * @returns a number
  30831. */
  30832. VertexBuffer.prototype.getInstanceDivisor = function () {
  30833. return this._instanceDivisor;
  30834. };
  30835. // Methods
  30836. /**
  30837. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30838. * @param data defines the data to store
  30839. */
  30840. VertexBuffer.prototype.create = function (data) {
  30841. this._buffer.create(data);
  30842. };
  30843. /**
  30844. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30845. * This function will create a new buffer if the current one is not updatable
  30846. * @param data defines the data to store
  30847. */
  30848. VertexBuffer.prototype.update = function (data) {
  30849. this._buffer.update(data);
  30850. };
  30851. /**
  30852. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30853. * Returns the directly updated WebGLBuffer.
  30854. * @param data the new data
  30855. * @param offset the new offset
  30856. * @param useBytes set to true if the offset is in bytes
  30857. */
  30858. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30859. if (useBytes === void 0) { useBytes = false; }
  30860. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30861. };
  30862. /**
  30863. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30864. */
  30865. VertexBuffer.prototype.dispose = function () {
  30866. if (this._ownsBuffer) {
  30867. this._buffer.dispose();
  30868. }
  30869. };
  30870. /**
  30871. * Enumerates each value of this vertex buffer as numbers.
  30872. * @param count the number of values to enumerate
  30873. * @param callback the callback function called for each value
  30874. */
  30875. VertexBuffer.prototype.forEach = function (count, callback) {
  30876. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30877. };
  30878. /**
  30879. * Deduces the stride given a kind.
  30880. * @param kind The kind string to deduce
  30881. * @returns The deduced stride
  30882. */
  30883. VertexBuffer.DeduceStride = function (kind) {
  30884. switch (kind) {
  30885. case VertexBuffer.UVKind:
  30886. case VertexBuffer.UV2Kind:
  30887. case VertexBuffer.UV3Kind:
  30888. case VertexBuffer.UV4Kind:
  30889. case VertexBuffer.UV5Kind:
  30890. case VertexBuffer.UV6Kind:
  30891. return 2;
  30892. case VertexBuffer.NormalKind:
  30893. case VertexBuffer.PositionKind:
  30894. return 3;
  30895. case VertexBuffer.ColorKind:
  30896. case VertexBuffer.MatricesIndicesKind:
  30897. case VertexBuffer.MatricesIndicesExtraKind:
  30898. case VertexBuffer.MatricesWeightsKind:
  30899. case VertexBuffer.MatricesWeightsExtraKind:
  30900. case VertexBuffer.TangentKind:
  30901. return 4;
  30902. default:
  30903. throw new Error("Invalid kind '" + kind + "'");
  30904. }
  30905. };
  30906. /**
  30907. * Gets the byte length of the given type.
  30908. * @param type the type
  30909. * @returns the number of bytes
  30910. */
  30911. VertexBuffer.GetTypeByteLength = function (type) {
  30912. switch (type) {
  30913. case VertexBuffer.BYTE:
  30914. case VertexBuffer.UNSIGNED_BYTE:
  30915. return 1;
  30916. case VertexBuffer.SHORT:
  30917. case VertexBuffer.UNSIGNED_SHORT:
  30918. return 2;
  30919. case VertexBuffer.INT:
  30920. case VertexBuffer.FLOAT:
  30921. return 4;
  30922. default:
  30923. throw new Error("Invalid type '" + type + "'");
  30924. }
  30925. };
  30926. /**
  30927. * Enumerates each value of the given parameters as numbers.
  30928. * @param data the data to enumerate
  30929. * @param byteOffset the byte offset of the data
  30930. * @param byteStride the byte stride of the data
  30931. * @param componentCount the number of components per element
  30932. * @param componentType the type of the component
  30933. * @param count the total number of components
  30934. * @param normalized whether the data is normalized
  30935. * @param callback the callback function called for each value
  30936. */
  30937. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30938. if (data instanceof Array) {
  30939. var offset = byteOffset / 4;
  30940. var stride = byteStride / 4;
  30941. for (var index = 0; index < count; index += componentCount) {
  30942. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30943. callback(data[offset + componentIndex], index + componentIndex);
  30944. }
  30945. offset += stride;
  30946. }
  30947. }
  30948. else {
  30949. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30950. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30951. for (var index = 0; index < count; index += componentCount) {
  30952. var componentByteOffset = byteOffset;
  30953. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30954. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30955. callback(value, index + componentIndex);
  30956. componentByteOffset += componentByteLength;
  30957. }
  30958. byteOffset += byteStride;
  30959. }
  30960. }
  30961. };
  30962. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30963. switch (type) {
  30964. case VertexBuffer.BYTE: {
  30965. var value = dataView.getInt8(byteOffset);
  30966. if (normalized) {
  30967. value = Math.max(value / 127, -1);
  30968. }
  30969. return value;
  30970. }
  30971. case VertexBuffer.UNSIGNED_BYTE: {
  30972. var value = dataView.getUint8(byteOffset);
  30973. if (normalized) {
  30974. value = value / 255;
  30975. }
  30976. return value;
  30977. }
  30978. case VertexBuffer.SHORT: {
  30979. var value = dataView.getInt16(byteOffset, true);
  30980. if (normalized) {
  30981. value = Math.max(value / 16383, -1);
  30982. }
  30983. return value;
  30984. }
  30985. case VertexBuffer.UNSIGNED_SHORT: {
  30986. var value = dataView.getUint16(byteOffset, true);
  30987. if (normalized) {
  30988. value = value / 65535;
  30989. }
  30990. return value;
  30991. }
  30992. case VertexBuffer.FLOAT: {
  30993. return dataView.getFloat32(byteOffset, true);
  30994. }
  30995. default: {
  30996. throw new Error("Invalid component type " + type);
  30997. }
  30998. }
  30999. };
  31000. /**
  31001. * The byte type.
  31002. */
  31003. VertexBuffer.BYTE = 5120;
  31004. /**
  31005. * The unsigned byte type.
  31006. */
  31007. VertexBuffer.UNSIGNED_BYTE = 5121;
  31008. /**
  31009. * The short type.
  31010. */
  31011. VertexBuffer.SHORT = 5122;
  31012. /**
  31013. * The unsigned short type.
  31014. */
  31015. VertexBuffer.UNSIGNED_SHORT = 5123;
  31016. /**
  31017. * The integer type.
  31018. */
  31019. VertexBuffer.INT = 5124;
  31020. /**
  31021. * The unsigned integer type.
  31022. */
  31023. VertexBuffer.UNSIGNED_INT = 5125;
  31024. /**
  31025. * The float type.
  31026. */
  31027. VertexBuffer.FLOAT = 5126;
  31028. // Enums
  31029. /**
  31030. * Positions
  31031. */
  31032. VertexBuffer.PositionKind = "position";
  31033. /**
  31034. * Normals
  31035. */
  31036. VertexBuffer.NormalKind = "normal";
  31037. /**
  31038. * Tangents
  31039. */
  31040. VertexBuffer.TangentKind = "tangent";
  31041. /**
  31042. * Texture coordinates
  31043. */
  31044. VertexBuffer.UVKind = "uv";
  31045. /**
  31046. * Texture coordinates 2
  31047. */
  31048. VertexBuffer.UV2Kind = "uv2";
  31049. /**
  31050. * Texture coordinates 3
  31051. */
  31052. VertexBuffer.UV3Kind = "uv3";
  31053. /**
  31054. * Texture coordinates 4
  31055. */
  31056. VertexBuffer.UV4Kind = "uv4";
  31057. /**
  31058. * Texture coordinates 5
  31059. */
  31060. VertexBuffer.UV5Kind = "uv5";
  31061. /**
  31062. * Texture coordinates 6
  31063. */
  31064. VertexBuffer.UV6Kind = "uv6";
  31065. /**
  31066. * Colors
  31067. */
  31068. VertexBuffer.ColorKind = "color";
  31069. /**
  31070. * Matrix indices (for bones)
  31071. */
  31072. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31073. /**
  31074. * Matrix weights (for bones)
  31075. */
  31076. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31077. /**
  31078. * Additional matrix indices (for bones)
  31079. */
  31080. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31081. /**
  31082. * Additional matrix weights (for bones)
  31083. */
  31084. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31085. return VertexBuffer;
  31086. }());
  31087. BABYLON.VertexBuffer = VertexBuffer;
  31088. })(BABYLON || (BABYLON = {}));
  31089. //# sourceMappingURL=vertexBuffer.js.map
  31090. //# sourceMappingURL=internalTextureLoader.js.map
  31091. var BABYLON;
  31092. (function (BABYLON) {
  31093. /**
  31094. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31095. */
  31096. var DummyInternalTextureTracker = /** @class */ (function () {
  31097. function DummyInternalTextureTracker() {
  31098. /**
  31099. * Gets or set the previous tracker in the list
  31100. */
  31101. this.previous = null;
  31102. /**
  31103. * Gets or set the next tracker in the list
  31104. */
  31105. this.next = null;
  31106. }
  31107. return DummyInternalTextureTracker;
  31108. }());
  31109. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31110. })(BABYLON || (BABYLON = {}));
  31111. //# sourceMappingURL=internalTextureTracker.js.map
  31112. var BABYLON;
  31113. (function (BABYLON) {
  31114. /**
  31115. * Class used to store data associated with WebGL texture data for the engine
  31116. * This class should not be used directly
  31117. */
  31118. var InternalTexture = /** @class */ (function () {
  31119. /**
  31120. * Creates a new InternalTexture
  31121. * @param engine defines the engine to use
  31122. * @param dataSource defines the type of data that will be used
  31123. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31124. */
  31125. function InternalTexture(engine, dataSource, delayAllocation) {
  31126. if (delayAllocation === void 0) { delayAllocation = false; }
  31127. /**
  31128. * Observable called when the texture is loaded
  31129. */
  31130. this.onLoadedObservable = new BABYLON.Observable();
  31131. /**
  31132. * Gets or set the previous tracker in the list
  31133. */
  31134. this.previous = null;
  31135. /**
  31136. * Gets or set the next tracker in the list
  31137. */
  31138. this.next = null;
  31139. // Private
  31140. /** @hidden */
  31141. this._initialSlot = -1;
  31142. /** @hidden */
  31143. this._designatedSlot = -1;
  31144. /** @hidden */
  31145. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31146. /** @hidden */
  31147. this._comparisonFunction = 0;
  31148. /** @hidden */
  31149. this._sphericalPolynomial = null;
  31150. /** @hidden */
  31151. this._lodGenerationScale = 0;
  31152. /** @hidden */
  31153. this._lodGenerationOffset = 0;
  31154. /** @hidden */
  31155. this._isRGBD = false;
  31156. /** @hidden */
  31157. this._references = 1;
  31158. this._engine = engine;
  31159. this._dataSource = dataSource;
  31160. if (!delayAllocation) {
  31161. this._webGLTexture = engine._createTexture();
  31162. }
  31163. }
  31164. /**
  31165. * Gets the Engine the texture belongs to.
  31166. * @returns The babylon engine
  31167. */
  31168. InternalTexture.prototype.getEngine = function () {
  31169. return this._engine;
  31170. };
  31171. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31172. /**
  31173. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31174. */
  31175. get: function () {
  31176. return this._dataSource;
  31177. },
  31178. enumerable: true,
  31179. configurable: true
  31180. });
  31181. /**
  31182. * Increments the number of references (ie. the number of Texture that point to it)
  31183. */
  31184. InternalTexture.prototype.incrementReferences = function () {
  31185. this._references++;
  31186. };
  31187. /**
  31188. * Change the size of the texture (not the size of the content)
  31189. * @param width defines the new width
  31190. * @param height defines the new height
  31191. * @param depth defines the new depth (1 by default)
  31192. */
  31193. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31194. if (depth === void 0) { depth = 1; }
  31195. this.width = width;
  31196. this.height = height;
  31197. this.depth = depth;
  31198. this.baseWidth = width;
  31199. this.baseHeight = height;
  31200. this.baseDepth = depth;
  31201. this._size = width * height * depth;
  31202. };
  31203. /** @hidden */
  31204. InternalTexture.prototype._rebuild = function () {
  31205. var _this = this;
  31206. var proxy;
  31207. this.isReady = false;
  31208. this._cachedCoordinatesMode = null;
  31209. this._cachedWrapU = null;
  31210. this._cachedWrapV = null;
  31211. this._cachedAnisotropicFilteringLevel = null;
  31212. switch (this._dataSource) {
  31213. case InternalTexture.DATASOURCE_TEMP:
  31214. return;
  31215. case InternalTexture.DATASOURCE_URL:
  31216. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31217. _this.isReady = true;
  31218. }, null, this._buffer, undefined, this.format);
  31219. proxy._swapAndDie(this);
  31220. return;
  31221. case InternalTexture.DATASOURCE_RAW:
  31222. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31223. proxy._swapAndDie(this);
  31224. this.isReady = true;
  31225. return;
  31226. case InternalTexture.DATASOURCE_RAW3D:
  31227. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31228. proxy._swapAndDie(this);
  31229. this.isReady = true;
  31230. return;
  31231. case InternalTexture.DATASOURCE_DYNAMIC:
  31232. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31233. proxy._swapAndDie(this);
  31234. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31235. // The engine will make sure to update content so no need to flag it as isReady = true
  31236. return;
  31237. case InternalTexture.DATASOURCE_RENDERTARGET:
  31238. var options = new BABYLON.RenderTargetCreationOptions();
  31239. options.generateDepthBuffer = this._generateDepthBuffer;
  31240. options.generateMipMaps = this.generateMipMaps;
  31241. options.generateStencilBuffer = this._generateStencilBuffer;
  31242. options.samplingMode = this.samplingMode;
  31243. options.type = this.type;
  31244. if (this.isCube) {
  31245. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31246. }
  31247. else {
  31248. var size = {
  31249. width: this.width,
  31250. height: this.height
  31251. };
  31252. proxy = this._engine.createRenderTargetTexture(size, options);
  31253. }
  31254. proxy._swapAndDie(this);
  31255. this.isReady = true;
  31256. return;
  31257. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31258. var depthTextureOptions = {
  31259. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31260. comparisonFunction: this._comparisonFunction,
  31261. generateStencil: this._generateStencilBuffer,
  31262. isCube: this.isCube
  31263. };
  31264. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31265. proxy._swapAndDie(this);
  31266. this.isReady = true;
  31267. return;
  31268. case InternalTexture.DATASOURCE_CUBE:
  31269. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31270. _this.isReady = true;
  31271. }, null, this.format, this._extension);
  31272. proxy._swapAndDie(this);
  31273. return;
  31274. case InternalTexture.DATASOURCE_CUBERAW:
  31275. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31276. proxy._swapAndDie(this);
  31277. this.isReady = true;
  31278. return;
  31279. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31280. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31281. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31282. _this.isReady = true;
  31283. });
  31284. proxy._swapAndDie(this);
  31285. return;
  31286. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31287. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31288. if (proxy) {
  31289. proxy._swapAndDie(_this);
  31290. }
  31291. _this.isReady = true;
  31292. }, null, this.format, this._extension);
  31293. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31294. return;
  31295. }
  31296. };
  31297. /** @hidden */
  31298. InternalTexture.prototype._swapAndDie = function (target) {
  31299. target._webGLTexture = this._webGLTexture;
  31300. if (this._framebuffer) {
  31301. target._framebuffer = this._framebuffer;
  31302. }
  31303. if (this._depthStencilBuffer) {
  31304. target._depthStencilBuffer = this._depthStencilBuffer;
  31305. }
  31306. if (this._lodTextureHigh) {
  31307. if (target._lodTextureHigh) {
  31308. target._lodTextureHigh.dispose();
  31309. }
  31310. target._lodTextureHigh = this._lodTextureHigh;
  31311. }
  31312. if (this._lodTextureMid) {
  31313. if (target._lodTextureMid) {
  31314. target._lodTextureMid.dispose();
  31315. }
  31316. target._lodTextureMid = this._lodTextureMid;
  31317. }
  31318. if (this._lodTextureLow) {
  31319. if (target._lodTextureLow) {
  31320. target._lodTextureLow.dispose();
  31321. }
  31322. target._lodTextureLow = this._lodTextureLow;
  31323. }
  31324. var cache = this._engine.getLoadedTexturesCache();
  31325. var index = cache.indexOf(this);
  31326. if (index !== -1) {
  31327. cache.splice(index, 1);
  31328. }
  31329. };
  31330. /**
  31331. * Dispose the current allocated resources
  31332. */
  31333. InternalTexture.prototype.dispose = function () {
  31334. if (!this._webGLTexture) {
  31335. return;
  31336. }
  31337. this._references--;
  31338. if (this._references === 0) {
  31339. this._engine._releaseTexture(this);
  31340. this._webGLTexture = null;
  31341. this.previous = null;
  31342. this.next = null;
  31343. }
  31344. };
  31345. /**
  31346. * The source of the texture data is unknown
  31347. */
  31348. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31349. /**
  31350. * Texture data comes from an URL
  31351. */
  31352. InternalTexture.DATASOURCE_URL = 1;
  31353. /**
  31354. * Texture data is only used for temporary storage
  31355. */
  31356. InternalTexture.DATASOURCE_TEMP = 2;
  31357. /**
  31358. * Texture data comes from raw data (ArrayBuffer)
  31359. */
  31360. InternalTexture.DATASOURCE_RAW = 3;
  31361. /**
  31362. * Texture content is dynamic (video or dynamic texture)
  31363. */
  31364. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31365. /**
  31366. * Texture content is generated by rendering to it
  31367. */
  31368. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31369. /**
  31370. * Texture content is part of a multi render target process
  31371. */
  31372. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31373. /**
  31374. * Texture data comes from a cube data file
  31375. */
  31376. InternalTexture.DATASOURCE_CUBE = 7;
  31377. /**
  31378. * Texture data comes from a raw cube data
  31379. */
  31380. InternalTexture.DATASOURCE_CUBERAW = 8;
  31381. /**
  31382. * Texture data come from a prefiltered cube data file
  31383. */
  31384. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31385. /**
  31386. * Texture content is raw 3D data
  31387. */
  31388. InternalTexture.DATASOURCE_RAW3D = 10;
  31389. /**
  31390. * Texture content is a depth texture
  31391. */
  31392. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31393. /**
  31394. * Texture data comes from a raw cube data encoded with RGBD
  31395. */
  31396. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31397. return InternalTexture;
  31398. }());
  31399. BABYLON.InternalTexture = InternalTexture;
  31400. })(BABYLON || (BABYLON = {}));
  31401. //# sourceMappingURL=internalTexture.js.map
  31402. var BABYLON;
  31403. (function (BABYLON) {
  31404. /**
  31405. * Base class of all the textures in babylon.
  31406. * It groups all the common properties the materials, post process, lights... might need
  31407. * in order to make a correct use of the texture.
  31408. */
  31409. var BaseTexture = /** @class */ (function () {
  31410. /**
  31411. * Instantiates a new BaseTexture.
  31412. * Base class of all the textures in babylon.
  31413. * It groups all the common properties the materials, post process, lights... might need
  31414. * in order to make a correct use of the texture.
  31415. * @param scene Define the scene the texture blongs to
  31416. */
  31417. function BaseTexture(scene) {
  31418. /**
  31419. * Gets or sets an object used to store user defined information.
  31420. */
  31421. this.metadata = null;
  31422. this._hasAlpha = false;
  31423. /**
  31424. * Defines if the alpha value should be determined via the rgb values.
  31425. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31426. */
  31427. this.getAlphaFromRGB = false;
  31428. /**
  31429. * Intensity or strength of the texture.
  31430. * It is commonly used by materials to fine tune the intensity of the texture
  31431. */
  31432. this.level = 1;
  31433. /**
  31434. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31435. * This is part of the texture as textures usually maps to one uv set.
  31436. */
  31437. this.coordinatesIndex = 0;
  31438. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31439. /**
  31440. * | Value | Type | Description |
  31441. * | ----- | ------------------ | ----------- |
  31442. * | 0 | CLAMP_ADDRESSMODE | |
  31443. * | 1 | WRAP_ADDRESSMODE | |
  31444. * | 2 | MIRROR_ADDRESSMODE | |
  31445. */
  31446. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31447. /**
  31448. * | Value | Type | Description |
  31449. * | ----- | ------------------ | ----------- |
  31450. * | 0 | CLAMP_ADDRESSMODE | |
  31451. * | 1 | WRAP_ADDRESSMODE | |
  31452. * | 2 | MIRROR_ADDRESSMODE | |
  31453. */
  31454. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31455. /**
  31456. * | Value | Type | Description |
  31457. * | ----- | ------------------ | ----------- |
  31458. * | 0 | CLAMP_ADDRESSMODE | |
  31459. * | 1 | WRAP_ADDRESSMODE | |
  31460. * | 2 | MIRROR_ADDRESSMODE | |
  31461. */
  31462. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31463. /**
  31464. * With compliant hardware and browser (supporting anisotropic filtering)
  31465. * this defines the level of anisotropic filtering in the texture.
  31466. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31467. */
  31468. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31469. /**
  31470. * Define if the texture is a cube texture or if false a 2d texture.
  31471. */
  31472. this.isCube = false;
  31473. /**
  31474. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31475. */
  31476. this.is3D = false;
  31477. /**
  31478. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31479. * HDR texture are usually stored in linear space.
  31480. * This only impacts the PBR and Background materials
  31481. */
  31482. this.gammaSpace = true;
  31483. /**
  31484. * Is Z inverted in the texture (useful in a cube texture).
  31485. */
  31486. this.invertZ = false;
  31487. /**
  31488. * @hidden
  31489. */
  31490. this.lodLevelInAlpha = false;
  31491. /**
  31492. * Define if the texture is a render target.
  31493. */
  31494. this.isRenderTarget = false;
  31495. /**
  31496. * Define the list of animation attached to the texture.
  31497. */
  31498. this.animations = new Array();
  31499. /**
  31500. * An event triggered when the texture is disposed.
  31501. */
  31502. this.onDisposeObservable = new BABYLON.Observable();
  31503. /**
  31504. * Define the current state of the loading sequence when in delayed load mode.
  31505. */
  31506. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31507. this._cachedSize = BABYLON.Size.Zero();
  31508. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31509. if (this._scene) {
  31510. this._scene.textures.push(this);
  31511. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31512. this.uniqueId = this._scene.getUniqueId();
  31513. }
  31514. this._uid = null;
  31515. }
  31516. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31517. get: function () {
  31518. return this._hasAlpha;
  31519. },
  31520. /**
  31521. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31522. */
  31523. set: function (value) {
  31524. if (this._hasAlpha === value) {
  31525. return;
  31526. }
  31527. this._hasAlpha = value;
  31528. if (this._scene) {
  31529. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31530. }
  31531. },
  31532. enumerable: true,
  31533. configurable: true
  31534. });
  31535. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31536. get: function () {
  31537. return this._coordinatesMode;
  31538. },
  31539. /**
  31540. * How a texture is mapped.
  31541. *
  31542. * | Value | Type | Description |
  31543. * | ----- | ----------------------------------- | ----------- |
  31544. * | 0 | EXPLICIT_MODE | |
  31545. * | 1 | SPHERICAL_MODE | |
  31546. * | 2 | PLANAR_MODE | |
  31547. * | 3 | CUBIC_MODE | |
  31548. * | 4 | PROJECTION_MODE | |
  31549. * | 5 | SKYBOX_MODE | |
  31550. * | 6 | INVCUBIC_MODE | |
  31551. * | 7 | EQUIRECTANGULAR_MODE | |
  31552. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31553. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31554. */
  31555. set: function (value) {
  31556. if (this._coordinatesMode === value) {
  31557. return;
  31558. }
  31559. this._coordinatesMode = value;
  31560. if (this._scene) {
  31561. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31562. }
  31563. },
  31564. enumerable: true,
  31565. configurable: true
  31566. });
  31567. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31568. /**
  31569. * Gets whether or not the texture contains RGBD data.
  31570. */
  31571. get: function () {
  31572. return this._texture != null && this._texture._isRGBD;
  31573. },
  31574. enumerable: true,
  31575. configurable: true
  31576. });
  31577. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31578. /**
  31579. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31580. */
  31581. get: function () {
  31582. if (this._texture) {
  31583. return this._texture._lodGenerationOffset;
  31584. }
  31585. return 0.0;
  31586. },
  31587. set: function (value) {
  31588. if (this._texture) {
  31589. this._texture._lodGenerationOffset = value;
  31590. }
  31591. },
  31592. enumerable: true,
  31593. configurable: true
  31594. });
  31595. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31596. /**
  31597. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31598. */
  31599. get: function () {
  31600. if (this._texture) {
  31601. return this._texture._lodGenerationScale;
  31602. }
  31603. return 0.0;
  31604. },
  31605. set: function (value) {
  31606. if (this._texture) {
  31607. this._texture._lodGenerationScale = value;
  31608. }
  31609. },
  31610. enumerable: true,
  31611. configurable: true
  31612. });
  31613. Object.defineProperty(BaseTexture.prototype, "uid", {
  31614. /**
  31615. * Define the unique id of the texture in the scene.
  31616. */
  31617. get: function () {
  31618. if (!this._uid) {
  31619. this._uid = BABYLON.Tools.RandomId();
  31620. }
  31621. return this._uid;
  31622. },
  31623. enumerable: true,
  31624. configurable: true
  31625. });
  31626. /**
  31627. * Return a string representation of the texture.
  31628. * @returns the texture as a string
  31629. */
  31630. BaseTexture.prototype.toString = function () {
  31631. return this.name;
  31632. };
  31633. /**
  31634. * Get the class name of the texture.
  31635. * @returns "BaseTexture"
  31636. */
  31637. BaseTexture.prototype.getClassName = function () {
  31638. return "BaseTexture";
  31639. };
  31640. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31641. /**
  31642. * Callback triggered when the texture has been disposed.
  31643. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31644. */
  31645. set: function (callback) {
  31646. if (this._onDisposeObserver) {
  31647. this.onDisposeObservable.remove(this._onDisposeObserver);
  31648. }
  31649. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31650. },
  31651. enumerable: true,
  31652. configurable: true
  31653. });
  31654. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31655. /**
  31656. * Define if the texture is preventinga material to render or not.
  31657. * If not and the texture is not ready, the engine will use a default black texture instead.
  31658. */
  31659. get: function () {
  31660. return true;
  31661. },
  31662. enumerable: true,
  31663. configurable: true
  31664. });
  31665. /**
  31666. * Get the scene the texture belongs to.
  31667. * @returns the scene or null if undefined
  31668. */
  31669. BaseTexture.prototype.getScene = function () {
  31670. return this._scene;
  31671. };
  31672. /**
  31673. * Get the texture transform matrix used to offset tile the texture for istance.
  31674. * @returns the transformation matrix
  31675. */
  31676. BaseTexture.prototype.getTextureMatrix = function () {
  31677. return BABYLON.Matrix.IdentityReadOnly;
  31678. };
  31679. /**
  31680. * Get the texture reflection matrix used to rotate/transform the reflection.
  31681. * @returns the reflection matrix
  31682. */
  31683. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31684. return BABYLON.Matrix.IdentityReadOnly;
  31685. };
  31686. /**
  31687. * Get the underlying lower level texture from Babylon.
  31688. * @returns the insternal texture
  31689. */
  31690. BaseTexture.prototype.getInternalTexture = function () {
  31691. return this._texture;
  31692. };
  31693. /**
  31694. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31695. * @returns true if ready or not blocking
  31696. */
  31697. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31698. return !this.isBlocking || this.isReady();
  31699. };
  31700. /**
  31701. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31702. * @returns true if fully ready
  31703. */
  31704. BaseTexture.prototype.isReady = function () {
  31705. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31706. this.delayLoad();
  31707. return false;
  31708. }
  31709. if (this._texture) {
  31710. return this._texture.isReady;
  31711. }
  31712. return false;
  31713. };
  31714. /**
  31715. * Get the size of the texture.
  31716. * @returns the texture size.
  31717. */
  31718. BaseTexture.prototype.getSize = function () {
  31719. if (this._texture) {
  31720. if (this._texture.width) {
  31721. this._cachedSize.width = this._texture.width;
  31722. this._cachedSize.height = this._texture.height;
  31723. return this._cachedSize;
  31724. }
  31725. if (this._texture._size) {
  31726. this._cachedSize.width = this._texture._size;
  31727. this._cachedSize.height = this._texture._size;
  31728. return this._cachedSize;
  31729. }
  31730. }
  31731. return this._cachedSize;
  31732. };
  31733. /**
  31734. * Get the base size of the texture.
  31735. * It can be different from the size if the texture has been resized for POT for instance
  31736. * @returns the base size
  31737. */
  31738. BaseTexture.prototype.getBaseSize = function () {
  31739. if (!this.isReady() || !this._texture) {
  31740. return BABYLON.Size.Zero();
  31741. }
  31742. if (this._texture._size) {
  31743. return new BABYLON.Size(this._texture._size, this._texture._size);
  31744. }
  31745. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31746. };
  31747. /**
  31748. * Scales the texture if is `canRescale()`
  31749. * @param ratio the resize factor we want to use to rescale
  31750. */
  31751. BaseTexture.prototype.scale = function (ratio) {
  31752. };
  31753. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31754. /**
  31755. * Get if the texture can rescale.
  31756. */
  31757. get: function () {
  31758. return false;
  31759. },
  31760. enumerable: true,
  31761. configurable: true
  31762. });
  31763. /** @hidden */
  31764. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31765. if (!this._scene) {
  31766. return null;
  31767. }
  31768. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31769. for (var index = 0; index < texturesCache.length; index++) {
  31770. var texturesCacheEntry = texturesCache[index];
  31771. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31772. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31773. texturesCacheEntry.incrementReferences();
  31774. return texturesCacheEntry;
  31775. }
  31776. }
  31777. }
  31778. return null;
  31779. };
  31780. /** @hidden */
  31781. BaseTexture.prototype._rebuild = function () {
  31782. };
  31783. /**
  31784. * Triggers the load sequence in delayed load mode.
  31785. */
  31786. BaseTexture.prototype.delayLoad = function () {
  31787. };
  31788. /**
  31789. * Clones the texture.
  31790. * @returns the cloned texture
  31791. */
  31792. BaseTexture.prototype.clone = function () {
  31793. return null;
  31794. };
  31795. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31796. /**
  31797. * Get the texture underlying type (INT, FLOAT...)
  31798. */
  31799. get: function () {
  31800. if (!this._texture) {
  31801. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31802. }
  31803. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31804. },
  31805. enumerable: true,
  31806. configurable: true
  31807. });
  31808. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31809. /**
  31810. * Get the texture underlying format (RGB, RGBA...)
  31811. */
  31812. get: function () {
  31813. if (!this._texture) {
  31814. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31815. }
  31816. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31817. },
  31818. enumerable: true,
  31819. configurable: true
  31820. });
  31821. /**
  31822. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31823. * This will returns an RGBA array buffer containing either in values (0-255) or
  31824. * float values (0-1) depending of the underlying buffer type.
  31825. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31826. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31827. * @param buffer defines a user defined buffer to fill with data (can be null)
  31828. * @returns The Array buffer containing the pixels data.
  31829. */
  31830. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31831. if (faceIndex === void 0) { faceIndex = 0; }
  31832. if (level === void 0) { level = 0; }
  31833. if (buffer === void 0) { buffer = null; }
  31834. if (!this._texture) {
  31835. return null;
  31836. }
  31837. var size = this.getSize();
  31838. var width = size.width;
  31839. var height = size.height;
  31840. var scene = this.getScene();
  31841. if (!scene) {
  31842. return null;
  31843. }
  31844. var engine = scene.getEngine();
  31845. if (level != 0) {
  31846. width = width / Math.pow(2, level);
  31847. height = height / Math.pow(2, level);
  31848. width = Math.round(width);
  31849. height = Math.round(height);
  31850. }
  31851. if (this._texture.isCube) {
  31852. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31853. }
  31854. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31855. };
  31856. /**
  31857. * Release and destroy the underlying lower level texture aka internalTexture.
  31858. */
  31859. BaseTexture.prototype.releaseInternalTexture = function () {
  31860. if (this._texture) {
  31861. this._texture.dispose();
  31862. this._texture = null;
  31863. }
  31864. };
  31865. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31866. /**
  31867. * Get the polynomial representation of the texture data.
  31868. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31869. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31870. */
  31871. get: function () {
  31872. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31873. return null;
  31874. }
  31875. if (!this._texture._sphericalPolynomial) {
  31876. this._texture._sphericalPolynomial =
  31877. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31878. }
  31879. return this._texture._sphericalPolynomial;
  31880. },
  31881. set: function (value) {
  31882. if (this._texture) {
  31883. this._texture._sphericalPolynomial = value;
  31884. }
  31885. },
  31886. enumerable: true,
  31887. configurable: true
  31888. });
  31889. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31890. /** @hidden */
  31891. get: function () {
  31892. if (this._texture) {
  31893. return this._texture._lodTextureHigh;
  31894. }
  31895. return null;
  31896. },
  31897. enumerable: true,
  31898. configurable: true
  31899. });
  31900. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31901. /** @hidden */
  31902. get: function () {
  31903. if (this._texture) {
  31904. return this._texture._lodTextureMid;
  31905. }
  31906. return null;
  31907. },
  31908. enumerable: true,
  31909. configurable: true
  31910. });
  31911. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31912. /** @hidden */
  31913. get: function () {
  31914. if (this._texture) {
  31915. return this._texture._lodTextureLow;
  31916. }
  31917. return null;
  31918. },
  31919. enumerable: true,
  31920. configurable: true
  31921. });
  31922. /**
  31923. * Dispose the texture and release its associated resources.
  31924. */
  31925. BaseTexture.prototype.dispose = function () {
  31926. if (!this._scene) {
  31927. return;
  31928. }
  31929. // Animations
  31930. this._scene.stopAnimation(this);
  31931. // Remove from scene
  31932. this._scene._removePendingData(this);
  31933. var index = this._scene.textures.indexOf(this);
  31934. if (index >= 0) {
  31935. this._scene.textures.splice(index, 1);
  31936. }
  31937. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31938. if (this._texture === undefined) {
  31939. return;
  31940. }
  31941. // Release
  31942. this.releaseInternalTexture();
  31943. // Callback
  31944. this.onDisposeObservable.notifyObservers(this);
  31945. this.onDisposeObservable.clear();
  31946. };
  31947. /**
  31948. * Serialize the texture into a JSON representation that can be parsed later on.
  31949. * @returns the JSON representation of the texture
  31950. */
  31951. BaseTexture.prototype.serialize = function () {
  31952. if (!this.name) {
  31953. return null;
  31954. }
  31955. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31956. // Animations
  31957. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31958. return serializationObject;
  31959. };
  31960. /**
  31961. * Helper function to be called back once a list of texture contains only ready textures.
  31962. * @param textures Define the list of textures to wait for
  31963. * @param callback Define the callback triggered once the entire list will be ready
  31964. */
  31965. BaseTexture.WhenAllReady = function (textures, callback) {
  31966. var numRemaining = textures.length;
  31967. if (numRemaining === 0) {
  31968. callback();
  31969. return;
  31970. }
  31971. var _loop_1 = function () {
  31972. texture = textures[i];
  31973. if (texture.isReady()) {
  31974. if (--numRemaining === 0) {
  31975. callback();
  31976. }
  31977. }
  31978. else {
  31979. onLoadObservable = texture.onLoadObservable;
  31980. var onLoadCallback_1 = function () {
  31981. onLoadObservable.removeCallback(onLoadCallback_1);
  31982. if (--numRemaining === 0) {
  31983. callback();
  31984. }
  31985. };
  31986. onLoadObservable.add(onLoadCallback_1);
  31987. }
  31988. };
  31989. var texture, onLoadObservable;
  31990. for (var i = 0; i < textures.length; i++) {
  31991. _loop_1();
  31992. }
  31993. };
  31994. /**
  31995. * Default anisotropic filtering level for the application.
  31996. * It is set to 4 as a good tradeoff between perf and quality.
  31997. */
  31998. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31999. __decorate([
  32000. BABYLON.serialize()
  32001. ], BaseTexture.prototype, "uniqueId", void 0);
  32002. __decorate([
  32003. BABYLON.serialize()
  32004. ], BaseTexture.prototype, "name", void 0);
  32005. __decorate([
  32006. BABYLON.serialize()
  32007. ], BaseTexture.prototype, "metadata", void 0);
  32008. __decorate([
  32009. BABYLON.serialize("hasAlpha")
  32010. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32011. __decorate([
  32012. BABYLON.serialize()
  32013. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32014. __decorate([
  32015. BABYLON.serialize()
  32016. ], BaseTexture.prototype, "level", void 0);
  32017. __decorate([
  32018. BABYLON.serialize()
  32019. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32020. __decorate([
  32021. BABYLON.serialize("coordinatesMode")
  32022. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32023. __decorate([
  32024. BABYLON.serialize()
  32025. ], BaseTexture.prototype, "wrapU", void 0);
  32026. __decorate([
  32027. BABYLON.serialize()
  32028. ], BaseTexture.prototype, "wrapV", void 0);
  32029. __decorate([
  32030. BABYLON.serialize()
  32031. ], BaseTexture.prototype, "wrapR", void 0);
  32032. __decorate([
  32033. BABYLON.serialize()
  32034. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32035. __decorate([
  32036. BABYLON.serialize()
  32037. ], BaseTexture.prototype, "isCube", void 0);
  32038. __decorate([
  32039. BABYLON.serialize()
  32040. ], BaseTexture.prototype, "is3D", void 0);
  32041. __decorate([
  32042. BABYLON.serialize()
  32043. ], BaseTexture.prototype, "gammaSpace", void 0);
  32044. __decorate([
  32045. BABYLON.serialize()
  32046. ], BaseTexture.prototype, "invertZ", void 0);
  32047. __decorate([
  32048. BABYLON.serialize()
  32049. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32050. __decorate([
  32051. BABYLON.serialize()
  32052. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32053. __decorate([
  32054. BABYLON.serialize()
  32055. ], BaseTexture.prototype, "lodGenerationScale", null);
  32056. __decorate([
  32057. BABYLON.serialize()
  32058. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32059. return BaseTexture;
  32060. }());
  32061. BABYLON.BaseTexture = BaseTexture;
  32062. })(BABYLON || (BABYLON = {}));
  32063. //# sourceMappingURL=baseTexture.js.map
  32064. var BABYLON;
  32065. (function (BABYLON) {
  32066. /**
  32067. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32068. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32069. */
  32070. var Texture = /** @class */ (function (_super) {
  32071. __extends(Texture, _super);
  32072. /**
  32073. * Instantiates a new texture.
  32074. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32075. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32076. * @param url define the url of the picture to load as a texture
  32077. * @param scene define the scene the texture will belong to
  32078. * @param noMipmap define if the texture will require mip maps or not
  32079. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32080. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32081. * @param onLoad define a callback triggered when the texture has been loaded
  32082. * @param onError define a callback triggered when an error occurred during the loading session
  32083. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32084. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32085. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32086. */
  32087. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32088. if (noMipmap === void 0) { noMipmap = false; }
  32089. if (invertY === void 0) { invertY = true; }
  32090. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32091. if (onLoad === void 0) { onLoad = null; }
  32092. if (onError === void 0) { onError = null; }
  32093. if (buffer === void 0) { buffer = null; }
  32094. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32095. var _this = _super.call(this, scene) || this;
  32096. /**
  32097. * Define an offset on the texture to offset the u coordinates of the UVs
  32098. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32099. */
  32100. _this.uOffset = 0;
  32101. /**
  32102. * Define an offset on the texture to offset the v coordinates of the UVs
  32103. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32104. */
  32105. _this.vOffset = 0;
  32106. /**
  32107. * Define an offset on the texture to scale the u coordinates of the UVs
  32108. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32109. */
  32110. _this.uScale = 1.0;
  32111. /**
  32112. * Define an offset on the texture to scale the v coordinates of the UVs
  32113. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32114. */
  32115. _this.vScale = 1.0;
  32116. /**
  32117. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32118. * @see http://doc.babylonjs.com/how_to/more_materials
  32119. */
  32120. _this.uAng = 0;
  32121. /**
  32122. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32123. * @see http://doc.babylonjs.com/how_to/more_materials
  32124. */
  32125. _this.vAng = 0;
  32126. /**
  32127. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32128. * @see http://doc.babylonjs.com/how_to/more_materials
  32129. */
  32130. _this.wAng = 0;
  32131. /**
  32132. * Defines the center of rotation (U)
  32133. */
  32134. _this.uRotationCenter = 0.5;
  32135. /**
  32136. * Defines the center of rotation (V)
  32137. */
  32138. _this.vRotationCenter = 0.5;
  32139. /**
  32140. * Defines the center of rotation (W)
  32141. */
  32142. _this.wRotationCenter = 0.5;
  32143. /**
  32144. * Observable triggered once the texture has been loaded.
  32145. */
  32146. _this.onLoadObservable = new BABYLON.Observable();
  32147. _this._isBlocking = true;
  32148. _this.name = url || "";
  32149. _this.url = url;
  32150. _this._noMipmap = noMipmap;
  32151. _this._invertY = invertY;
  32152. _this._samplingMode = samplingMode;
  32153. _this._buffer = buffer;
  32154. _this._deleteBuffer = deleteBuffer;
  32155. if (format) {
  32156. _this._format = format;
  32157. }
  32158. scene = _this.getScene();
  32159. if (!scene) {
  32160. return _this;
  32161. }
  32162. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32163. var load = function () {
  32164. if (_this.onLoadObservable.hasObservers()) {
  32165. _this.onLoadObservable.notifyObservers(_this);
  32166. }
  32167. if (onLoad) {
  32168. onLoad();
  32169. }
  32170. if (!_this.isBlocking && scene) {
  32171. scene.resetCachedMaterial();
  32172. }
  32173. };
  32174. if (!_this.url) {
  32175. _this._delayedOnLoad = load;
  32176. _this._delayedOnError = onError;
  32177. return _this;
  32178. }
  32179. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32180. if (!_this._texture) {
  32181. if (!scene.useDelayedTextureLoading) {
  32182. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32183. if (deleteBuffer) {
  32184. delete _this._buffer;
  32185. }
  32186. }
  32187. else {
  32188. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32189. _this._delayedOnLoad = load;
  32190. _this._delayedOnError = onError;
  32191. }
  32192. }
  32193. else {
  32194. if (_this._texture.isReady) {
  32195. BABYLON.Tools.SetImmediate(function () { return load(); });
  32196. }
  32197. else {
  32198. _this._texture.onLoadedObservable.add(load);
  32199. }
  32200. }
  32201. return _this;
  32202. }
  32203. Object.defineProperty(Texture.prototype, "noMipmap", {
  32204. /**
  32205. * Are mip maps generated for this texture or not.
  32206. */
  32207. get: function () {
  32208. return this._noMipmap;
  32209. },
  32210. enumerable: true,
  32211. configurable: true
  32212. });
  32213. Object.defineProperty(Texture.prototype, "isBlocking", {
  32214. get: function () {
  32215. return this._isBlocking;
  32216. },
  32217. /**
  32218. * Is the texture preventing material to render while loading.
  32219. * If false, a default texture will be used instead of the loading one during the preparation step.
  32220. */
  32221. set: function (value) {
  32222. this._isBlocking = value;
  32223. },
  32224. enumerable: true,
  32225. configurable: true
  32226. });
  32227. Object.defineProperty(Texture.prototype, "samplingMode", {
  32228. /**
  32229. * Get the current sampling mode associated with the texture.
  32230. */
  32231. get: function () {
  32232. return this._samplingMode;
  32233. },
  32234. enumerable: true,
  32235. configurable: true
  32236. });
  32237. Object.defineProperty(Texture.prototype, "invertY", {
  32238. /**
  32239. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32240. */
  32241. get: function () {
  32242. return this._invertY;
  32243. },
  32244. enumerable: true,
  32245. configurable: true
  32246. });
  32247. /**
  32248. * Update the url (and optional buffer) of this texture if url was null during construction.
  32249. * @param url the url of the texture
  32250. * @param buffer the buffer of the texture (defaults to null)
  32251. */
  32252. Texture.prototype.updateURL = function (url, buffer) {
  32253. if (buffer === void 0) { buffer = null; }
  32254. if (this.url) {
  32255. throw new Error("URL is already set");
  32256. }
  32257. this.url = url;
  32258. this._buffer = buffer;
  32259. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32260. this.delayLoad();
  32261. };
  32262. /**
  32263. * Finish the loading sequence of a texture flagged as delayed load.
  32264. * @hidden
  32265. */
  32266. Texture.prototype.delayLoad = function () {
  32267. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32268. return;
  32269. }
  32270. var scene = this.getScene();
  32271. if (!scene) {
  32272. return;
  32273. }
  32274. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32275. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32276. if (!this._texture) {
  32277. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32278. if (this._deleteBuffer) {
  32279. delete this._buffer;
  32280. }
  32281. }
  32282. else {
  32283. if (this._delayedOnLoad) {
  32284. if (this._texture.isReady) {
  32285. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32286. }
  32287. else {
  32288. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32289. }
  32290. }
  32291. }
  32292. this._delayedOnLoad = null;
  32293. this._delayedOnError = null;
  32294. };
  32295. /**
  32296. * Update the sampling mode of the texture.
  32297. * Default is Trilinear mode.
  32298. *
  32299. * | Value | Type | Description |
  32300. * | ----- | ------------------ | ----------- |
  32301. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32302. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32303. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32304. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32305. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32306. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32307. * | 7 | NEAREST_LINEAR | |
  32308. * | 8 | NEAREST_NEAREST | |
  32309. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32310. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32311. * | 11 | LINEAR_LINEAR | |
  32312. * | 12 | LINEAR_NEAREST | |
  32313. *
  32314. * > _mag_: magnification filter (close to the viewer)
  32315. * > _min_: minification filter (far from the viewer)
  32316. * > _mip_: filter used between mip map levels
  32317. *@param samplingMode Define the new sampling mode of the texture
  32318. */
  32319. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32320. if (!this._texture) {
  32321. return;
  32322. }
  32323. var scene = this.getScene();
  32324. if (!scene) {
  32325. return;
  32326. }
  32327. this._samplingMode = samplingMode;
  32328. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32329. };
  32330. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32331. x *= this.uScale;
  32332. y *= this.vScale;
  32333. x -= this.uRotationCenter * this.uScale;
  32334. y -= this.vRotationCenter * this.vScale;
  32335. z -= this.wRotationCenter;
  32336. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32337. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32338. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32339. t.z += this.wRotationCenter;
  32340. };
  32341. /**
  32342. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32343. * @returns the transform matrix of the texture.
  32344. */
  32345. Texture.prototype.getTextureMatrix = function () {
  32346. var _this = this;
  32347. if (this.uOffset === this._cachedUOffset &&
  32348. this.vOffset === this._cachedVOffset &&
  32349. this.uScale === this._cachedUScale &&
  32350. this.vScale === this._cachedVScale &&
  32351. this.uAng === this._cachedUAng &&
  32352. this.vAng === this._cachedVAng &&
  32353. this.wAng === this._cachedWAng) {
  32354. return this._cachedTextureMatrix;
  32355. }
  32356. this._cachedUOffset = this.uOffset;
  32357. this._cachedVOffset = this.vOffset;
  32358. this._cachedUScale = this.uScale;
  32359. this._cachedVScale = this.vScale;
  32360. this._cachedUAng = this.uAng;
  32361. this._cachedVAng = this.vAng;
  32362. this._cachedWAng = this.wAng;
  32363. if (!this._cachedTextureMatrix) {
  32364. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32365. this._rowGenerationMatrix = new BABYLON.Matrix();
  32366. this._t0 = BABYLON.Vector3.Zero();
  32367. this._t1 = BABYLON.Vector3.Zero();
  32368. this._t2 = BABYLON.Vector3.Zero();
  32369. }
  32370. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32371. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32372. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32373. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32374. this._t1.subtractInPlace(this._t0);
  32375. this._t2.subtractInPlace(this._t0);
  32376. 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);
  32377. var scene = this.getScene();
  32378. if (!scene) {
  32379. return this._cachedTextureMatrix;
  32380. }
  32381. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32382. return mat.hasTexture(_this);
  32383. });
  32384. return this._cachedTextureMatrix;
  32385. };
  32386. /**
  32387. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32388. * @returns The reflection texture transform
  32389. */
  32390. Texture.prototype.getReflectionTextureMatrix = function () {
  32391. var _this = this;
  32392. var scene = this.getScene();
  32393. if (!scene) {
  32394. return this._cachedTextureMatrix;
  32395. }
  32396. if (this.uOffset === this._cachedUOffset &&
  32397. this.vOffset === this._cachedVOffset &&
  32398. this.uScale === this._cachedUScale &&
  32399. this.vScale === this._cachedVScale &&
  32400. this.coordinatesMode === this._cachedCoordinatesMode) {
  32401. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32402. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32403. return this._cachedTextureMatrix;
  32404. }
  32405. }
  32406. else {
  32407. return this._cachedTextureMatrix;
  32408. }
  32409. }
  32410. if (!this._cachedTextureMatrix) {
  32411. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32412. }
  32413. if (!this._projectionModeMatrix) {
  32414. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32415. }
  32416. this._cachedUOffset = this.uOffset;
  32417. this._cachedVOffset = this.vOffset;
  32418. this._cachedUScale = this.uScale;
  32419. this._cachedVScale = this.vScale;
  32420. this._cachedCoordinatesMode = this.coordinatesMode;
  32421. switch (this.coordinatesMode) {
  32422. case Texture.PLANAR_MODE:
  32423. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32424. this._cachedTextureMatrix[0] = this.uScale;
  32425. this._cachedTextureMatrix[5] = this.vScale;
  32426. this._cachedTextureMatrix[12] = this.uOffset;
  32427. this._cachedTextureMatrix[13] = this.vOffset;
  32428. break;
  32429. case Texture.PROJECTION_MODE:
  32430. 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);
  32431. var projectionMatrix = scene.getProjectionMatrix();
  32432. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32433. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32434. break;
  32435. default:
  32436. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32437. break;
  32438. }
  32439. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32440. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32441. });
  32442. return this._cachedTextureMatrix;
  32443. };
  32444. /**
  32445. * Clones the texture.
  32446. * @returns the cloned texture
  32447. */
  32448. Texture.prototype.clone = function () {
  32449. var _this = this;
  32450. return BABYLON.SerializationHelper.Clone(function () {
  32451. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32452. }, this);
  32453. };
  32454. /**
  32455. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32456. * @returns The JSON representation of the texture
  32457. */
  32458. Texture.prototype.serialize = function () {
  32459. var serializationObject = _super.prototype.serialize.call(this);
  32460. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32461. serializationObject.base64String = this._buffer;
  32462. serializationObject.name = serializationObject.name.replace("data:", "");
  32463. }
  32464. serializationObject.invertY = this._invertY;
  32465. serializationObject.samplingMode = this.samplingMode;
  32466. return serializationObject;
  32467. };
  32468. /**
  32469. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32470. * @returns "Texture"
  32471. */
  32472. Texture.prototype.getClassName = function () {
  32473. return "Texture";
  32474. };
  32475. /**
  32476. * Dispose the texture and release its associated resources.
  32477. */
  32478. Texture.prototype.dispose = function () {
  32479. _super.prototype.dispose.call(this);
  32480. this.onLoadObservable.clear();
  32481. this._delayedOnLoad = null;
  32482. this._delayedOnError = null;
  32483. };
  32484. /**
  32485. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32486. * @param parsedTexture Define the JSON representation of the texture
  32487. * @param scene Define the scene the parsed texture should be instantiated in
  32488. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32489. * @returns The parsed texture if successful
  32490. */
  32491. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32492. if (parsedTexture.customType) {
  32493. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32494. // Update Sampling Mode
  32495. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32496. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32497. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32498. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32499. }
  32500. }
  32501. return parsedCustomTexture;
  32502. }
  32503. if (parsedTexture.isCube) {
  32504. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32505. }
  32506. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32507. return null;
  32508. }
  32509. var texture = BABYLON.SerializationHelper.Parse(function () {
  32510. var generateMipMaps = true;
  32511. if (parsedTexture.noMipmap) {
  32512. generateMipMaps = false;
  32513. }
  32514. if (parsedTexture.mirrorPlane) {
  32515. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32516. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32517. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32518. return mirrorTexture;
  32519. }
  32520. else if (parsedTexture.isRenderTarget) {
  32521. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32522. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32523. return renderTargetTexture;
  32524. }
  32525. else {
  32526. var texture;
  32527. if (parsedTexture.base64String) {
  32528. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32529. }
  32530. else {
  32531. var url = rootUrl + parsedTexture.name;
  32532. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32533. url = parsedTexture.url;
  32534. }
  32535. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32536. }
  32537. return texture;
  32538. }
  32539. }, parsedTexture, scene);
  32540. // Update Sampling Mode
  32541. if (parsedTexture.samplingMode) {
  32542. var sampling = parsedTexture.samplingMode;
  32543. if (texture._samplingMode !== sampling) {
  32544. texture.updateSamplingMode(sampling);
  32545. }
  32546. }
  32547. // Animations
  32548. if (parsedTexture.animations) {
  32549. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32550. var parsedAnimation = parsedTexture.animations[animationIndex];
  32551. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32552. }
  32553. }
  32554. return texture;
  32555. };
  32556. /**
  32557. * Creates a texture from its base 64 representation.
  32558. * @param data Define the base64 payload without the data: prefix
  32559. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32560. * @param scene Define the scene the texture should belong to
  32561. * @param noMipmap Forces the texture to not create mip map information if true
  32562. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32563. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32564. * @param onLoad define a callback triggered when the texture has been loaded
  32565. * @param onError define a callback triggered when an error occurred during the loading session
  32566. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32567. * @returns the created texture
  32568. */
  32569. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32570. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32571. if (onLoad === void 0) { onLoad = null; }
  32572. if (onError === void 0) { onError = null; }
  32573. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32574. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32575. };
  32576. /**
  32577. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32578. * @param data Define the base64 payload without the data: prefix
  32579. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32580. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32581. * @param scene Define the scene the texture should belong to
  32582. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32583. * @param noMipmap Forces the texture to not create mip map information if true
  32584. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32585. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32586. * @param onLoad define a callback triggered when the texture has been loaded
  32587. * @param onError define a callback triggered when an error occurred during the loading session
  32588. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32589. * @returns the created texture
  32590. */
  32591. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32592. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32593. if (noMipmap === void 0) { noMipmap = false; }
  32594. if (invertY === void 0) { invertY = true; }
  32595. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32596. if (onLoad === void 0) { onLoad = null; }
  32597. if (onError === void 0) { onError = null; }
  32598. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32599. if (name.substr(0, 5) !== "data:") {
  32600. name = "data:" + name;
  32601. }
  32602. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32603. };
  32604. /** nearest is mag = nearest and min = nearest and mip = linear */
  32605. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32606. /** nearest is mag = nearest and min = nearest and mip = linear */
  32607. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32608. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32609. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32610. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32611. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32612. /** Trilinear is mag = linear and min = linear and mip = linear */
  32613. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32614. /** Trilinear is mag = linear and min = linear and mip = linear */
  32615. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32616. /** mag = nearest and min = nearest and mip = nearest */
  32617. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32618. /** mag = nearest and min = linear and mip = nearest */
  32619. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32620. /** mag = nearest and min = linear and mip = linear */
  32621. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32622. /** mag = nearest and min = linear and mip = none */
  32623. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32624. /** mag = nearest and min = nearest and mip = none */
  32625. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32626. /** mag = linear and min = nearest and mip = nearest */
  32627. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32628. /** mag = linear and min = nearest and mip = linear */
  32629. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32630. /** mag = linear and min = linear and mip = none */
  32631. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32632. /** mag = linear and min = nearest and mip = none */
  32633. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32634. /** Explicit coordinates mode */
  32635. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32636. /** Spherical coordinates mode */
  32637. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32638. /** Planar coordinates mode */
  32639. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32640. /** Cubic coordinates mode */
  32641. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32642. /** Projection coordinates mode */
  32643. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32644. /** Inverse Cubic coordinates mode */
  32645. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32646. /** Inverse Cubic coordinates mode */
  32647. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32648. /** Equirectangular coordinates mode */
  32649. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32650. /** Equirectangular Fixed coordinates mode */
  32651. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32652. /** Equirectangular Fixed Mirrored coordinates mode */
  32653. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32654. /** Texture is not repeating outside of 0..1 UVs */
  32655. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32656. /** Texture is repeating outside of 0..1 UVs */
  32657. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32658. /** Texture is repeating and mirrored */
  32659. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32660. /**
  32661. * 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
  32662. */
  32663. Texture.UseSerializedUrlIfAny = false;
  32664. __decorate([
  32665. BABYLON.serialize()
  32666. ], Texture.prototype, "url", void 0);
  32667. __decorate([
  32668. BABYLON.serialize()
  32669. ], Texture.prototype, "uOffset", void 0);
  32670. __decorate([
  32671. BABYLON.serialize()
  32672. ], Texture.prototype, "vOffset", void 0);
  32673. __decorate([
  32674. BABYLON.serialize()
  32675. ], Texture.prototype, "uScale", void 0);
  32676. __decorate([
  32677. BABYLON.serialize()
  32678. ], Texture.prototype, "vScale", void 0);
  32679. __decorate([
  32680. BABYLON.serialize()
  32681. ], Texture.prototype, "uAng", void 0);
  32682. __decorate([
  32683. BABYLON.serialize()
  32684. ], Texture.prototype, "vAng", void 0);
  32685. __decorate([
  32686. BABYLON.serialize()
  32687. ], Texture.prototype, "wAng", void 0);
  32688. __decorate([
  32689. BABYLON.serialize()
  32690. ], Texture.prototype, "uRotationCenter", void 0);
  32691. __decorate([
  32692. BABYLON.serialize()
  32693. ], Texture.prototype, "vRotationCenter", void 0);
  32694. __decorate([
  32695. BABYLON.serialize()
  32696. ], Texture.prototype, "wRotationCenter", void 0);
  32697. __decorate([
  32698. BABYLON.serialize()
  32699. ], Texture.prototype, "isBlocking", null);
  32700. return Texture;
  32701. }(BABYLON.BaseTexture));
  32702. BABYLON.Texture = Texture;
  32703. })(BABYLON || (BABYLON = {}));
  32704. //# sourceMappingURL=texture.js.map
  32705. var BABYLON;
  32706. (function (BABYLON) {
  32707. /**
  32708. * @hidden
  32709. **/
  32710. var _CreationDataStorage = /** @class */ (function () {
  32711. function _CreationDataStorage() {
  32712. }
  32713. return _CreationDataStorage;
  32714. }());
  32715. BABYLON._CreationDataStorage = _CreationDataStorage;
  32716. /**
  32717. * @hidden
  32718. **/
  32719. var _InstanceDataStorage = /** @class */ (function () {
  32720. function _InstanceDataStorage() {
  32721. this.visibleInstances = {};
  32722. this.renderIdForInstances = new Array();
  32723. this.batchCache = new _InstancesBatch();
  32724. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32725. }
  32726. return _InstanceDataStorage;
  32727. }());
  32728. /**
  32729. * @hidden
  32730. **/
  32731. var _InstancesBatch = /** @class */ (function () {
  32732. function _InstancesBatch() {
  32733. this.mustReturn = false;
  32734. this.visibleInstances = new Array();
  32735. this.renderSelf = new Array();
  32736. }
  32737. return _InstancesBatch;
  32738. }());
  32739. BABYLON._InstancesBatch = _InstancesBatch;
  32740. /**
  32741. * Class used to represent renderable models
  32742. */
  32743. var Mesh = /** @class */ (function (_super) {
  32744. __extends(Mesh, _super);
  32745. /**
  32746. * @constructor
  32747. * @param name The value used by scene.getMeshByName() to do a lookup.
  32748. * @param scene The scene to add this mesh to.
  32749. * @param parent The parent of this mesh, if it has one
  32750. * @param source An optional Mesh from which geometry is shared, cloned.
  32751. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32752. * When false, achieved by calling a clone(), also passing False.
  32753. * This will make creation of children, recursive.
  32754. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32755. */
  32756. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32757. if (scene === void 0) { scene = null; }
  32758. if (parent === void 0) { parent = null; }
  32759. if (source === void 0) { source = null; }
  32760. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32761. var _this = _super.call(this, name, scene) || this;
  32762. // Members
  32763. /**
  32764. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32765. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32766. */
  32767. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32768. /**
  32769. * Gets the list of instances created from this mesh
  32770. * it is not supposed to be modified manually.
  32771. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32772. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32773. */
  32774. _this.instances = new Array();
  32775. _this._LODLevels = new Array();
  32776. /** @hidden */
  32777. _this._instanceDataStorage = new _InstanceDataStorage();
  32778. // Use by builder only to know what orientation were the mesh build in.
  32779. /** @hidden */
  32780. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32781. /**
  32782. * Use this property to change the original side orientation defined at construction time
  32783. */
  32784. _this.overrideMaterialSideOrientation = null;
  32785. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32786. // Will be used to save a source mesh reference, If any
  32787. _this._source = null;
  32788. scene = _this.getScene();
  32789. if (source) {
  32790. // Geometry
  32791. if (source._geometry) {
  32792. source._geometry.applyToMesh(_this);
  32793. }
  32794. // Deep copy
  32795. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32796. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32797. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32798. ], ["_poseMatrix"]);
  32799. // Source mesh
  32800. _this._source = source;
  32801. if (scene.useClonedMeshhMap) {
  32802. if (!source.meshMap) {
  32803. source.meshMap = {};
  32804. }
  32805. source.meshMap[_this.uniqueId] = _this;
  32806. }
  32807. // Construction Params
  32808. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32809. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32810. _this._creationDataStorage = source._creationDataStorage;
  32811. // Animation ranges
  32812. if (_this._source._ranges) {
  32813. var ranges = _this._source._ranges;
  32814. for (var name in ranges) {
  32815. if (!ranges.hasOwnProperty(name)) {
  32816. continue;
  32817. }
  32818. if (!ranges[name]) {
  32819. continue;
  32820. }
  32821. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32822. }
  32823. }
  32824. // Metadata
  32825. if (source.metadata && source.metadata.clone) {
  32826. _this.metadata = source.metadata.clone();
  32827. }
  32828. else {
  32829. _this.metadata = source.metadata;
  32830. }
  32831. // Tags
  32832. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32833. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32834. }
  32835. // Parent
  32836. _this.parent = source.parent;
  32837. // Pivot
  32838. _this.setPivotMatrix(source.getPivotMatrix());
  32839. _this.id = name + "." + source.id;
  32840. // Material
  32841. _this.material = source.material;
  32842. var index;
  32843. if (!doNotCloneChildren) {
  32844. // Children
  32845. var directDescendants = source.getDescendants(true);
  32846. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32847. var child = directDescendants[index_1];
  32848. if (child.clone) {
  32849. child.clone(name + "." + child.name, _this);
  32850. }
  32851. }
  32852. }
  32853. // Physics clone
  32854. var physicsEngine = _this.getScene().getPhysicsEngine();
  32855. if (clonePhysicsImpostor && physicsEngine) {
  32856. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32857. if (impostor) {
  32858. _this.physicsImpostor = impostor.clone(_this);
  32859. }
  32860. }
  32861. // Particles
  32862. for (index = 0; index < scene.particleSystems.length; index++) {
  32863. var system = scene.particleSystems[index];
  32864. if (system.emitter === source) {
  32865. system.clone(system.name, _this);
  32866. }
  32867. }
  32868. _this.refreshBoundingInfo();
  32869. _this.computeWorldMatrix(true);
  32870. }
  32871. // Parent
  32872. if (parent !== null) {
  32873. _this.parent = parent;
  32874. }
  32875. return _this;
  32876. }
  32877. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32878. /**
  32879. * An event triggered before rendering the mesh
  32880. */
  32881. get: function () {
  32882. if (!this._onBeforeRenderObservable) {
  32883. this._onBeforeRenderObservable = new BABYLON.Observable();
  32884. }
  32885. return this._onBeforeRenderObservable;
  32886. },
  32887. enumerable: true,
  32888. configurable: true
  32889. });
  32890. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32891. /**
  32892. * An event triggered after rendering the mesh
  32893. */
  32894. get: function () {
  32895. if (!this._onAfterRenderObservable) {
  32896. this._onAfterRenderObservable = new BABYLON.Observable();
  32897. }
  32898. return this._onAfterRenderObservable;
  32899. },
  32900. enumerable: true,
  32901. configurable: true
  32902. });
  32903. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32904. /**
  32905. * An event triggered before drawing the mesh
  32906. */
  32907. get: function () {
  32908. if (!this._onBeforeDrawObservable) {
  32909. this._onBeforeDrawObservable = new BABYLON.Observable();
  32910. }
  32911. return this._onBeforeDrawObservable;
  32912. },
  32913. enumerable: true,
  32914. configurable: true
  32915. });
  32916. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32917. /**
  32918. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32919. */
  32920. set: function (callback) {
  32921. if (this._onBeforeDrawObserver) {
  32922. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32923. }
  32924. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32925. },
  32926. enumerable: true,
  32927. configurable: true
  32928. });
  32929. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32930. /**
  32931. * Gets or sets the morph target manager
  32932. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32933. */
  32934. get: function () {
  32935. return this._morphTargetManager;
  32936. },
  32937. set: function (value) {
  32938. if (this._morphTargetManager === value) {
  32939. return;
  32940. }
  32941. this._morphTargetManager = value;
  32942. this._syncGeometryWithMorphTargetManager();
  32943. },
  32944. enumerable: true,
  32945. configurable: true
  32946. });
  32947. Object.defineProperty(Mesh.prototype, "source", {
  32948. /**
  32949. * Gets the source mesh (the one used to clone this one from)
  32950. */
  32951. get: function () {
  32952. return this._source;
  32953. },
  32954. enumerable: true,
  32955. configurable: true
  32956. });
  32957. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32958. /**
  32959. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32960. */
  32961. get: function () {
  32962. return this._unIndexed;
  32963. },
  32964. set: function (value) {
  32965. if (this._unIndexed !== value) {
  32966. this._unIndexed = value;
  32967. this._markSubMeshesAsAttributesDirty();
  32968. }
  32969. },
  32970. enumerable: true,
  32971. configurable: true
  32972. });
  32973. // Methods
  32974. /**
  32975. * Gets the class name
  32976. * @returns the string "Mesh".
  32977. */
  32978. Mesh.prototype.getClassName = function () {
  32979. return "Mesh";
  32980. };
  32981. /**
  32982. * Returns a description of this mesh
  32983. * @param fullDetails define if full details about this mesh must be used
  32984. * @returns a descriptive string representing this mesh
  32985. */
  32986. Mesh.prototype.toString = function (fullDetails) {
  32987. var ret = _super.prototype.toString.call(this, fullDetails);
  32988. ret += ", n vertices: " + this.getTotalVertices();
  32989. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32990. if (this.animations) {
  32991. for (var i = 0; i < this.animations.length; i++) {
  32992. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32993. }
  32994. }
  32995. if (fullDetails) {
  32996. if (this._geometry) {
  32997. var ib = this.getIndices();
  32998. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32999. if (vb && ib) {
  33000. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33001. }
  33002. }
  33003. else {
  33004. ret += ", flat shading: UNKNOWN";
  33005. }
  33006. }
  33007. return ret;
  33008. };
  33009. /** @hidden */
  33010. Mesh.prototype._unBindEffect = function () {
  33011. _super.prototype._unBindEffect.call(this);
  33012. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33013. var instance = _a[_i];
  33014. instance._unBindEffect();
  33015. }
  33016. };
  33017. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33018. /**
  33019. * Gets a boolean indicating if this mesh has LOD
  33020. */
  33021. get: function () {
  33022. return this._LODLevels.length > 0;
  33023. },
  33024. enumerable: true,
  33025. configurable: true
  33026. });
  33027. /**
  33028. * Gets the list of MeshLODLevel associated with the current mesh
  33029. * @returns an array of MeshLODLevel
  33030. */
  33031. Mesh.prototype.getLODLevels = function () {
  33032. return this._LODLevels;
  33033. };
  33034. Mesh.prototype._sortLODLevels = function () {
  33035. this._LODLevels.sort(function (a, b) {
  33036. if (a.distance < b.distance) {
  33037. return 1;
  33038. }
  33039. if (a.distance > b.distance) {
  33040. return -1;
  33041. }
  33042. return 0;
  33043. });
  33044. };
  33045. /**
  33046. * Add a mesh as LOD level triggered at the given distance.
  33047. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33048. * @param distance The distance from the center of the object to show this level
  33049. * @param mesh The mesh to be added as LOD level (can be null)
  33050. * @return This mesh (for chaining)
  33051. */
  33052. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33053. if (mesh && mesh._masterMesh) {
  33054. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33055. return this;
  33056. }
  33057. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33058. this._LODLevels.push(level);
  33059. if (mesh) {
  33060. mesh._masterMesh = this;
  33061. }
  33062. this._sortLODLevels();
  33063. return this;
  33064. };
  33065. /**
  33066. * Returns the LOD level mesh at the passed distance or null if not found.
  33067. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33068. * @param distance The distance from the center of the object to show this level
  33069. * @returns a Mesh or `null`
  33070. */
  33071. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33072. for (var index = 0; index < this._LODLevels.length; index++) {
  33073. var level = this._LODLevels[index];
  33074. if (level.distance === distance) {
  33075. return level.mesh;
  33076. }
  33077. }
  33078. return null;
  33079. };
  33080. /**
  33081. * Remove a mesh from the LOD array
  33082. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33083. * @param mesh defines the mesh to be removed
  33084. * @return This mesh (for chaining)
  33085. */
  33086. Mesh.prototype.removeLODLevel = function (mesh) {
  33087. for (var index = 0; index < this._LODLevels.length; index++) {
  33088. if (this._LODLevels[index].mesh === mesh) {
  33089. this._LODLevels.splice(index, 1);
  33090. if (mesh) {
  33091. mesh._masterMesh = null;
  33092. }
  33093. }
  33094. }
  33095. this._sortLODLevels();
  33096. return this;
  33097. };
  33098. /**
  33099. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33100. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33101. * @param camera defines the camera to use to compute distance
  33102. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33103. * @return This mesh (for chaining)
  33104. */
  33105. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33106. if (!this._LODLevels || this._LODLevels.length === 0) {
  33107. return this;
  33108. }
  33109. var bSphere;
  33110. if (boundingSphere) {
  33111. bSphere = boundingSphere;
  33112. }
  33113. else {
  33114. var boundingInfo = this.getBoundingInfo();
  33115. bSphere = boundingInfo.boundingSphere;
  33116. }
  33117. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33118. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33119. if (this.onLODLevelSelection) {
  33120. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33121. }
  33122. return this;
  33123. }
  33124. for (var index = 0; index < this._LODLevels.length; index++) {
  33125. var level = this._LODLevels[index];
  33126. if (level.distance < distanceToCamera) {
  33127. if (level.mesh) {
  33128. level.mesh._preActivate();
  33129. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33130. }
  33131. if (this.onLODLevelSelection) {
  33132. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33133. }
  33134. return level.mesh;
  33135. }
  33136. }
  33137. if (this.onLODLevelSelection) {
  33138. this.onLODLevelSelection(distanceToCamera, this, this);
  33139. }
  33140. return this;
  33141. };
  33142. Object.defineProperty(Mesh.prototype, "geometry", {
  33143. /**
  33144. * Gets the mesh internal Geometry object
  33145. */
  33146. get: function () {
  33147. return this._geometry;
  33148. },
  33149. enumerable: true,
  33150. configurable: true
  33151. });
  33152. /**
  33153. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33154. * @returns the total number of vertices
  33155. */
  33156. Mesh.prototype.getTotalVertices = function () {
  33157. if (this._geometry === null || this._geometry === undefined) {
  33158. return 0;
  33159. }
  33160. return this._geometry.getTotalVertices();
  33161. };
  33162. /**
  33163. * Returns the content of an associated vertex buffer
  33164. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33165. * - BABYLON.VertexBuffer.PositionKind
  33166. * - BABYLON.VertexBuffer.UVKind
  33167. * - BABYLON.VertexBuffer.UV2Kind
  33168. * - BABYLON.VertexBuffer.UV3Kind
  33169. * - BABYLON.VertexBuffer.UV4Kind
  33170. * - BABYLON.VertexBuffer.UV5Kind
  33171. * - BABYLON.VertexBuffer.UV6Kind
  33172. * - BABYLON.VertexBuffer.ColorKind
  33173. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33174. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33175. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33176. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33177. * @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
  33178. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33179. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33180. */
  33181. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33182. if (!this._geometry) {
  33183. return null;
  33184. }
  33185. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33186. };
  33187. /**
  33188. * Returns the mesh VertexBuffer object from the requested `kind`
  33189. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33190. * - BABYLON.VertexBuffer.PositionKind
  33191. * - BABYLON.VertexBuffer.UVKind
  33192. * - BABYLON.VertexBuffer.UV2Kind
  33193. * - BABYLON.VertexBuffer.UV3Kind
  33194. * - BABYLON.VertexBuffer.UV4Kind
  33195. * - BABYLON.VertexBuffer.UV5Kind
  33196. * - BABYLON.VertexBuffer.UV6Kind
  33197. * - BABYLON.VertexBuffer.ColorKind
  33198. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33199. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33200. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33201. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33202. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33203. */
  33204. Mesh.prototype.getVertexBuffer = function (kind) {
  33205. if (!this._geometry) {
  33206. return null;
  33207. }
  33208. return this._geometry.getVertexBuffer(kind);
  33209. };
  33210. /**
  33211. * Tests if a specific vertex buffer is associated with this mesh
  33212. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33213. * - BABYLON.VertexBuffer.PositionKind
  33214. * - BABYLON.VertexBuffer.UVKind
  33215. * - BABYLON.VertexBuffer.UV2Kind
  33216. * - BABYLON.VertexBuffer.UV3Kind
  33217. * - BABYLON.VertexBuffer.UV4Kind
  33218. * - BABYLON.VertexBuffer.UV5Kind
  33219. * - BABYLON.VertexBuffer.UV6Kind
  33220. * - BABYLON.VertexBuffer.ColorKind
  33221. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33222. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33223. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33224. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33225. * @returns a boolean
  33226. */
  33227. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33228. if (!this._geometry) {
  33229. if (this._delayInfo) {
  33230. return this._delayInfo.indexOf(kind) !== -1;
  33231. }
  33232. return false;
  33233. }
  33234. return this._geometry.isVerticesDataPresent(kind);
  33235. };
  33236. /**
  33237. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33238. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33239. * - BABYLON.VertexBuffer.PositionKind
  33240. * - BABYLON.VertexBuffer.UVKind
  33241. * - BABYLON.VertexBuffer.UV2Kind
  33242. * - BABYLON.VertexBuffer.UV3Kind
  33243. * - BABYLON.VertexBuffer.UV4Kind
  33244. * - BABYLON.VertexBuffer.UV5Kind
  33245. * - BABYLON.VertexBuffer.UV6Kind
  33246. * - BABYLON.VertexBuffer.ColorKind
  33247. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33248. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33249. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33250. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33251. * @returns a boolean
  33252. */
  33253. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33254. if (!this._geometry) {
  33255. if (this._delayInfo) {
  33256. return this._delayInfo.indexOf(kind) !== -1;
  33257. }
  33258. return false;
  33259. }
  33260. return this._geometry.isVertexBufferUpdatable(kind);
  33261. };
  33262. /**
  33263. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33264. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33265. * - BABYLON.VertexBuffer.PositionKind
  33266. * - BABYLON.VertexBuffer.UVKind
  33267. * - BABYLON.VertexBuffer.UV2Kind
  33268. * - BABYLON.VertexBuffer.UV3Kind
  33269. * - BABYLON.VertexBuffer.UV4Kind
  33270. * - BABYLON.VertexBuffer.UV5Kind
  33271. * - BABYLON.VertexBuffer.UV6Kind
  33272. * - BABYLON.VertexBuffer.ColorKind
  33273. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33274. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33275. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33276. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33277. * @returns an array of strings
  33278. */
  33279. Mesh.prototype.getVerticesDataKinds = function () {
  33280. if (!this._geometry) {
  33281. var result = new Array();
  33282. if (this._delayInfo) {
  33283. this._delayInfo.forEach(function (kind, index, array) {
  33284. result.push(kind);
  33285. });
  33286. }
  33287. return result;
  33288. }
  33289. return this._geometry.getVerticesDataKinds();
  33290. };
  33291. /**
  33292. * Returns a positive integer : the total number of indices in this mesh geometry.
  33293. * @returns the numner of indices or zero if the mesh has no geometry.
  33294. */
  33295. Mesh.prototype.getTotalIndices = function () {
  33296. if (!this._geometry) {
  33297. return 0;
  33298. }
  33299. return this._geometry.getTotalIndices();
  33300. };
  33301. /**
  33302. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33303. * @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.
  33304. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33305. * @returns the indices array or an empty array if the mesh has no geometry
  33306. */
  33307. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33308. if (!this._geometry) {
  33309. return [];
  33310. }
  33311. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33312. };
  33313. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33314. get: function () {
  33315. return this._masterMesh !== null && this._masterMesh !== undefined;
  33316. },
  33317. enumerable: true,
  33318. configurable: true
  33319. });
  33320. /**
  33321. * Determine if the current mesh is ready to be rendered
  33322. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33323. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33324. * @returns true if all associated assets are ready (material, textures, shaders)
  33325. */
  33326. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33327. if (completeCheck === void 0) { completeCheck = false; }
  33328. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33329. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33330. return false;
  33331. }
  33332. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33333. return false;
  33334. }
  33335. if (!this.subMeshes || this.subMeshes.length === 0) {
  33336. return true;
  33337. }
  33338. if (!completeCheck) {
  33339. return true;
  33340. }
  33341. var engine = this.getEngine();
  33342. var scene = this.getScene();
  33343. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33344. this.computeWorldMatrix();
  33345. var mat = this.material || scene.defaultMaterial;
  33346. if (mat) {
  33347. if (mat._storeEffectOnSubMeshes) {
  33348. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33349. var subMesh = _a[_i];
  33350. var effectiveMaterial = subMesh.getMaterial();
  33351. if (effectiveMaterial) {
  33352. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33353. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33354. return false;
  33355. }
  33356. }
  33357. else {
  33358. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33359. return false;
  33360. }
  33361. }
  33362. }
  33363. }
  33364. }
  33365. else {
  33366. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33367. return false;
  33368. }
  33369. }
  33370. }
  33371. // Shadows
  33372. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33373. var light = _c[_b];
  33374. var generator = light.getShadowGenerator();
  33375. if (generator) {
  33376. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33377. var subMesh = _e[_d];
  33378. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33379. return false;
  33380. }
  33381. }
  33382. }
  33383. }
  33384. // LOD
  33385. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33386. var lod = _g[_f];
  33387. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33388. return false;
  33389. }
  33390. }
  33391. return true;
  33392. };
  33393. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33394. /**
  33395. * 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.
  33396. */
  33397. get: function () {
  33398. return this._areNormalsFrozen;
  33399. },
  33400. enumerable: true,
  33401. configurable: true
  33402. });
  33403. /**
  33404. * 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.
  33405. * @returns the current mesh
  33406. */
  33407. Mesh.prototype.freezeNormals = function () {
  33408. this._areNormalsFrozen = true;
  33409. return this;
  33410. };
  33411. /**
  33412. * 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
  33413. * @returns the current mesh
  33414. */
  33415. Mesh.prototype.unfreezeNormals = function () {
  33416. this._areNormalsFrozen = false;
  33417. return this;
  33418. };
  33419. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33420. /**
  33421. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33422. */
  33423. set: function (count) {
  33424. this._instanceDataStorage.overridenInstanceCount = count;
  33425. },
  33426. enumerable: true,
  33427. configurable: true
  33428. });
  33429. // Methods
  33430. /** @hidden */
  33431. Mesh.prototype._preActivate = function () {
  33432. var sceneRenderId = this.getScene().getRenderId();
  33433. if (this._preActivateId === sceneRenderId) {
  33434. return this;
  33435. }
  33436. this._preActivateId = sceneRenderId;
  33437. this._instanceDataStorage.visibleInstances = null;
  33438. return this;
  33439. };
  33440. /** @hidden */
  33441. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33442. if (this._instanceDataStorage.visibleInstances) {
  33443. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33444. }
  33445. return this;
  33446. };
  33447. /** @hidden */
  33448. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33449. if (!this._instanceDataStorage.visibleInstances) {
  33450. this._instanceDataStorage.visibleInstances = {
  33451. defaultRenderId: renderId,
  33452. selfDefaultRenderId: this._renderId
  33453. };
  33454. }
  33455. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33456. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33457. }
  33458. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33459. return this;
  33460. };
  33461. /**
  33462. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33463. * This means the mesh underlying bounding box and sphere are recomputed.
  33464. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33465. * @returns the current mesh
  33466. */
  33467. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33468. if (applySkeleton === void 0) { applySkeleton = false; }
  33469. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33470. return this;
  33471. }
  33472. var bias = this.geometry ? this.geometry.boundingBias : null;
  33473. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33474. return this;
  33475. };
  33476. /** @hidden */
  33477. Mesh.prototype._createGlobalSubMesh = function (force) {
  33478. var totalVertices = this.getTotalVertices();
  33479. if (!totalVertices || !this.getIndices()) {
  33480. return null;
  33481. }
  33482. // Check if we need to recreate the submeshes
  33483. if (this.subMeshes && this.subMeshes.length > 0) {
  33484. var ib = this.getIndices();
  33485. if (!ib) {
  33486. return null;
  33487. }
  33488. var totalIndices = ib.length;
  33489. var needToRecreate = false;
  33490. if (force) {
  33491. needToRecreate = true;
  33492. }
  33493. else {
  33494. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33495. var submesh = _a[_i];
  33496. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33497. needToRecreate = true;
  33498. break;
  33499. }
  33500. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33501. needToRecreate = true;
  33502. break;
  33503. }
  33504. }
  33505. }
  33506. if (!needToRecreate) {
  33507. return this.subMeshes[0];
  33508. }
  33509. }
  33510. this.releaseSubMeshes();
  33511. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33512. };
  33513. /**
  33514. * This function will subdivide the mesh into multiple submeshes
  33515. * @param count defines the expected number of submeshes
  33516. */
  33517. Mesh.prototype.subdivide = function (count) {
  33518. if (count < 1) {
  33519. return;
  33520. }
  33521. var totalIndices = this.getTotalIndices();
  33522. var subdivisionSize = (totalIndices / count) | 0;
  33523. var offset = 0;
  33524. // Ensure that subdivisionSize is a multiple of 3
  33525. while (subdivisionSize % 3 !== 0) {
  33526. subdivisionSize++;
  33527. }
  33528. this.releaseSubMeshes();
  33529. for (var index = 0; index < count; index++) {
  33530. if (offset >= totalIndices) {
  33531. break;
  33532. }
  33533. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33534. offset += subdivisionSize;
  33535. }
  33536. this.synchronizeInstances();
  33537. };
  33538. /**
  33539. * Copy a FloatArray into a specific associated vertex buffer
  33540. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33541. * - BABYLON.VertexBuffer.PositionKind
  33542. * - BABYLON.VertexBuffer.UVKind
  33543. * - BABYLON.VertexBuffer.UV2Kind
  33544. * - BABYLON.VertexBuffer.UV3Kind
  33545. * - BABYLON.VertexBuffer.UV4Kind
  33546. * - BABYLON.VertexBuffer.UV5Kind
  33547. * - BABYLON.VertexBuffer.UV6Kind
  33548. * - BABYLON.VertexBuffer.ColorKind
  33549. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33550. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33551. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33552. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33553. * @param data defines the data source
  33554. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33555. * @param stride defines the data stride size (can be null)
  33556. * @returns the current mesh
  33557. */
  33558. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33559. if (updatable === void 0) { updatable = false; }
  33560. if (!this._geometry) {
  33561. var vertexData = new BABYLON.VertexData();
  33562. vertexData.set(data, kind);
  33563. var scene = this.getScene();
  33564. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33565. }
  33566. else {
  33567. this._geometry.setVerticesData(kind, data, updatable, stride);
  33568. }
  33569. return this;
  33570. };
  33571. /**
  33572. * Flags an associated vertex buffer as updatable
  33573. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33574. * - BABYLON.VertexBuffer.PositionKind
  33575. * - BABYLON.VertexBuffer.UVKind
  33576. * - BABYLON.VertexBuffer.UV2Kind
  33577. * - BABYLON.VertexBuffer.UV3Kind
  33578. * - BABYLON.VertexBuffer.UV4Kind
  33579. * - BABYLON.VertexBuffer.UV5Kind
  33580. * - BABYLON.VertexBuffer.UV6Kind
  33581. * - BABYLON.VertexBuffer.ColorKind
  33582. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33583. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33584. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33585. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33586. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33587. */
  33588. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33589. if (updatable === void 0) { updatable = true; }
  33590. var vb = this.getVertexBuffer(kind);
  33591. if (!vb || vb.isUpdatable() === updatable) {
  33592. return;
  33593. }
  33594. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33595. };
  33596. /**
  33597. * Sets the mesh global Vertex Buffer
  33598. * @param buffer defines the buffer to use
  33599. * @returns the current mesh
  33600. */
  33601. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33602. if (!this._geometry) {
  33603. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33604. }
  33605. this._geometry.setVerticesBuffer(buffer);
  33606. return this;
  33607. };
  33608. /**
  33609. * Update a specific associated vertex buffer
  33610. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33611. * - BABYLON.VertexBuffer.PositionKind
  33612. * - BABYLON.VertexBuffer.UVKind
  33613. * - BABYLON.VertexBuffer.UV2Kind
  33614. * - BABYLON.VertexBuffer.UV3Kind
  33615. * - BABYLON.VertexBuffer.UV4Kind
  33616. * - BABYLON.VertexBuffer.UV5Kind
  33617. * - BABYLON.VertexBuffer.UV6Kind
  33618. * - BABYLON.VertexBuffer.ColorKind
  33619. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33620. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33621. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33622. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33623. * @param data defines the data source
  33624. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33625. * @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)
  33626. * @returns the current mesh
  33627. */
  33628. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33629. if (!this._geometry) {
  33630. return this;
  33631. }
  33632. if (!makeItUnique) {
  33633. this._geometry.updateVerticesData(kind, data, updateExtends);
  33634. }
  33635. else {
  33636. this.makeGeometryUnique();
  33637. this.updateVerticesData(kind, data, updateExtends, false);
  33638. }
  33639. return this;
  33640. };
  33641. /**
  33642. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33643. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33644. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33645. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33646. * @returns the current mesh
  33647. */
  33648. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33649. if (computeNormals === void 0) { computeNormals = true; }
  33650. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33651. if (!positions) {
  33652. return this;
  33653. }
  33654. positionFunction(positions);
  33655. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33656. if (computeNormals) {
  33657. var indices = this.getIndices();
  33658. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33659. if (!normals) {
  33660. return this;
  33661. }
  33662. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33663. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33664. }
  33665. return this;
  33666. };
  33667. /**
  33668. * Creates a un-shared specific occurence of the geometry for the mesh.
  33669. * @returns the current mesh
  33670. */
  33671. Mesh.prototype.makeGeometryUnique = function () {
  33672. if (!this._geometry) {
  33673. return this;
  33674. }
  33675. var oldGeometry = this._geometry;
  33676. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33677. oldGeometry.releaseForMesh(this, true);
  33678. geometry.applyToMesh(this);
  33679. return this;
  33680. };
  33681. /**
  33682. * Set the index buffer of this mesh
  33683. * @param indices defines the source data
  33684. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33685. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33686. * @returns the current mesh
  33687. */
  33688. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33689. if (totalVertices === void 0) { totalVertices = null; }
  33690. if (updatable === void 0) { updatable = false; }
  33691. if (!this._geometry) {
  33692. var vertexData = new BABYLON.VertexData();
  33693. vertexData.indices = indices;
  33694. var scene = this.getScene();
  33695. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33696. }
  33697. else {
  33698. this._geometry.setIndices(indices, totalVertices, updatable);
  33699. }
  33700. return this;
  33701. };
  33702. /**
  33703. * Update the current index buffer
  33704. * @param indices defines the source data
  33705. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33706. * @returns the current mesh
  33707. */
  33708. Mesh.prototype.updateIndices = function (indices, offset) {
  33709. if (!this._geometry) {
  33710. return this;
  33711. }
  33712. this._geometry.updateIndices(indices, offset);
  33713. return this;
  33714. };
  33715. /**
  33716. * Invert the geometry to move from a right handed system to a left handed one.
  33717. * @returns the current mesh
  33718. */
  33719. Mesh.prototype.toLeftHanded = function () {
  33720. if (!this._geometry) {
  33721. return this;
  33722. }
  33723. this._geometry.toLeftHanded();
  33724. return this;
  33725. };
  33726. /** @hidden */
  33727. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33728. if (!this._geometry) {
  33729. return this;
  33730. }
  33731. var engine = this.getScene().getEngine();
  33732. // Wireframe
  33733. var indexToBind;
  33734. if (this._unIndexed) {
  33735. indexToBind = null;
  33736. }
  33737. else {
  33738. switch (fillMode) {
  33739. case BABYLON.Material.PointFillMode:
  33740. indexToBind = null;
  33741. break;
  33742. case BABYLON.Material.WireFrameFillMode:
  33743. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33744. break;
  33745. default:
  33746. case BABYLON.Material.TriangleFillMode:
  33747. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33748. break;
  33749. }
  33750. }
  33751. // VBOs
  33752. this._geometry._bind(effect, indexToBind);
  33753. return this;
  33754. };
  33755. /** @hidden */
  33756. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33757. if (alternate === void 0) { alternate = false; }
  33758. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33759. return this;
  33760. }
  33761. if (this._onBeforeDrawObservable) {
  33762. this._onBeforeDrawObservable.notifyObservers(this);
  33763. }
  33764. var scene = this.getScene();
  33765. var engine = scene.getEngine();
  33766. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33767. // or triangles as points
  33768. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33769. }
  33770. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33771. // Triangles as wireframe
  33772. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33773. }
  33774. else {
  33775. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33776. }
  33777. if (scene._isAlternateRenderingEnabled && !alternate) {
  33778. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33779. if (!effect || !scene.activeCamera) {
  33780. return this;
  33781. }
  33782. scene._switchToAlternateCameraConfiguration(true);
  33783. this._effectiveMaterial.bindView(effect);
  33784. this._effectiveMaterial.bindViewProjection(effect);
  33785. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33786. this._draw(subMesh, fillMode, instancesCount, true);
  33787. engine.setViewport(scene.activeCamera.viewport);
  33788. scene._switchToAlternateCameraConfiguration(false);
  33789. this._effectiveMaterial.bindView(effect);
  33790. this._effectiveMaterial.bindViewProjection(effect);
  33791. }
  33792. return this;
  33793. };
  33794. /**
  33795. * Registers for this mesh a javascript function called just before the rendering process
  33796. * @param func defines the function to call before rendering this mesh
  33797. * @returns the current mesh
  33798. */
  33799. Mesh.prototype.registerBeforeRender = function (func) {
  33800. this.onBeforeRenderObservable.add(func);
  33801. return this;
  33802. };
  33803. /**
  33804. * Disposes a previously registered javascript function called before the rendering
  33805. * @param func defines the function to remove
  33806. * @returns the current mesh
  33807. */
  33808. Mesh.prototype.unregisterBeforeRender = function (func) {
  33809. this.onBeforeRenderObservable.removeCallback(func);
  33810. return this;
  33811. };
  33812. /**
  33813. * Registers for this mesh a javascript function called just after the rendering is complete
  33814. * @param func defines the function to call after rendering this mesh
  33815. * @returns the current mesh
  33816. */
  33817. Mesh.prototype.registerAfterRender = function (func) {
  33818. this.onAfterRenderObservable.add(func);
  33819. return this;
  33820. };
  33821. /**
  33822. * Disposes a previously registered javascript function called after the rendering.
  33823. * @param func defines the function to remove
  33824. * @returns the current mesh
  33825. */
  33826. Mesh.prototype.unregisterAfterRender = function (func) {
  33827. this.onAfterRenderObservable.removeCallback(func);
  33828. return this;
  33829. };
  33830. /** @hidden */
  33831. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33832. var scene = this.getScene();
  33833. var batchCache = this._instanceDataStorage.batchCache;
  33834. batchCache.mustReturn = false;
  33835. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33836. batchCache.visibleInstances[subMeshId] = null;
  33837. if (this._instanceDataStorage.visibleInstances) {
  33838. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33839. var currentRenderId = scene.getRenderId();
  33840. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33841. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33842. var selfRenderId = this._renderId;
  33843. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33844. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33845. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33846. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33847. }
  33848. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33849. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33850. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33851. batchCache.mustReturn = true;
  33852. return batchCache;
  33853. }
  33854. if (currentRenderId !== selfRenderId) {
  33855. batchCache.renderSelf[subMeshId] = false;
  33856. }
  33857. }
  33858. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33859. }
  33860. return batchCache;
  33861. };
  33862. /** @hidden */
  33863. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33864. var visibleInstances = batch.visibleInstances[subMesh._id];
  33865. if (!visibleInstances) {
  33866. return this;
  33867. }
  33868. var matricesCount = visibleInstances.length + 1;
  33869. var bufferSize = matricesCount * 16 * 4;
  33870. var instanceStorage = this._instanceDataStorage;
  33871. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33872. var instancesBuffer = instanceStorage.instancesBuffer;
  33873. while (instanceStorage.instancesBufferSize < bufferSize) {
  33874. instanceStorage.instancesBufferSize *= 2;
  33875. }
  33876. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33877. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33878. }
  33879. var offset = 0;
  33880. var instancesCount = 0;
  33881. var world = this.getWorldMatrix();
  33882. if (batch.renderSelf[subMesh._id]) {
  33883. world.copyToArray(instanceStorage.instancesData, offset);
  33884. offset += 16;
  33885. instancesCount++;
  33886. }
  33887. if (visibleInstances) {
  33888. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33889. var instance = visibleInstances[instanceIndex];
  33890. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33891. offset += 16;
  33892. instancesCount++;
  33893. }
  33894. }
  33895. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33896. if (instancesBuffer) {
  33897. instancesBuffer.dispose();
  33898. }
  33899. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33900. instanceStorage.instancesBuffer = instancesBuffer;
  33901. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33902. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33903. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33904. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33905. }
  33906. else {
  33907. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33908. }
  33909. this._bind(subMesh, effect, fillMode);
  33910. this._draw(subMesh, fillMode, instancesCount);
  33911. engine.unbindInstanceAttributes();
  33912. return this;
  33913. };
  33914. /** @hidden */
  33915. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33916. var scene = this.getScene();
  33917. var engine = scene.getEngine();
  33918. if (hardwareInstancedRendering) {
  33919. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33920. }
  33921. else {
  33922. if (batch.renderSelf[subMesh._id]) {
  33923. // Draw
  33924. if (onBeforeDraw) {
  33925. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33926. }
  33927. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33928. }
  33929. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33930. if (visibleInstancesForSubMesh) {
  33931. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33932. var instance = visibleInstancesForSubMesh[instanceIndex];
  33933. // World
  33934. var world = instance.getWorldMatrix();
  33935. if (onBeforeDraw) {
  33936. onBeforeDraw(true, world, effectiveMaterial);
  33937. }
  33938. // Draw
  33939. this._draw(subMesh, fillMode);
  33940. }
  33941. }
  33942. }
  33943. return this;
  33944. };
  33945. /**
  33946. * 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
  33947. * @param subMesh defines the subMesh to render
  33948. * @param enableAlphaMode defines if alpha mode can be changed
  33949. * @returns the current mesh
  33950. */
  33951. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33952. if (this._checkOcclusionQuery()) {
  33953. return this;
  33954. }
  33955. var scene = this.getScene();
  33956. // Managing instances
  33957. var batch = this._getInstancesRenderList(subMesh._id);
  33958. if (batch.mustReturn) {
  33959. return this;
  33960. }
  33961. // Checking geometry state
  33962. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33963. return this;
  33964. }
  33965. if (this._onBeforeRenderObservable) {
  33966. this._onBeforeRenderObservable.notifyObservers(this);
  33967. }
  33968. var engine = scene.getEngine();
  33969. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33970. // Material
  33971. var material = subMesh.getMaterial();
  33972. if (!material) {
  33973. return this;
  33974. }
  33975. this._effectiveMaterial = material;
  33976. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33977. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33978. return this;
  33979. }
  33980. }
  33981. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33982. return this;
  33983. }
  33984. // Alpha mode
  33985. if (enableAlphaMode) {
  33986. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33987. }
  33988. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33989. var step = _a[_i];
  33990. step.action(this, subMesh, batch);
  33991. }
  33992. var effect;
  33993. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33994. effect = subMesh.effect;
  33995. }
  33996. else {
  33997. effect = this._effectiveMaterial.getEffect();
  33998. }
  33999. if (!effect) {
  34000. return this;
  34001. }
  34002. var sideOrientation = this.overrideMaterialSideOrientation;
  34003. if (sideOrientation == null) {
  34004. sideOrientation = this._effectiveMaterial.sideOrientation;
  34005. if (this._getWorldMatrixDeterminant() < 0) {
  34006. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34007. }
  34008. }
  34009. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34010. if (this._effectiveMaterial.forceDepthWrite) {
  34011. engine.setDepthWrite(true);
  34012. }
  34013. // Bind
  34014. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34015. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34016. this._bind(subMesh, effect, fillMode);
  34017. }
  34018. var world = this.getWorldMatrix();
  34019. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34020. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34021. }
  34022. else {
  34023. this._effectiveMaterial.bind(world, this);
  34024. }
  34025. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34026. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34027. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34028. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34029. }
  34030. // Draw
  34031. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34032. // Unbind
  34033. this._effectiveMaterial.unbind();
  34034. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34035. var step = _c[_b];
  34036. step.action(this, subMesh, batch);
  34037. }
  34038. if (this._onAfterRenderObservable) {
  34039. this._onAfterRenderObservable.notifyObservers(this);
  34040. }
  34041. return this;
  34042. };
  34043. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34044. if (isInstance && effectiveMaterial) {
  34045. effectiveMaterial.bindOnlyWorldMatrix(world);
  34046. }
  34047. };
  34048. /**
  34049. * Renormalize the mesh and patch it up if there are no weights
  34050. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34051. * However in the case of zero weights then we set just a single influence to 1.
  34052. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34053. */
  34054. Mesh.prototype.cleanMatrixWeights = function () {
  34055. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34056. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34057. this.normalizeSkinWeightsAndExtra();
  34058. }
  34059. else {
  34060. this.normalizeSkinFourWeights();
  34061. }
  34062. }
  34063. };
  34064. // faster 4 weight version.
  34065. Mesh.prototype.normalizeSkinFourWeights = function () {
  34066. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34067. var numWeights = matricesWeights.length;
  34068. for (var a = 0; a < numWeights; a += 4) {
  34069. // accumulate weights
  34070. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34071. // check for invalid weight and just set it to 1.
  34072. if (t === 0) {
  34073. matricesWeights[a] = 1;
  34074. }
  34075. else {
  34076. // renormalize so everything adds to 1 use reciprical
  34077. var recip = 1 / t;
  34078. matricesWeights[a] *= recip;
  34079. matricesWeights[a + 1] *= recip;
  34080. matricesWeights[a + 2] *= recip;
  34081. matricesWeights[a + 3] *= recip;
  34082. }
  34083. }
  34084. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34085. };
  34086. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34087. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34088. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34089. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34090. var numWeights = matricesWeights.length;
  34091. for (var a = 0; a < numWeights; a += 4) {
  34092. // accumulate weights
  34093. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34094. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34095. // check for invalid weight and just set it to 1.
  34096. if (t === 0) {
  34097. matricesWeights[a] = 1;
  34098. }
  34099. else {
  34100. // renormalize so everything adds to 1 use reciprical
  34101. var recip = 1 / t;
  34102. matricesWeights[a] *= recip;
  34103. matricesWeights[a + 1] *= recip;
  34104. matricesWeights[a + 2] *= recip;
  34105. matricesWeights[a + 3] *= recip;
  34106. // same goes for extras
  34107. matricesWeightsExtra[a] *= recip;
  34108. matricesWeightsExtra[a + 1] *= recip;
  34109. matricesWeightsExtra[a + 2] *= recip;
  34110. matricesWeightsExtra[a + 3] *= recip;
  34111. }
  34112. }
  34113. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34114. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34115. };
  34116. /**
  34117. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34118. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34119. * the user know there was an issue with importing the mesh
  34120. * @returns a validation object with skinned, valid and report string
  34121. */
  34122. Mesh.prototype.validateSkinning = function () {
  34123. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34124. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34125. if (matricesWeights === null || this.skeleton == null) {
  34126. return { skinned: false, valid: true, report: "not skinned" };
  34127. }
  34128. var numWeights = matricesWeights.length;
  34129. var numberNotSorted = 0;
  34130. var missingWeights = 0;
  34131. var maxUsedWeights = 0;
  34132. var numberNotNormalized = 0;
  34133. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34134. var usedWeightCounts = new Array();
  34135. for (var a = 0; a <= numInfluences; a++) {
  34136. usedWeightCounts[a] = 0;
  34137. }
  34138. var toleranceEpsilon = 0.001;
  34139. for (var a = 0; a < numWeights; a += 4) {
  34140. var lastWeight = matricesWeights[a];
  34141. var t = lastWeight;
  34142. var usedWeights = t === 0 ? 0 : 1;
  34143. for (var b = 1; b < numInfluences; b++) {
  34144. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34145. if (d > lastWeight) {
  34146. numberNotSorted++;
  34147. }
  34148. if (d !== 0) {
  34149. usedWeights++;
  34150. }
  34151. t += d;
  34152. lastWeight = d;
  34153. }
  34154. // count the buffer weights usage
  34155. usedWeightCounts[usedWeights]++;
  34156. // max influences
  34157. if (usedWeights > maxUsedWeights) {
  34158. maxUsedWeights = usedWeights;
  34159. }
  34160. // check for invalid weight and just set it to 1.
  34161. if (t === 0) {
  34162. missingWeights++;
  34163. }
  34164. else {
  34165. // renormalize so everything adds to 1 use reciprical
  34166. var recip = 1 / t;
  34167. var tolerance = 0;
  34168. for (b = 0; b < numInfluences; b++) {
  34169. if (b < 4) {
  34170. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34171. }
  34172. else {
  34173. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34174. }
  34175. }
  34176. // arbitary epsilon value for dicdating not normalized
  34177. if (tolerance > toleranceEpsilon) {
  34178. numberNotNormalized++;
  34179. }
  34180. }
  34181. }
  34182. // validate bone indices are in range of the skeleton
  34183. var numBones = this.skeleton.bones.length;
  34184. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34185. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34186. var numBadBoneIndices = 0;
  34187. for (var a = 0; a < numWeights; a++) {
  34188. for (var b = 0; b < numInfluences; b++) {
  34189. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34190. if (index >= numBones || index < 0) {
  34191. numBadBoneIndices++;
  34192. }
  34193. }
  34194. }
  34195. // log mesh stats
  34196. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34197. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34198. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34199. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34200. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34201. };
  34202. /** @hidden */
  34203. Mesh.prototype._checkDelayState = function () {
  34204. var scene = this.getScene();
  34205. if (this._geometry) {
  34206. this._geometry.load(scene);
  34207. }
  34208. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34209. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34210. this._queueLoad(scene);
  34211. }
  34212. return this;
  34213. };
  34214. Mesh.prototype._queueLoad = function (scene) {
  34215. var _this = this;
  34216. scene._addPendingData(this);
  34217. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34218. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34219. if (data instanceof ArrayBuffer) {
  34220. _this._delayLoadingFunction(data, _this);
  34221. }
  34222. else {
  34223. _this._delayLoadingFunction(JSON.parse(data), _this);
  34224. }
  34225. _this.instances.forEach(function (instance) {
  34226. instance._syncSubMeshes();
  34227. });
  34228. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34229. scene._removePendingData(_this);
  34230. }, function () { }, scene.offlineProvider, getBinaryData);
  34231. return this;
  34232. };
  34233. /**
  34234. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34235. * A mesh is in the frustum if its bounding box intersects the frustum
  34236. * @param frustumPlanes defines the frustum to test
  34237. * @returns true if the mesh is in the frustum planes
  34238. */
  34239. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34240. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34241. return false;
  34242. }
  34243. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34244. return false;
  34245. }
  34246. this._checkDelayState();
  34247. return true;
  34248. };
  34249. /**
  34250. * Sets the mesh material by the material or multiMaterial `id` property
  34251. * @param id is a string identifying the material or the multiMaterial
  34252. * @returns the current mesh
  34253. */
  34254. Mesh.prototype.setMaterialByID = function (id) {
  34255. var materials = this.getScene().materials;
  34256. var index;
  34257. for (index = materials.length - 1; index > -1; index--) {
  34258. if (materials[index].id === id) {
  34259. this.material = materials[index];
  34260. return this;
  34261. }
  34262. }
  34263. // Multi
  34264. var multiMaterials = this.getScene().multiMaterials;
  34265. for (index = multiMaterials.length - 1; index > -1; index--) {
  34266. if (multiMaterials[index].id === id) {
  34267. this.material = multiMaterials[index];
  34268. return this;
  34269. }
  34270. }
  34271. return this;
  34272. };
  34273. /**
  34274. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34275. * @returns an array of IAnimatable
  34276. */
  34277. Mesh.prototype.getAnimatables = function () {
  34278. var results = new Array();
  34279. if (this.material) {
  34280. results.push(this.material);
  34281. }
  34282. if (this.skeleton) {
  34283. results.push(this.skeleton);
  34284. }
  34285. return results;
  34286. };
  34287. /**
  34288. * Modifies the mesh geometry according to the passed transformation matrix.
  34289. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34290. * The mesh normals are modified using the same transformation.
  34291. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34292. * @param transform defines the transform matrix to use
  34293. * @see http://doc.babylonjs.com/resources/baking_transformations
  34294. * @returns the current mesh
  34295. */
  34296. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34297. // Position
  34298. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34299. return this;
  34300. }
  34301. var submeshes = this.subMeshes.splice(0);
  34302. this._resetPointsArrayCache();
  34303. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34304. var temp = new Array();
  34305. var index;
  34306. for (index = 0; index < data.length; index += 3) {
  34307. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34308. }
  34309. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34310. // Normals
  34311. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34312. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34313. temp = [];
  34314. for (index = 0; index < data.length; index += 3) {
  34315. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34316. }
  34317. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34318. }
  34319. // flip faces?
  34320. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34321. this.flipFaces();
  34322. }
  34323. // Restore submeshes
  34324. this.releaseSubMeshes();
  34325. this.subMeshes = submeshes;
  34326. return this;
  34327. };
  34328. /**
  34329. * Modifies the mesh geometry according to its own current World Matrix.
  34330. * The mesh World Matrix is then reset.
  34331. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34332. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34333. * @see http://doc.babylonjs.com/resources/baking_transformations
  34334. * @returns the current mesh
  34335. */
  34336. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34337. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34338. this.scaling.copyFromFloats(1, 1, 1);
  34339. this.position.copyFromFloats(0, 0, 0);
  34340. this.rotation.copyFromFloats(0, 0, 0);
  34341. //only if quaternion is already set
  34342. if (this.rotationQuaternion) {
  34343. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34344. }
  34345. this._worldMatrix = BABYLON.Matrix.Identity();
  34346. return this;
  34347. };
  34348. Object.defineProperty(Mesh.prototype, "_positions", {
  34349. // Cache
  34350. /** @hidden */
  34351. get: function () {
  34352. if (this._geometry) {
  34353. return this._geometry._positions;
  34354. }
  34355. return null;
  34356. },
  34357. enumerable: true,
  34358. configurable: true
  34359. });
  34360. /** @hidden */
  34361. Mesh.prototype._resetPointsArrayCache = function () {
  34362. if (this._geometry) {
  34363. this._geometry._resetPointsArrayCache();
  34364. }
  34365. return this;
  34366. };
  34367. /** @hidden */
  34368. Mesh.prototype._generatePointsArray = function () {
  34369. if (this._geometry) {
  34370. return this._geometry._generatePointsArray();
  34371. }
  34372. return false;
  34373. };
  34374. /**
  34375. * Returns a new Mesh object generated from the current mesh properties.
  34376. * This method must not get confused with createInstance()
  34377. * @param name is a string, the name given to the new mesh
  34378. * @param newParent can be any Node object (default `null`)
  34379. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34380. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34381. * @returns a new mesh
  34382. */
  34383. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34384. if (name === void 0) { name = ""; }
  34385. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34386. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34387. };
  34388. /**
  34389. * Releases resources associated with this mesh.
  34390. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34391. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34392. */
  34393. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34394. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34395. this.morphTargetManager = null;
  34396. if (this._geometry) {
  34397. this._geometry.releaseForMesh(this, true);
  34398. }
  34399. if (this._onBeforeDrawObservable) {
  34400. this._onBeforeDrawObservable.clear();
  34401. }
  34402. if (this._onBeforeRenderObservable) {
  34403. this._onBeforeRenderObservable.clear();
  34404. }
  34405. if (this._onAfterRenderObservable) {
  34406. this._onAfterRenderObservable.clear();
  34407. }
  34408. // Sources
  34409. if (this._scene.useClonedMeshhMap) {
  34410. if (this.meshMap) {
  34411. for (var uniqueId in this.meshMap) {
  34412. var mesh = this.meshMap[uniqueId];
  34413. if (mesh) {
  34414. mesh._source = null;
  34415. this.meshMap[uniqueId] = undefined;
  34416. }
  34417. }
  34418. }
  34419. if (this._source && this._source.meshMap) {
  34420. this._source.meshMap[this.uniqueId] = undefined;
  34421. }
  34422. }
  34423. else {
  34424. var meshes = this.getScene().meshes;
  34425. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34426. var abstractMesh = meshes_1[_i];
  34427. var mesh = abstractMesh;
  34428. if (mesh._source && mesh._source === this) {
  34429. mesh._source = null;
  34430. }
  34431. }
  34432. }
  34433. this._source = null;
  34434. // Instances
  34435. if (this._instanceDataStorage.instancesBuffer) {
  34436. this._instanceDataStorage.instancesBuffer.dispose();
  34437. this._instanceDataStorage.instancesBuffer = null;
  34438. }
  34439. while (this.instances.length) {
  34440. this.instances[0].dispose();
  34441. }
  34442. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34443. };
  34444. /**
  34445. * Modifies the mesh geometry according to a displacement map.
  34446. * 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.
  34447. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34448. * @param url is a string, the URL from the image file is to be downloaded.
  34449. * @param minHeight is the lower limit of the displacement.
  34450. * @param maxHeight is the upper limit of the displacement.
  34451. * @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.
  34452. * @param uvOffset is an optional vector2 used to offset UV.
  34453. * @param uvScale is an optional vector2 used to scale UV.
  34454. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34455. * @returns the Mesh.
  34456. */
  34457. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34458. var _this = this;
  34459. if (forceUpdate === void 0) { forceUpdate = false; }
  34460. var scene = this.getScene();
  34461. var onload = function (img) {
  34462. // Getting height map data
  34463. var canvas = document.createElement("canvas");
  34464. var context = canvas.getContext("2d");
  34465. var heightMapWidth = img.width;
  34466. var heightMapHeight = img.height;
  34467. canvas.width = heightMapWidth;
  34468. canvas.height = heightMapHeight;
  34469. context.drawImage(img, 0, 0);
  34470. // Create VertexData from map data
  34471. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34472. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34473. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34474. //execute success callback, if set
  34475. if (onSuccess) {
  34476. onSuccess(_this);
  34477. }
  34478. };
  34479. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34480. return this;
  34481. };
  34482. /**
  34483. * Modifies the mesh geometry according to a displacementMap buffer.
  34484. * 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.
  34485. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34486. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34487. * @param heightMapWidth is the width of the buffer image.
  34488. * @param heightMapHeight is the height of the buffer image.
  34489. * @param minHeight is the lower limit of the displacement.
  34490. * @param maxHeight is the upper limit of the displacement.
  34491. * @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.
  34492. * @param uvOffset is an optional vector2 used to offset UV.
  34493. * @param uvScale is an optional vector2 used to scale UV.
  34494. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34495. * @returns the Mesh.
  34496. */
  34497. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34498. if (forceUpdate === void 0) { forceUpdate = false; }
  34499. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34500. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34501. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34502. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34503. return this;
  34504. }
  34505. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34506. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34507. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34508. var position = BABYLON.Vector3.Zero();
  34509. var normal = BABYLON.Vector3.Zero();
  34510. var uv = BABYLON.Vector2.Zero();
  34511. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34512. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34513. for (var index = 0; index < positions.length; index += 3) {
  34514. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34515. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34516. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34517. // Compute height
  34518. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34519. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34520. var pos = (u + v * heightMapWidth) * 4;
  34521. var r = buffer[pos] / 255.0;
  34522. var g = buffer[pos + 1] / 255.0;
  34523. var b = buffer[pos + 2] / 255.0;
  34524. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34525. normal.normalize();
  34526. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34527. position = position.add(normal);
  34528. position.toArray(positions, index);
  34529. }
  34530. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34531. if (forceUpdate) {
  34532. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34533. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34534. }
  34535. else {
  34536. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34537. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34538. }
  34539. return this;
  34540. };
  34541. /**
  34542. * Modify the mesh to get a flat shading rendering.
  34543. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34544. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34545. * @returns current mesh
  34546. */
  34547. Mesh.prototype.convertToFlatShadedMesh = function () {
  34548. var kinds = this.getVerticesDataKinds();
  34549. var vbs = {};
  34550. var data = {};
  34551. var newdata = {};
  34552. var updatableNormals = false;
  34553. var kindIndex;
  34554. var kind;
  34555. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34556. kind = kinds[kindIndex];
  34557. var vertexBuffer = this.getVertexBuffer(kind);
  34558. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34559. updatableNormals = vertexBuffer.isUpdatable();
  34560. kinds.splice(kindIndex, 1);
  34561. kindIndex--;
  34562. continue;
  34563. }
  34564. vbs[kind] = vertexBuffer;
  34565. data[kind] = vbs[kind].getData();
  34566. newdata[kind] = [];
  34567. }
  34568. // Save previous submeshes
  34569. var previousSubmeshes = this.subMeshes.slice(0);
  34570. var indices = this.getIndices();
  34571. var totalIndices = this.getTotalIndices();
  34572. // Generating unique vertices per face
  34573. var index;
  34574. for (index = 0; index < totalIndices; index++) {
  34575. var vertexIndex = indices[index];
  34576. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34577. kind = kinds[kindIndex];
  34578. var stride = vbs[kind].getStrideSize();
  34579. for (var offset = 0; offset < stride; offset++) {
  34580. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34581. }
  34582. }
  34583. }
  34584. // Updating faces & normal
  34585. var normals = [];
  34586. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34587. for (index = 0; index < totalIndices; index += 3) {
  34588. indices[index] = index;
  34589. indices[index + 1] = index + 1;
  34590. indices[index + 2] = index + 2;
  34591. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34592. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34593. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34594. var p1p2 = p1.subtract(p2);
  34595. var p3p2 = p3.subtract(p2);
  34596. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34597. // Store same normals for every vertex
  34598. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34599. normals.push(normal.x);
  34600. normals.push(normal.y);
  34601. normals.push(normal.z);
  34602. }
  34603. }
  34604. this.setIndices(indices);
  34605. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34606. // Updating vertex buffers
  34607. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34608. kind = kinds[kindIndex];
  34609. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34610. }
  34611. // Updating submeshes
  34612. this.releaseSubMeshes();
  34613. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34614. var previousOne = previousSubmeshes[submeshIndex];
  34615. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34616. }
  34617. this.synchronizeInstances();
  34618. return this;
  34619. };
  34620. /**
  34621. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34622. * In other words, more vertices, no more indices and a single bigger VBO.
  34623. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34624. * @returns current mesh
  34625. */
  34626. Mesh.prototype.convertToUnIndexedMesh = function () {
  34627. var kinds = this.getVerticesDataKinds();
  34628. var vbs = {};
  34629. var data = {};
  34630. var newdata = {};
  34631. var kindIndex;
  34632. var kind;
  34633. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34634. kind = kinds[kindIndex];
  34635. var vertexBuffer = this.getVertexBuffer(kind);
  34636. vbs[kind] = vertexBuffer;
  34637. data[kind] = vbs[kind].getData();
  34638. newdata[kind] = [];
  34639. }
  34640. // Save previous submeshes
  34641. var previousSubmeshes = this.subMeshes.slice(0);
  34642. var indices = this.getIndices();
  34643. var totalIndices = this.getTotalIndices();
  34644. // Generating unique vertices per face
  34645. var index;
  34646. for (index = 0; index < totalIndices; index++) {
  34647. var vertexIndex = indices[index];
  34648. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34649. kind = kinds[kindIndex];
  34650. var stride = vbs[kind].getStrideSize();
  34651. for (var offset = 0; offset < stride; offset++) {
  34652. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34653. }
  34654. }
  34655. }
  34656. // Updating indices
  34657. for (index = 0; index < totalIndices; index += 3) {
  34658. indices[index] = index;
  34659. indices[index + 1] = index + 1;
  34660. indices[index + 2] = index + 2;
  34661. }
  34662. this.setIndices(indices);
  34663. // Updating vertex buffers
  34664. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34665. kind = kinds[kindIndex];
  34666. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34667. }
  34668. // Updating submeshes
  34669. this.releaseSubMeshes();
  34670. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34671. var previousOne = previousSubmeshes[submeshIndex];
  34672. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34673. }
  34674. this._unIndexed = true;
  34675. this.synchronizeInstances();
  34676. return this;
  34677. };
  34678. /**
  34679. * Inverses facet orientations.
  34680. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34681. * @param flipNormals will also inverts the normals
  34682. * @returns current mesh
  34683. */
  34684. Mesh.prototype.flipFaces = function (flipNormals) {
  34685. if (flipNormals === void 0) { flipNormals = false; }
  34686. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34687. var i;
  34688. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34689. for (i = 0; i < vertex_data.normals.length; i++) {
  34690. vertex_data.normals[i] *= -1;
  34691. }
  34692. }
  34693. if (vertex_data.indices) {
  34694. var temp;
  34695. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34696. // reassign indices
  34697. temp = vertex_data.indices[i + 1];
  34698. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34699. vertex_data.indices[i + 2] = temp;
  34700. }
  34701. }
  34702. vertex_data.applyToMesh(this);
  34703. return this;
  34704. };
  34705. // Instances
  34706. /**
  34707. * Creates a new InstancedMesh object from the mesh model.
  34708. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34709. * @param name defines the name of the new instance
  34710. * @returns a new InstancedMesh
  34711. */
  34712. Mesh.prototype.createInstance = function (name) {
  34713. return new BABYLON.InstancedMesh(name, this);
  34714. };
  34715. /**
  34716. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34717. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34718. * @returns the current mesh
  34719. */
  34720. Mesh.prototype.synchronizeInstances = function () {
  34721. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34722. var instance = this.instances[instanceIndex];
  34723. instance._syncSubMeshes();
  34724. }
  34725. return this;
  34726. };
  34727. /**
  34728. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34729. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34730. * This should be used together with the simplification to avoid disappearing triangles.
  34731. * @param successCallback an optional success callback to be called after the optimization finished.
  34732. * @returns the current mesh
  34733. */
  34734. Mesh.prototype.optimizeIndices = function (successCallback) {
  34735. var _this = this;
  34736. var indices = this.getIndices();
  34737. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34738. if (!positions || !indices) {
  34739. return this;
  34740. }
  34741. var vectorPositions = new Array();
  34742. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34743. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34744. }
  34745. var dupes = new Array();
  34746. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34747. var realPos = vectorPositions.length - 1 - iteration;
  34748. var testedPosition = vectorPositions[realPos];
  34749. for (var j = 0; j < realPos; ++j) {
  34750. var againstPosition = vectorPositions[j];
  34751. if (testedPosition.equals(againstPosition)) {
  34752. dupes[realPos] = j;
  34753. break;
  34754. }
  34755. }
  34756. }, function () {
  34757. for (var i = 0; i < indices.length; ++i) {
  34758. indices[i] = dupes[indices[i]] || indices[i];
  34759. }
  34760. //indices are now reordered
  34761. var originalSubMeshes = _this.subMeshes.slice(0);
  34762. _this.setIndices(indices);
  34763. _this.subMeshes = originalSubMeshes;
  34764. if (successCallback) {
  34765. successCallback(_this);
  34766. }
  34767. });
  34768. return this;
  34769. };
  34770. /**
  34771. * Serialize current mesh
  34772. * @param serializationObject defines the object which will receive the serialization data
  34773. */
  34774. Mesh.prototype.serialize = function (serializationObject) {
  34775. serializationObject.name = this.name;
  34776. serializationObject.id = this.id;
  34777. serializationObject.type = this.getClassName();
  34778. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34779. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34780. }
  34781. serializationObject.position = this.position.asArray();
  34782. if (this.rotationQuaternion) {
  34783. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34784. }
  34785. else if (this.rotation) {
  34786. serializationObject.rotation = this.rotation.asArray();
  34787. }
  34788. serializationObject.scaling = this.scaling.asArray();
  34789. if (this._postMultiplyPivotMatrix) {
  34790. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34791. }
  34792. else {
  34793. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34794. }
  34795. serializationObject.isEnabled = this.isEnabled(false);
  34796. serializationObject.isVisible = this.isVisible;
  34797. serializationObject.infiniteDistance = this.infiniteDistance;
  34798. serializationObject.pickable = this.isPickable;
  34799. serializationObject.receiveShadows = this.receiveShadows;
  34800. serializationObject.billboardMode = this.billboardMode;
  34801. serializationObject.visibility = this.visibility;
  34802. serializationObject.checkCollisions = this.checkCollisions;
  34803. serializationObject.isBlocker = this.isBlocker;
  34804. // Parent
  34805. if (this.parent) {
  34806. serializationObject.parentId = this.parent.id;
  34807. }
  34808. // Geometry
  34809. serializationObject.isUnIndexed = this.isUnIndexed;
  34810. var geometry = this._geometry;
  34811. if (geometry) {
  34812. var geometryId = geometry.id;
  34813. serializationObject.geometryId = geometryId;
  34814. // SubMeshes
  34815. serializationObject.subMeshes = [];
  34816. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34817. var subMesh = this.subMeshes[subIndex];
  34818. serializationObject.subMeshes.push({
  34819. materialIndex: subMesh.materialIndex,
  34820. verticesStart: subMesh.verticesStart,
  34821. verticesCount: subMesh.verticesCount,
  34822. indexStart: subMesh.indexStart,
  34823. indexCount: subMesh.indexCount
  34824. });
  34825. }
  34826. }
  34827. // Material
  34828. if (this.material) {
  34829. serializationObject.materialId = this.material.id;
  34830. }
  34831. else {
  34832. this.material = null;
  34833. }
  34834. // Morph targets
  34835. if (this.morphTargetManager) {
  34836. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34837. }
  34838. // Skeleton
  34839. if (this.skeleton) {
  34840. serializationObject.skeletonId = this.skeleton.id;
  34841. }
  34842. // Physics
  34843. //TODO implement correct serialization for physics impostors.
  34844. var impostor = this.getPhysicsImpostor();
  34845. if (impostor) {
  34846. serializationObject.physicsMass = impostor.getParam("mass");
  34847. serializationObject.physicsFriction = impostor.getParam("friction");
  34848. serializationObject.physicsRestitution = impostor.getParam("mass");
  34849. serializationObject.physicsImpostor = impostor.type;
  34850. }
  34851. // Metadata
  34852. if (this.metadata) {
  34853. serializationObject.metadata = this.metadata;
  34854. }
  34855. // Instances
  34856. serializationObject.instances = [];
  34857. for (var index = 0; index < this.instances.length; index++) {
  34858. var instance = this.instances[index];
  34859. if (instance.doNotSerialize) {
  34860. continue;
  34861. }
  34862. var serializationInstance = {
  34863. name: instance.name,
  34864. id: instance.id,
  34865. position: instance.position.asArray(),
  34866. scaling: instance.scaling.asArray()
  34867. };
  34868. if (instance.parent) {
  34869. serializationInstance.parentId = instance.parent.id;
  34870. }
  34871. if (instance.rotationQuaternion) {
  34872. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34873. }
  34874. else if (instance.rotation) {
  34875. serializationInstance.rotation = instance.rotation.asArray();
  34876. }
  34877. serializationObject.instances.push(serializationInstance);
  34878. // Animations
  34879. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34880. serializationInstance.ranges = instance.serializeAnimationRanges();
  34881. }
  34882. //
  34883. // Animations
  34884. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34885. serializationObject.ranges = this.serializeAnimationRanges();
  34886. // Layer mask
  34887. serializationObject.layerMask = this.layerMask;
  34888. // Alpha
  34889. serializationObject.alphaIndex = this.alphaIndex;
  34890. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34891. // Overlay
  34892. serializationObject.overlayAlpha = this.overlayAlpha;
  34893. serializationObject.overlayColor = this.overlayColor.asArray();
  34894. serializationObject.renderOverlay = this.renderOverlay;
  34895. // Fog
  34896. serializationObject.applyFog = this.applyFog;
  34897. // Action Manager
  34898. if (this.actionManager) {
  34899. serializationObject.actions = this.actionManager.serialize(this.name);
  34900. }
  34901. };
  34902. /** @hidden */
  34903. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34904. if (!this.geometry) {
  34905. return;
  34906. }
  34907. this._markSubMeshesAsAttributesDirty();
  34908. var morphTargetManager = this._morphTargetManager;
  34909. if (morphTargetManager && morphTargetManager.vertexCount) {
  34910. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34911. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34912. this.morphTargetManager = null;
  34913. return;
  34914. }
  34915. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34916. var morphTarget = morphTargetManager.getActiveTarget(index);
  34917. var positions = morphTarget.getPositions();
  34918. if (!positions) {
  34919. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34920. return;
  34921. }
  34922. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34923. var normals = morphTarget.getNormals();
  34924. if (normals) {
  34925. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34926. }
  34927. var tangents = morphTarget.getTangents();
  34928. if (tangents) {
  34929. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34930. }
  34931. }
  34932. }
  34933. else {
  34934. var index = 0;
  34935. // Positions
  34936. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34937. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34938. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34939. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34940. }
  34941. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34942. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34943. }
  34944. index++;
  34945. }
  34946. }
  34947. };
  34948. // Statics
  34949. /**
  34950. * Returns a new Mesh object parsed from the source provided.
  34951. * @param parsedMesh is the source
  34952. * @param scene defines the hosting scene
  34953. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34954. * @returns a new Mesh
  34955. */
  34956. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34957. var mesh;
  34958. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34959. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34960. }
  34961. else {
  34962. mesh = new Mesh(parsedMesh.name, scene);
  34963. }
  34964. mesh.id = parsedMesh.id;
  34965. if (BABYLON.Tags) {
  34966. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34967. }
  34968. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34969. if (parsedMesh.metadata !== undefined) {
  34970. mesh.metadata = parsedMesh.metadata;
  34971. }
  34972. if (parsedMesh.rotationQuaternion) {
  34973. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34974. }
  34975. else if (parsedMesh.rotation) {
  34976. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34977. }
  34978. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34979. if (parsedMesh.localMatrix) {
  34980. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34981. }
  34982. else if (parsedMesh.pivotMatrix) {
  34983. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34984. }
  34985. mesh.setEnabled(parsedMesh.isEnabled);
  34986. mesh.isVisible = parsedMesh.isVisible;
  34987. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34988. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34989. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34990. if (parsedMesh.applyFog !== undefined) {
  34991. mesh.applyFog = parsedMesh.applyFog;
  34992. }
  34993. if (parsedMesh.pickable !== undefined) {
  34994. mesh.isPickable = parsedMesh.pickable;
  34995. }
  34996. if (parsedMesh.alphaIndex !== undefined) {
  34997. mesh.alphaIndex = parsedMesh.alphaIndex;
  34998. }
  34999. mesh.receiveShadows = parsedMesh.receiveShadows;
  35000. mesh.billboardMode = parsedMesh.billboardMode;
  35001. if (parsedMesh.visibility !== undefined) {
  35002. mesh.visibility = parsedMesh.visibility;
  35003. }
  35004. mesh.checkCollisions = parsedMesh.checkCollisions;
  35005. if (parsedMesh.isBlocker !== undefined) {
  35006. mesh.isBlocker = parsedMesh.isBlocker;
  35007. }
  35008. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35009. // freezeWorldMatrix
  35010. if (parsedMesh.freezeWorldMatrix) {
  35011. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35012. }
  35013. // Parent
  35014. if (parsedMesh.parentId) {
  35015. mesh._waitingParentId = parsedMesh.parentId;
  35016. }
  35017. // Actions
  35018. if (parsedMesh.actions !== undefined) {
  35019. mesh._waitingActions = parsedMesh.actions;
  35020. }
  35021. // Overlay
  35022. if (parsedMesh.overlayAlpha !== undefined) {
  35023. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35024. }
  35025. if (parsedMesh.overlayColor !== undefined) {
  35026. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35027. }
  35028. if (parsedMesh.renderOverlay !== undefined) {
  35029. mesh.renderOverlay = parsedMesh.renderOverlay;
  35030. }
  35031. // Geometry
  35032. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35033. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35034. if (parsedMesh.delayLoadingFile) {
  35035. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35036. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35037. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35038. if (parsedMesh._binaryInfo) {
  35039. mesh._binaryInfo = parsedMesh._binaryInfo;
  35040. }
  35041. mesh._delayInfo = [];
  35042. if (parsedMesh.hasUVs) {
  35043. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35044. }
  35045. if (parsedMesh.hasUVs2) {
  35046. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35047. }
  35048. if (parsedMesh.hasUVs3) {
  35049. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35050. }
  35051. if (parsedMesh.hasUVs4) {
  35052. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35053. }
  35054. if (parsedMesh.hasUVs5) {
  35055. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35056. }
  35057. if (parsedMesh.hasUVs6) {
  35058. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35059. }
  35060. if (parsedMesh.hasColors) {
  35061. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35062. }
  35063. if (parsedMesh.hasMatricesIndices) {
  35064. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35065. }
  35066. if (parsedMesh.hasMatricesWeights) {
  35067. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35068. }
  35069. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35070. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35071. mesh._checkDelayState();
  35072. }
  35073. }
  35074. else {
  35075. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35076. }
  35077. // Material
  35078. if (parsedMesh.materialId) {
  35079. mesh.setMaterialByID(parsedMesh.materialId);
  35080. }
  35081. else {
  35082. mesh.material = null;
  35083. }
  35084. // Morph targets
  35085. if (parsedMesh.morphTargetManagerId > -1) {
  35086. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35087. }
  35088. // Skeleton
  35089. if (parsedMesh.skeletonId > -1) {
  35090. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35091. if (parsedMesh.numBoneInfluencers) {
  35092. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35093. }
  35094. }
  35095. // Animations
  35096. if (parsedMesh.animations) {
  35097. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35098. var parsedAnimation = parsedMesh.animations[animationIndex];
  35099. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35100. }
  35101. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35102. }
  35103. if (parsedMesh.autoAnimate) {
  35104. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35105. }
  35106. // Layer Mask
  35107. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35108. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35109. }
  35110. else {
  35111. mesh.layerMask = 0x0FFFFFFF;
  35112. }
  35113. // Physics
  35114. if (parsedMesh.physicsImpostor) {
  35115. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35116. mass: parsedMesh.physicsMass,
  35117. friction: parsedMesh.physicsFriction,
  35118. restitution: parsedMesh.physicsRestitution
  35119. }, scene);
  35120. }
  35121. // Instances
  35122. if (parsedMesh.instances) {
  35123. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35124. var parsedInstance = parsedMesh.instances[index];
  35125. var instance = mesh.createInstance(parsedInstance.name);
  35126. if (parsedInstance.id) {
  35127. instance.id = parsedInstance.id;
  35128. }
  35129. if (BABYLON.Tags) {
  35130. if (parsedInstance.tags) {
  35131. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35132. }
  35133. else {
  35134. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35135. }
  35136. }
  35137. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35138. if (parsedInstance.parentId) {
  35139. instance._waitingParentId = parsedInstance.parentId;
  35140. }
  35141. if (parsedInstance.rotationQuaternion) {
  35142. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35143. }
  35144. else if (parsedInstance.rotation) {
  35145. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35146. }
  35147. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35148. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35149. instance.checkCollisions = parsedInstance.checkCollisions;
  35150. }
  35151. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35152. instance.isPickable = parsedInstance.pickable;
  35153. }
  35154. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35155. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35156. }
  35157. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35158. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35159. }
  35160. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35161. instance.alphaIndex = parsedInstance.alphaIndex;
  35162. }
  35163. // Physics
  35164. if (parsedInstance.physicsImpostor) {
  35165. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35166. mass: parsedInstance.physicsMass,
  35167. friction: parsedInstance.physicsFriction,
  35168. restitution: parsedInstance.physicsRestitution
  35169. }, scene);
  35170. }
  35171. // Animation
  35172. if (parsedInstance.animations) {
  35173. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35174. parsedAnimation = parsedInstance.animations[animationIndex];
  35175. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35176. }
  35177. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35178. if (parsedInstance.autoAnimate) {
  35179. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35180. }
  35181. }
  35182. }
  35183. }
  35184. return mesh;
  35185. };
  35186. /**
  35187. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35188. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35189. * @param name defines the name of the mesh to create
  35190. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35191. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35192. * @param closePath creates a seam between the first and the last points of each path of the path array
  35193. * @param offset is taken in account only if the `pathArray` is containing a single path
  35194. * @param scene defines the hosting scene
  35195. * @param updatable defines if the mesh must be flagged as updatable
  35196. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35197. * @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)
  35198. * @returns a new Mesh
  35199. */
  35200. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35201. if (closeArray === void 0) { closeArray = false; }
  35202. if (updatable === void 0) { updatable = false; }
  35203. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35204. pathArray: pathArray,
  35205. closeArray: closeArray,
  35206. closePath: closePath,
  35207. offset: offset,
  35208. updatable: updatable,
  35209. sideOrientation: sideOrientation,
  35210. instance: instance
  35211. }, scene);
  35212. };
  35213. /**
  35214. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35215. * @param name defines the name of the mesh to create
  35216. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35217. * @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
  35218. * @param scene defines the hosting scene
  35219. * @param updatable defines if the mesh must be flagged as updatable
  35220. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35221. * @returns a new Mesh
  35222. */
  35223. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35224. if (scene === void 0) { scene = null; }
  35225. var options = {
  35226. radius: radius,
  35227. tessellation: tessellation,
  35228. sideOrientation: sideOrientation,
  35229. updatable: updatable
  35230. };
  35231. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35232. };
  35233. /**
  35234. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35235. * @param name defines the name of the mesh to create
  35236. * @param size sets the size (float) of each box side (default 1)
  35237. * @param scene defines the hosting scene
  35238. * @param updatable defines if the mesh must be flagged as updatable
  35239. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35240. * @returns a new Mesh
  35241. */
  35242. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35243. if (scene === void 0) { scene = null; }
  35244. var options = {
  35245. size: size,
  35246. sideOrientation: sideOrientation,
  35247. updatable: updatable
  35248. };
  35249. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35250. };
  35251. /**
  35252. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35253. * @param name defines the name of the mesh to create
  35254. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35255. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35256. * @param scene defines the hosting scene
  35257. * @param updatable defines if the mesh must be flagged as updatable
  35258. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35259. * @returns a new Mesh
  35260. */
  35261. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35262. var options = {
  35263. segments: segments,
  35264. diameterX: diameter,
  35265. diameterY: diameter,
  35266. diameterZ: diameter,
  35267. sideOrientation: sideOrientation,
  35268. updatable: updatable
  35269. };
  35270. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35271. };
  35272. /**
  35273. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35274. * @param name defines the name of the mesh to create
  35275. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35276. * @param diameterTop set the top cap diameter (floats, default 1)
  35277. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35278. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35279. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35280. * @param scene defines the hosting scene
  35281. * @param updatable defines if the mesh must be flagged as updatable
  35282. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35283. * @returns a new Mesh
  35284. */
  35285. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35286. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35287. if (scene !== undefined) {
  35288. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35289. updatable = scene;
  35290. }
  35291. scene = subdivisions;
  35292. subdivisions = 1;
  35293. }
  35294. var options = {
  35295. height: height,
  35296. diameterTop: diameterTop,
  35297. diameterBottom: diameterBottom,
  35298. tessellation: tessellation,
  35299. subdivisions: subdivisions,
  35300. sideOrientation: sideOrientation,
  35301. updatable: updatable
  35302. };
  35303. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35304. };
  35305. // Torus (Code from SharpDX.org)
  35306. /**
  35307. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35308. * @param name defines the name of the mesh to create
  35309. * @param diameter sets the diameter size (float) of the torus (default 1)
  35310. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35311. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35312. * @param scene defines the hosting scene
  35313. * @param updatable defines if the mesh must be flagged as updatable
  35314. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35315. * @returns a new Mesh
  35316. */
  35317. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35318. var options = {
  35319. diameter: diameter,
  35320. thickness: thickness,
  35321. tessellation: tessellation,
  35322. sideOrientation: sideOrientation,
  35323. updatable: updatable
  35324. };
  35325. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35326. };
  35327. /**
  35328. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35329. * @param name defines the name of the mesh to create
  35330. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35331. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35332. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35333. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35334. * @param p the number of windings on X axis (positive integers, default 2)
  35335. * @param q the number of windings on Y axis (positive integers, default 3)
  35336. * @param scene defines the hosting scene
  35337. * @param updatable defines if the mesh must be flagged as updatable
  35338. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35339. * @returns a new Mesh
  35340. */
  35341. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35342. var options = {
  35343. radius: radius,
  35344. tube: tube,
  35345. radialSegments: radialSegments,
  35346. tubularSegments: tubularSegments,
  35347. p: p,
  35348. q: q,
  35349. sideOrientation: sideOrientation,
  35350. updatable: updatable
  35351. };
  35352. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35353. };
  35354. /**
  35355. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35356. * @param name defines the name of the mesh to create
  35357. * @param points is an array successive Vector3
  35358. * @param scene defines the hosting scene
  35359. * @param updatable defines if the mesh must be flagged as updatable
  35360. * @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).
  35361. * @returns a new Mesh
  35362. */
  35363. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35364. if (scene === void 0) { scene = null; }
  35365. if (updatable === void 0) { updatable = false; }
  35366. if (instance === void 0) { instance = null; }
  35367. var options = {
  35368. points: points,
  35369. updatable: updatable,
  35370. instance: instance
  35371. };
  35372. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35373. };
  35374. /**
  35375. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35376. * @param name defines the name of the mesh to create
  35377. * @param points is an array successive Vector3
  35378. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35379. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35380. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35381. * @param scene defines the hosting scene
  35382. * @param updatable defines if the mesh must be flagged as updatable
  35383. * @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)
  35384. * @returns a new Mesh
  35385. */
  35386. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35387. if (scene === void 0) { scene = null; }
  35388. var options = {
  35389. points: points,
  35390. dashSize: dashSize,
  35391. gapSize: gapSize,
  35392. dashNb: dashNb,
  35393. updatable: updatable,
  35394. instance: instance
  35395. };
  35396. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35397. };
  35398. /**
  35399. * Creates a polygon mesh.
  35400. * Please consider using the same method from the MeshBuilder class instead.
  35401. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35402. * 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.
  35403. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35404. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35405. * Remember you can only change the shape positions, not their number when updating a polygon.
  35406. */
  35407. /**
  35408. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35409. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35410. * @param name defines the name of the mesh to create
  35411. * @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
  35412. * @param scene defines the hosting scene
  35413. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35414. * @param updatable defines if the mesh must be flagged as updatable
  35415. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35416. * @returns a new Mesh
  35417. */
  35418. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35419. var options = {
  35420. shape: shape,
  35421. holes: holes,
  35422. updatable: updatable,
  35423. sideOrientation: sideOrientation
  35424. };
  35425. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35426. };
  35427. /**
  35428. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35429. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35430. * @param name defines the name of the mesh to create
  35431. * @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
  35432. * @param depth defines the height of extrusion
  35433. * @param scene defines the hosting scene
  35434. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35435. * @param updatable defines if the mesh must be flagged as updatable
  35436. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35437. * @returns a new Mesh
  35438. */
  35439. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35440. var options = {
  35441. shape: shape,
  35442. holes: holes,
  35443. depth: depth,
  35444. updatable: updatable,
  35445. sideOrientation: sideOrientation
  35446. };
  35447. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35448. };
  35449. /**
  35450. * Creates an extruded shape mesh.
  35451. * 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
  35452. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35453. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35454. * @param name defines the name of the mesh to create
  35455. * @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
  35456. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35457. * @param scale is the value to scale the shape
  35458. * @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
  35459. * @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
  35460. * @param scene defines the hosting scene
  35461. * @param updatable defines if the mesh must be flagged as updatable
  35462. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35463. * @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)
  35464. * @returns a new Mesh
  35465. */
  35466. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35467. if (scene === void 0) { scene = null; }
  35468. var options = {
  35469. shape: shape,
  35470. path: path,
  35471. scale: scale,
  35472. rotation: rotation,
  35473. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35474. sideOrientation: sideOrientation,
  35475. instance: instance,
  35476. updatable: updatable
  35477. };
  35478. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35479. };
  35480. /**
  35481. * Creates an custom extruded shape mesh.
  35482. * The custom extrusion is a parametric shape.
  35483. * It has no predefined shape. Its final shape will depend on the input parameters.
  35484. * Please consider using the same method from the MeshBuilder class instead
  35485. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35486. * @param name defines the name of the mesh to create
  35487. * @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
  35488. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35489. * @param scaleFunction is a custom Javascript function called on each path point
  35490. * @param rotationFunction is a custom Javascript function called on each path point
  35491. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35492. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35493. * @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
  35494. * @param scene defines the hosting scene
  35495. * @param updatable defines if the mesh must be flagged as updatable
  35496. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35497. * @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)
  35498. * @returns a new Mesh
  35499. */
  35500. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35501. var options = {
  35502. shape: shape,
  35503. path: path,
  35504. scaleFunction: scaleFunction,
  35505. rotationFunction: rotationFunction,
  35506. ribbonCloseArray: ribbonCloseArray,
  35507. ribbonClosePath: ribbonClosePath,
  35508. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35509. sideOrientation: sideOrientation,
  35510. instance: instance,
  35511. updatable: updatable
  35512. };
  35513. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35514. };
  35515. /**
  35516. * Creates lathe mesh.
  35517. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35518. * Please consider using the same method from the MeshBuilder class instead
  35519. * @param name defines the name of the mesh to create
  35520. * @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
  35521. * @param radius is the radius value of the lathe
  35522. * @param tessellation is the side number of the lathe.
  35523. * @param scene defines the hosting scene
  35524. * @param updatable defines if the mesh must be flagged as updatable
  35525. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35526. * @returns a new Mesh
  35527. */
  35528. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35529. var options = {
  35530. shape: shape,
  35531. radius: radius,
  35532. tessellation: tessellation,
  35533. sideOrientation: sideOrientation,
  35534. updatable: updatable
  35535. };
  35536. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35537. };
  35538. /**
  35539. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35540. * @param name defines the name of the mesh to create
  35541. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35542. * @param scene defines the hosting scene
  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.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35548. var options = {
  35549. size: size,
  35550. width: size,
  35551. height: size,
  35552. sideOrientation: sideOrientation,
  35553. updatable: updatable
  35554. };
  35555. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35556. };
  35557. /**
  35558. * Creates a ground mesh.
  35559. * Please consider using the same method from the MeshBuilder class instead
  35560. * @param name defines the name of the mesh to create
  35561. * @param width set the width of the ground
  35562. * @param height set the height of the ground
  35563. * @param subdivisions sets the number of subdivisions per side
  35564. * @param scene defines the hosting scene
  35565. * @param updatable defines if the mesh must be flagged as updatable
  35566. * @returns a new Mesh
  35567. */
  35568. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35569. var options = {
  35570. width: width,
  35571. height: height,
  35572. subdivisions: subdivisions,
  35573. updatable: updatable
  35574. };
  35575. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35576. };
  35577. /**
  35578. * Creates a tiled ground mesh.
  35579. * Please consider using the same method from the MeshBuilder class instead
  35580. * @param name defines the name of the mesh to create
  35581. * @param xmin set the ground minimum X coordinate
  35582. * @param zmin set the ground minimum Y coordinate
  35583. * @param xmax set the ground maximum X coordinate
  35584. * @param zmax set the ground maximum Z coordinate
  35585. * @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
  35586. * @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
  35587. * @param scene defines the hosting scene
  35588. * @param updatable defines if the mesh must be flagged as updatable
  35589. * @returns a new Mesh
  35590. */
  35591. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35592. var options = {
  35593. xmin: xmin,
  35594. zmin: zmin,
  35595. xmax: xmax,
  35596. zmax: zmax,
  35597. subdivisions: subdivisions,
  35598. precision: precision,
  35599. updatable: updatable
  35600. };
  35601. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35602. };
  35603. /**
  35604. * Creates a ground mesh from a height map.
  35605. * Please consider using the same method from the MeshBuilder class instead
  35606. * @see http://doc.babylonjs.com/babylon101/height_map
  35607. * @param name defines the name of the mesh to create
  35608. * @param url sets the URL of the height map image resource
  35609. * @param width set the ground width size
  35610. * @param height set the ground height size
  35611. * @param subdivisions sets the number of subdivision per side
  35612. * @param minHeight is the minimum altitude on the ground
  35613. * @param maxHeight is the maximum altitude on the ground
  35614. * @param scene defines the hosting scene
  35615. * @param updatable defines if the mesh must be flagged as updatable
  35616. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35617. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35618. * @returns a new Mesh
  35619. */
  35620. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35621. var options = {
  35622. width: width,
  35623. height: height,
  35624. subdivisions: subdivisions,
  35625. minHeight: minHeight,
  35626. maxHeight: maxHeight,
  35627. updatable: updatable,
  35628. onReady: onReady,
  35629. alphaFilter: alphaFilter
  35630. };
  35631. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35632. };
  35633. /**
  35634. * Creates a tube mesh.
  35635. * The tube is a parametric shape.
  35636. * It has no predefined shape. Its final shape will depend on the input parameters.
  35637. * Please consider using the same method from the MeshBuilder class instead
  35638. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35639. * @param name defines the name of the mesh to create
  35640. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35641. * @param radius sets the tube radius size
  35642. * @param tessellation is the number of sides on the tubular surface
  35643. * @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
  35644. * @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
  35645. * @param scene defines the hosting scene
  35646. * @param updatable defines if the mesh must be flagged as updatable
  35647. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35648. * @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)
  35649. * @returns a new Mesh
  35650. */
  35651. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35652. var options = {
  35653. path: path,
  35654. radius: radius,
  35655. tessellation: tessellation,
  35656. radiusFunction: radiusFunction,
  35657. arc: 1,
  35658. cap: cap,
  35659. updatable: updatable,
  35660. sideOrientation: sideOrientation,
  35661. instance: instance
  35662. };
  35663. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35664. };
  35665. /**
  35666. * Creates a polyhedron mesh.
  35667. * Please consider using the same method from the MeshBuilder class instead.
  35668. * * 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
  35669. * * The parameter `size` (positive float, default 1) sets the polygon size
  35670. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35671. * * 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`
  35672. * * 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
  35673. * * 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)`)
  35674. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  35675. * * 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
  35676. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35677. * * 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
  35678. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35679. * @param name defines the name of the mesh to create
  35680. * @param options defines the options used to create the mesh
  35681. * @param scene defines the hosting scene
  35682. * @returns a new Mesh
  35683. */
  35684. Mesh.CreatePolyhedron = function (name, options, scene) {
  35685. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35686. };
  35687. /**
  35688. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35689. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35690. * * 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`)
  35691. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35692. * * 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
  35693. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35694. * * 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
  35695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35696. * @param name defines the name of the mesh
  35697. * @param options defines the options used to create the mesh
  35698. * @param scene defines the hosting scene
  35699. * @returns a new Mesh
  35700. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35701. */
  35702. Mesh.CreateIcoSphere = function (name, options, scene) {
  35703. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35704. };
  35705. /**
  35706. * Creates a decal mesh.
  35707. * Please consider using the same method from the MeshBuilder class instead.
  35708. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35709. * @param name defines the name of the mesh
  35710. * @param sourceMesh defines the mesh receiving the decal
  35711. * @param position sets the position of the decal in world coordinates
  35712. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35713. * @param size sets the decal scaling
  35714. * @param angle sets the angle to rotate the decal
  35715. * @returns a new Mesh
  35716. */
  35717. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35718. var options = {
  35719. position: position,
  35720. normal: normal,
  35721. size: size,
  35722. angle: angle
  35723. };
  35724. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35725. };
  35726. // Skeletons
  35727. /**
  35728. * Prepare internal position array for software CPU skinning
  35729. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35730. */
  35731. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35732. if (!this._sourcePositions) {
  35733. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35734. if (!source) {
  35735. return this._sourcePositions;
  35736. }
  35737. this._sourcePositions = new Float32Array(source);
  35738. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35739. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35740. }
  35741. }
  35742. return this._sourcePositions;
  35743. };
  35744. /**
  35745. * Prepare internal normal array for software CPU skinning
  35746. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35747. */
  35748. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35749. if (!this._sourceNormals) {
  35750. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35751. if (!source) {
  35752. return this._sourceNormals;
  35753. }
  35754. this._sourceNormals = new Float32Array(source);
  35755. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35756. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35757. }
  35758. }
  35759. return this._sourceNormals;
  35760. };
  35761. /**
  35762. * Updates the vertex buffer by applying transformation from the bones
  35763. * @param skeleton defines the skeleton to apply to current mesh
  35764. * @returns the current mesh
  35765. */
  35766. Mesh.prototype.applySkeleton = function (skeleton) {
  35767. if (!this.geometry) {
  35768. return this;
  35769. }
  35770. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35771. return this;
  35772. }
  35773. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35774. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35775. return this;
  35776. }
  35777. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35778. return this;
  35779. }
  35780. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35781. return this;
  35782. }
  35783. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35784. return this;
  35785. }
  35786. if (!this._sourcePositions) {
  35787. var submeshes = this.subMeshes.slice();
  35788. this.setPositionsForCPUSkinning();
  35789. this.subMeshes = submeshes;
  35790. }
  35791. if (!this._sourceNormals) {
  35792. this.setNormalsForCPUSkinning();
  35793. }
  35794. // positionsData checks for not being Float32Array will only pass at most once
  35795. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35796. if (!positionsData) {
  35797. return this;
  35798. }
  35799. if (!(positionsData instanceof Float32Array)) {
  35800. positionsData = new Float32Array(positionsData);
  35801. }
  35802. // normalsData checks for not being Float32Array will only pass at most once
  35803. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35804. if (!normalsData) {
  35805. return this;
  35806. }
  35807. if (!(normalsData instanceof Float32Array)) {
  35808. normalsData = new Float32Array(normalsData);
  35809. }
  35810. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35811. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35812. if (!matricesWeightsData || !matricesIndicesData) {
  35813. return this;
  35814. }
  35815. var needExtras = this.numBoneInfluencers > 4;
  35816. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35817. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35818. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35819. var tempVector3 = BABYLON.Vector3.Zero();
  35820. var finalMatrix = new BABYLON.Matrix();
  35821. var tempMatrix = new BABYLON.Matrix();
  35822. var matWeightIdx = 0;
  35823. var inf;
  35824. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35825. var weight;
  35826. for (inf = 0; inf < 4; inf++) {
  35827. weight = matricesWeightsData[matWeightIdx + inf];
  35828. if (weight > 0) {
  35829. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35830. finalMatrix.addToSelf(tempMatrix);
  35831. }
  35832. }
  35833. if (needExtras) {
  35834. for (inf = 0; inf < 4; inf++) {
  35835. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35836. if (weight > 0) {
  35837. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35838. finalMatrix.addToSelf(tempMatrix);
  35839. }
  35840. }
  35841. }
  35842. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35843. tempVector3.toArray(positionsData, index);
  35844. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35845. tempVector3.toArray(normalsData, index);
  35846. finalMatrix.reset();
  35847. }
  35848. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35849. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35850. return this;
  35851. };
  35852. // Tools
  35853. /**
  35854. * 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
  35855. * @param meshes defines the list of meshes to scan
  35856. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35857. */
  35858. Mesh.MinMax = function (meshes) {
  35859. var minVector = null;
  35860. var maxVector = null;
  35861. meshes.forEach(function (mesh, index, array) {
  35862. var boundingInfo = mesh.getBoundingInfo();
  35863. var boundingBox = boundingInfo.boundingBox;
  35864. if (!minVector || !maxVector) {
  35865. minVector = boundingBox.minimumWorld;
  35866. maxVector = boundingBox.maximumWorld;
  35867. }
  35868. else {
  35869. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35870. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35871. }
  35872. });
  35873. if (!minVector || !maxVector) {
  35874. return {
  35875. min: BABYLON.Vector3.Zero(),
  35876. max: BABYLON.Vector3.Zero()
  35877. };
  35878. }
  35879. return {
  35880. min: minVector,
  35881. max: maxVector
  35882. };
  35883. };
  35884. /**
  35885. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35886. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35887. * @returns a vector3
  35888. */
  35889. Mesh.Center = function (meshesOrMinMaxVector) {
  35890. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35891. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35892. };
  35893. /**
  35894. * Merge the array of meshes into a single mesh for performance reasons.
  35895. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35896. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35897. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35898. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35899. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35900. * @returns a new mesh
  35901. */
  35902. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35903. if (disposeSource === void 0) { disposeSource = true; }
  35904. var index;
  35905. if (!allow32BitsIndices) {
  35906. var totalVertices = 0;
  35907. // Counting vertices
  35908. for (index = 0; index < meshes.length; index++) {
  35909. if (meshes[index]) {
  35910. totalVertices += meshes[index].getTotalVertices();
  35911. if (totalVertices > 65536) {
  35912. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35913. return null;
  35914. }
  35915. }
  35916. }
  35917. }
  35918. // Merge
  35919. var vertexData = null;
  35920. var otherVertexData;
  35921. var indiceArray = new Array();
  35922. var source = null;
  35923. for (index = 0; index < meshes.length; index++) {
  35924. if (meshes[index]) {
  35925. var wm = meshes[index].computeWorldMatrix(true);
  35926. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35927. otherVertexData.transform(wm);
  35928. if (vertexData) {
  35929. vertexData.merge(otherVertexData, allow32BitsIndices);
  35930. }
  35931. else {
  35932. vertexData = otherVertexData;
  35933. source = meshes[index];
  35934. }
  35935. if (subdivideWithSubMeshes) {
  35936. indiceArray.push(meshes[index].getTotalIndices());
  35937. }
  35938. }
  35939. }
  35940. source = source;
  35941. if (!meshSubclass) {
  35942. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35943. }
  35944. vertexData.applyToMesh(meshSubclass);
  35945. // Setting properties
  35946. meshSubclass.material = source.material;
  35947. meshSubclass.checkCollisions = source.checkCollisions;
  35948. // Cleaning
  35949. if (disposeSource) {
  35950. for (index = 0; index < meshes.length; index++) {
  35951. if (meshes[index]) {
  35952. meshes[index].dispose();
  35953. }
  35954. }
  35955. }
  35956. // Subdivide
  35957. if (subdivideWithSubMeshes) {
  35958. //-- removal of global submesh
  35959. meshSubclass.releaseSubMeshes();
  35960. index = 0;
  35961. var offset = 0;
  35962. //-- apply subdivision according to index table
  35963. while (index < indiceArray.length) {
  35964. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35965. offset += indiceArray[index];
  35966. index++;
  35967. }
  35968. }
  35969. return meshSubclass;
  35970. };
  35971. /** @hidden */
  35972. Mesh.prototype.addInstance = function (instance) {
  35973. instance._indexInSourceMeshInstanceArray = this.instances.length;
  35974. this.instances.push(instance);
  35975. };
  35976. /** @hidden */
  35977. Mesh.prototype.removeInstance = function (instance) {
  35978. // Remove from mesh
  35979. var index = instance._indexInSourceMeshInstanceArray;
  35980. if (index != -1) {
  35981. if (index !== this.instances.length - 1) {
  35982. var last = this.instances[this.instances.length - 1];
  35983. this.instances[index] = last;
  35984. last._indexInSourceMeshInstanceArray = index;
  35985. }
  35986. instance._indexInSourceMeshInstanceArray = -1;
  35987. this.instances.pop();
  35988. }
  35989. };
  35990. // Consts
  35991. /**
  35992. * Mesh side orientation : usually the external or front surface
  35993. */
  35994. Mesh.FRONTSIDE = 0;
  35995. /**
  35996. * Mesh side orientation : usually the internal or back surface
  35997. */
  35998. Mesh.BACKSIDE = 1;
  35999. /**
  36000. * Mesh side orientation : both internal and external or front and back surfaces
  36001. */
  36002. Mesh.DOUBLESIDE = 2;
  36003. /**
  36004. * Mesh side orientation : by default, `FRONTSIDE`
  36005. */
  36006. Mesh.DEFAULTSIDE = 0;
  36007. /**
  36008. * Mesh cap setting : no cap
  36009. */
  36010. Mesh.NO_CAP = 0;
  36011. /**
  36012. * Mesh cap setting : one cap at the beginning of the mesh
  36013. */
  36014. Mesh.CAP_START = 1;
  36015. /**
  36016. * Mesh cap setting : one cap at the end of the mesh
  36017. */
  36018. Mesh.CAP_END = 2;
  36019. /**
  36020. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36021. */
  36022. Mesh.CAP_ALL = 3;
  36023. return Mesh;
  36024. }(BABYLON.AbstractMesh));
  36025. BABYLON.Mesh = Mesh;
  36026. })(BABYLON || (BABYLON = {}));
  36027. //# sourceMappingURL=mesh.js.map
  36028. var BABYLON;
  36029. (function (BABYLON) {
  36030. /**
  36031. * Base class for submeshes
  36032. */
  36033. var BaseSubMesh = /** @class */ (function () {
  36034. function BaseSubMesh() {
  36035. }
  36036. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36037. /**
  36038. * Gets associated effect
  36039. */
  36040. get: function () {
  36041. return this._materialEffect;
  36042. },
  36043. enumerable: true,
  36044. configurable: true
  36045. });
  36046. /**
  36047. * Sets associated effect (effect used to render this submesh)
  36048. * @param effect defines the effect to associate with
  36049. * @param defines defines the set of defines used to compile this effect
  36050. */
  36051. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36052. if (defines === void 0) { defines = null; }
  36053. if (this._materialEffect === effect) {
  36054. if (!effect) {
  36055. this._materialDefines = null;
  36056. }
  36057. return;
  36058. }
  36059. this._materialDefines = defines;
  36060. this._materialEffect = effect;
  36061. };
  36062. return BaseSubMesh;
  36063. }());
  36064. BABYLON.BaseSubMesh = BaseSubMesh;
  36065. /**
  36066. * Defines a subdivision inside a mesh
  36067. */
  36068. var SubMesh = /** @class */ (function (_super) {
  36069. __extends(SubMesh, _super);
  36070. /**
  36071. * Creates a new submesh
  36072. * @param materialIndex defines the material index to use
  36073. * @param verticesStart defines vertex index start
  36074. * @param verticesCount defines vertices count
  36075. * @param indexStart defines index start
  36076. * @param indexCount defines indices count
  36077. * @param mesh defines the parent mesh
  36078. * @param renderingMesh defines an optional rendering mesh
  36079. * @param createBoundingBox defines if bounding box should be created for this submesh
  36080. */
  36081. function SubMesh(
  36082. /** the material index to use */
  36083. materialIndex,
  36084. /** vertex index start */
  36085. verticesStart,
  36086. /** vertices count */
  36087. verticesCount,
  36088. /** index start */
  36089. indexStart,
  36090. /** indices count */
  36091. indexCount, mesh, renderingMesh, createBoundingBox) {
  36092. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36093. var _this = _super.call(this) || this;
  36094. _this.materialIndex = materialIndex;
  36095. _this.verticesStart = verticesStart;
  36096. _this.verticesCount = verticesCount;
  36097. _this.indexStart = indexStart;
  36098. _this.indexCount = indexCount;
  36099. /** @hidden */
  36100. _this._renderId = 0;
  36101. _this._mesh = mesh;
  36102. _this._renderingMesh = renderingMesh || mesh;
  36103. mesh.subMeshes.push(_this);
  36104. _this._trianglePlanes = [];
  36105. _this._id = mesh.subMeshes.length - 1;
  36106. if (createBoundingBox) {
  36107. _this.refreshBoundingInfo();
  36108. mesh.computeWorldMatrix(true);
  36109. }
  36110. return _this;
  36111. }
  36112. /**
  36113. * Add a new submesh to a mesh
  36114. * @param materialIndex defines the material index to use
  36115. * @param verticesStart defines vertex index start
  36116. * @param verticesCount defines vertices count
  36117. * @param indexStart defines index start
  36118. * @param indexCount defines indices count
  36119. * @param mesh defines the parent mesh
  36120. * @param renderingMesh defines an optional rendering mesh
  36121. * @param createBoundingBox defines if bounding box should be created for this submesh
  36122. * @returns the new submesh
  36123. */
  36124. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36125. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36126. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36127. };
  36128. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36129. /**
  36130. * Returns true if this submesh covers the entire parent mesh
  36131. * @ignorenaming
  36132. */
  36133. get: function () {
  36134. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36135. },
  36136. enumerable: true,
  36137. configurable: true
  36138. });
  36139. /**
  36140. * Returns the submesh BoudingInfo object
  36141. * @returns current bounding info (or mesh's one if the submesh is global)
  36142. */
  36143. SubMesh.prototype.getBoundingInfo = function () {
  36144. if (this.IsGlobal) {
  36145. return this._mesh.getBoundingInfo();
  36146. }
  36147. return this._boundingInfo;
  36148. };
  36149. /**
  36150. * Sets the submesh BoundingInfo
  36151. * @param boundingInfo defines the new bounding info to use
  36152. * @returns the SubMesh
  36153. */
  36154. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36155. this._boundingInfo = boundingInfo;
  36156. return this;
  36157. };
  36158. /**
  36159. * Returns the mesh of the current submesh
  36160. * @return the parent mesh
  36161. */
  36162. SubMesh.prototype.getMesh = function () {
  36163. return this._mesh;
  36164. };
  36165. /**
  36166. * Returns the rendering mesh of the submesh
  36167. * @returns the rendering mesh (could be different from parent mesh)
  36168. */
  36169. SubMesh.prototype.getRenderingMesh = function () {
  36170. return this._renderingMesh;
  36171. };
  36172. /**
  36173. * Returns the submesh material
  36174. * @returns null or the current material
  36175. */
  36176. SubMesh.prototype.getMaterial = function () {
  36177. var rootMaterial = this._renderingMesh.material;
  36178. if (rootMaterial === null || rootMaterial === undefined) {
  36179. return this._mesh.getScene().defaultMaterial;
  36180. }
  36181. else if (rootMaterial.getSubMaterial) {
  36182. var multiMaterial = rootMaterial;
  36183. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36184. if (this._currentMaterial !== effectiveMaterial) {
  36185. this._currentMaterial = effectiveMaterial;
  36186. this._materialDefines = null;
  36187. }
  36188. return effectiveMaterial;
  36189. }
  36190. return rootMaterial;
  36191. };
  36192. // Methods
  36193. /**
  36194. * Sets a new updated BoundingInfo object to the submesh
  36195. * @returns the SubMesh
  36196. */
  36197. SubMesh.prototype.refreshBoundingInfo = function () {
  36198. this._lastColliderWorldVertices = null;
  36199. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36200. return this;
  36201. }
  36202. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36203. if (!data) {
  36204. this._boundingInfo = this._mesh.getBoundingInfo();
  36205. return this;
  36206. }
  36207. var indices = this._renderingMesh.getIndices();
  36208. var extend;
  36209. //is this the only submesh?
  36210. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36211. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36212. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36213. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36214. }
  36215. else {
  36216. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36217. }
  36218. if (this._boundingInfo) {
  36219. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36220. }
  36221. else {
  36222. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36223. }
  36224. return this;
  36225. };
  36226. /** @hidden */
  36227. SubMesh.prototype._checkCollision = function (collider) {
  36228. var boundingInfo = this.getBoundingInfo();
  36229. return boundingInfo._checkCollision(collider);
  36230. };
  36231. /**
  36232. * Updates the submesh BoundingInfo
  36233. * @param world defines the world matrix to use to update the bounding info
  36234. * @returns the submesh
  36235. */
  36236. SubMesh.prototype.updateBoundingInfo = function (world) {
  36237. var boundingInfo = this.getBoundingInfo();
  36238. if (!boundingInfo) {
  36239. this.refreshBoundingInfo();
  36240. boundingInfo = this.getBoundingInfo();
  36241. }
  36242. boundingInfo.update(world);
  36243. return this;
  36244. };
  36245. /**
  36246. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36247. * @param frustumPlanes defines the frustum planes
  36248. * @returns true if the submesh is intersecting with the frustum
  36249. */
  36250. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36251. var boundingInfo = this.getBoundingInfo();
  36252. if (!boundingInfo) {
  36253. return false;
  36254. }
  36255. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36256. };
  36257. /**
  36258. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36259. * @param frustumPlanes defines the frustum planes
  36260. * @returns true if the submesh is inside the frustum
  36261. */
  36262. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36263. var boundingInfo = this.getBoundingInfo();
  36264. if (!boundingInfo) {
  36265. return false;
  36266. }
  36267. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36268. };
  36269. /**
  36270. * Renders the submesh
  36271. * @param enableAlphaMode defines if alpha needs to be used
  36272. * @returns the submesh
  36273. */
  36274. SubMesh.prototype.render = function (enableAlphaMode) {
  36275. this._renderingMesh.render(this, enableAlphaMode);
  36276. return this;
  36277. };
  36278. /**
  36279. * @hidden
  36280. */
  36281. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36282. if (!this._linesIndexBuffer) {
  36283. var linesIndices = [];
  36284. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36285. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36286. }
  36287. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36288. this._linesIndexCount = linesIndices.length;
  36289. }
  36290. return this._linesIndexBuffer;
  36291. };
  36292. /**
  36293. * Checks if the submesh intersects with a ray
  36294. * @param ray defines the ray to test
  36295. * @returns true is the passed ray intersects the submesh bounding box
  36296. */
  36297. SubMesh.prototype.canIntersects = function (ray) {
  36298. var boundingInfo = this.getBoundingInfo();
  36299. if (!boundingInfo) {
  36300. return false;
  36301. }
  36302. return ray.intersectsBox(boundingInfo.boundingBox);
  36303. };
  36304. /**
  36305. * Intersects current submesh with a ray
  36306. * @param ray defines the ray to test
  36307. * @param positions defines mesh's positions array
  36308. * @param indices defines mesh's indices array
  36309. * @param fastCheck defines if only bounding info should be used
  36310. * @returns intersection info or null if no intersection
  36311. */
  36312. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36313. var material = this.getMaterial();
  36314. if (!material) {
  36315. return null;
  36316. }
  36317. switch (material.fillMode) {
  36318. case BABYLON.Material.PointListDrawMode:
  36319. case BABYLON.Material.LineListDrawMode:
  36320. case BABYLON.Material.LineLoopDrawMode:
  36321. case BABYLON.Material.LineStripDrawMode:
  36322. case BABYLON.Material.TriangleFanDrawMode:
  36323. case BABYLON.Material.TriangleStripDrawMode:
  36324. return null;
  36325. }
  36326. // LineMesh first as it's also a Mesh...
  36327. if (BABYLON.LinesMesh) {
  36328. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36329. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36330. }
  36331. }
  36332. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36333. };
  36334. /** @hidden */
  36335. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36336. var intersectInfo = null;
  36337. // Line test
  36338. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36339. var p0 = positions[indices[index]];
  36340. var p1 = positions[indices[index + 1]];
  36341. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36342. if (length < 0) {
  36343. continue;
  36344. }
  36345. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36346. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36347. if (fastCheck) {
  36348. break;
  36349. }
  36350. }
  36351. }
  36352. return intersectInfo;
  36353. };
  36354. /** @hidden */
  36355. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36356. var intersectInfo = null;
  36357. // Triangles test
  36358. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36359. var p0 = positions[indices[index]];
  36360. var p1 = positions[indices[index + 1]];
  36361. var p2 = positions[indices[index + 2]];
  36362. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36363. if (currentIntersectInfo) {
  36364. if (currentIntersectInfo.distance < 0) {
  36365. continue;
  36366. }
  36367. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36368. intersectInfo = currentIntersectInfo;
  36369. intersectInfo.faceId = index / 3;
  36370. if (fastCheck) {
  36371. break;
  36372. }
  36373. }
  36374. }
  36375. }
  36376. return intersectInfo;
  36377. };
  36378. /** @hidden */
  36379. SubMesh.prototype._rebuild = function () {
  36380. if (this._linesIndexBuffer) {
  36381. this._linesIndexBuffer = null;
  36382. }
  36383. };
  36384. // Clone
  36385. /**
  36386. * Creates a new submesh from the passed mesh
  36387. * @param newMesh defines the new hosting mesh
  36388. * @param newRenderingMesh defines an optional rendering mesh
  36389. * @returns the new submesh
  36390. */
  36391. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36392. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36393. if (!this.IsGlobal) {
  36394. var boundingInfo = this.getBoundingInfo();
  36395. if (!boundingInfo) {
  36396. return result;
  36397. }
  36398. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36399. }
  36400. return result;
  36401. };
  36402. // Dispose
  36403. /**
  36404. * Release associated resources
  36405. */
  36406. SubMesh.prototype.dispose = function () {
  36407. if (this._linesIndexBuffer) {
  36408. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36409. this._linesIndexBuffer = null;
  36410. }
  36411. // Remove from mesh
  36412. var index = this._mesh.subMeshes.indexOf(this);
  36413. this._mesh.subMeshes.splice(index, 1);
  36414. };
  36415. // Statics
  36416. /**
  36417. * Creates a new submesh from indices data
  36418. * @param materialIndex the index of the main mesh material
  36419. * @param startIndex the index where to start the copy in the mesh indices array
  36420. * @param indexCount the number of indices to copy then from the startIndex
  36421. * @param mesh the main mesh to create the submesh from
  36422. * @param renderingMesh the optional rendering mesh
  36423. * @returns a new submesh
  36424. */
  36425. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36426. var minVertexIndex = Number.MAX_VALUE;
  36427. var maxVertexIndex = -Number.MAX_VALUE;
  36428. renderingMesh = (renderingMesh || mesh);
  36429. var indices = renderingMesh.getIndices();
  36430. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36431. var vertexIndex = indices[index];
  36432. if (vertexIndex < minVertexIndex) {
  36433. minVertexIndex = vertexIndex;
  36434. }
  36435. if (vertexIndex > maxVertexIndex) {
  36436. maxVertexIndex = vertexIndex;
  36437. }
  36438. }
  36439. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36440. };
  36441. return SubMesh;
  36442. }(BaseSubMesh));
  36443. BABYLON.SubMesh = SubMesh;
  36444. })(BABYLON || (BABYLON = {}));
  36445. //# sourceMappingURL=subMesh.js.map
  36446. var __assign = (this && this.__assign) || function () {
  36447. __assign = Object.assign || function(t) {
  36448. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36449. s = arguments[i];
  36450. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36451. t[p] = s[p];
  36452. }
  36453. return t;
  36454. };
  36455. return __assign.apply(this, arguments);
  36456. };
  36457. var BABYLON;
  36458. (function (BABYLON) {
  36459. /**
  36460. * Manages the defines for the Material
  36461. */
  36462. var MaterialDefines = /** @class */ (function () {
  36463. function MaterialDefines() {
  36464. this._isDirty = true;
  36465. /** @hidden */
  36466. this._areLightsDirty = true;
  36467. /** @hidden */
  36468. this._areAttributesDirty = true;
  36469. /** @hidden */
  36470. this._areTexturesDirty = true;
  36471. /** @hidden */
  36472. this._areFresnelDirty = true;
  36473. /** @hidden */
  36474. this._areMiscDirty = true;
  36475. /** @hidden */
  36476. this._areImageProcessingDirty = true;
  36477. /** @hidden */
  36478. this._normals = false;
  36479. /** @hidden */
  36480. this._uvs = false;
  36481. /** @hidden */
  36482. this._needNormals = false;
  36483. /** @hidden */
  36484. this._needUVs = false;
  36485. }
  36486. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36487. /**
  36488. * Specifies if the material needs to be re-calculated
  36489. */
  36490. get: function () {
  36491. return this._isDirty;
  36492. },
  36493. enumerable: true,
  36494. configurable: true
  36495. });
  36496. /**
  36497. * Marks the material to indicate that it has been re-calculated
  36498. */
  36499. MaterialDefines.prototype.markAsProcessed = function () {
  36500. this._isDirty = false;
  36501. this._areAttributesDirty = false;
  36502. this._areTexturesDirty = false;
  36503. this._areFresnelDirty = false;
  36504. this._areLightsDirty = false;
  36505. this._areMiscDirty = false;
  36506. this._areImageProcessingDirty = false;
  36507. };
  36508. /**
  36509. * Marks the material to indicate that it needs to be re-calculated
  36510. */
  36511. MaterialDefines.prototype.markAsUnprocessed = function () {
  36512. this._isDirty = true;
  36513. };
  36514. /**
  36515. * Marks the material to indicate all of its defines need to be re-calculated
  36516. */
  36517. MaterialDefines.prototype.markAllAsDirty = function () {
  36518. this._areTexturesDirty = true;
  36519. this._areAttributesDirty = true;
  36520. this._areLightsDirty = true;
  36521. this._areFresnelDirty = true;
  36522. this._areMiscDirty = true;
  36523. this._areImageProcessingDirty = true;
  36524. this._isDirty = true;
  36525. };
  36526. /**
  36527. * Marks the material to indicate that image processing needs to be re-calculated
  36528. */
  36529. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36530. this._areImageProcessingDirty = true;
  36531. this._isDirty = true;
  36532. };
  36533. /**
  36534. * Marks the material to indicate the lights need to be re-calculated
  36535. */
  36536. MaterialDefines.prototype.markAsLightDirty = function () {
  36537. this._areLightsDirty = true;
  36538. this._isDirty = true;
  36539. };
  36540. /**
  36541. * Marks the attribute state as changed
  36542. */
  36543. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36544. this._areAttributesDirty = true;
  36545. this._isDirty = true;
  36546. };
  36547. /**
  36548. * Marks the texture state as changed
  36549. */
  36550. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36551. this._areTexturesDirty = true;
  36552. this._isDirty = true;
  36553. };
  36554. /**
  36555. * Marks the fresnel state as changed
  36556. */
  36557. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36558. this._areFresnelDirty = true;
  36559. this._isDirty = true;
  36560. };
  36561. /**
  36562. * Marks the misc state as changed
  36563. */
  36564. MaterialDefines.prototype.markAsMiscDirty = function () {
  36565. this._areMiscDirty = true;
  36566. this._isDirty = true;
  36567. };
  36568. /**
  36569. * Rebuilds the material defines
  36570. */
  36571. MaterialDefines.prototype.rebuild = function () {
  36572. if (this._keys) {
  36573. delete this._keys;
  36574. }
  36575. this._keys = [];
  36576. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36577. var key = _a[_i];
  36578. if (key[0] === "_") {
  36579. continue;
  36580. }
  36581. this._keys.push(key);
  36582. }
  36583. };
  36584. /**
  36585. * Specifies if two material defines are equal
  36586. * @param other - A material define instance to compare to
  36587. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36588. */
  36589. MaterialDefines.prototype.isEqual = function (other) {
  36590. if (this._keys.length !== other._keys.length) {
  36591. return false;
  36592. }
  36593. for (var index = 0; index < this._keys.length; index++) {
  36594. var prop = this._keys[index];
  36595. if (this[prop] !== other[prop]) {
  36596. return false;
  36597. }
  36598. }
  36599. return true;
  36600. };
  36601. /**
  36602. * Clones this instance's defines to another instance
  36603. * @param other - material defines to clone values to
  36604. */
  36605. MaterialDefines.prototype.cloneTo = function (other) {
  36606. if (this._keys.length !== other._keys.length) {
  36607. other._keys = this._keys.slice(0);
  36608. }
  36609. for (var index = 0; index < this._keys.length; index++) {
  36610. var prop = this._keys[index];
  36611. other[prop] = this[prop];
  36612. }
  36613. };
  36614. /**
  36615. * Resets the material define values
  36616. */
  36617. MaterialDefines.prototype.reset = function () {
  36618. for (var index = 0; index < this._keys.length; index++) {
  36619. var prop = this._keys[index];
  36620. var type = typeof this[prop];
  36621. switch (type) {
  36622. case "number":
  36623. this[prop] = 0;
  36624. break;
  36625. case "string":
  36626. this[prop] = "";
  36627. break;
  36628. default:
  36629. this[prop] = false;
  36630. break;
  36631. }
  36632. }
  36633. };
  36634. /**
  36635. * Converts the material define values to a string
  36636. * @returns - String of material define information
  36637. */
  36638. MaterialDefines.prototype.toString = function () {
  36639. var result = "";
  36640. for (var index = 0; index < this._keys.length; index++) {
  36641. var prop = this._keys[index];
  36642. var value = this[prop];
  36643. var type = typeof value;
  36644. switch (type) {
  36645. case "number":
  36646. case "string":
  36647. result += "#define " + prop + " " + value + "\n";
  36648. break;
  36649. default:
  36650. if (value) {
  36651. result += "#define " + prop + "\n";
  36652. }
  36653. break;
  36654. }
  36655. }
  36656. return result;
  36657. };
  36658. return MaterialDefines;
  36659. }());
  36660. BABYLON.MaterialDefines = MaterialDefines;
  36661. /**
  36662. * Base class for the main features of a material in Babylon.js
  36663. */
  36664. var Material = /** @class */ (function () {
  36665. /**
  36666. * Creates a material instance
  36667. * @param name defines the name of the material
  36668. * @param scene defines the scene to reference
  36669. * @param doNotAdd specifies if the material should be added to the scene
  36670. */
  36671. function Material(name, scene, doNotAdd) {
  36672. /**
  36673. * Gets or sets user defined metadata
  36674. */
  36675. this.metadata = null;
  36676. /**
  36677. * Specifies if the ready state should be checked on each call
  36678. */
  36679. this.checkReadyOnEveryCall = false;
  36680. /**
  36681. * Specifies if the ready state should be checked once
  36682. */
  36683. this.checkReadyOnlyOnce = false;
  36684. /**
  36685. * The state of the material
  36686. */
  36687. this.state = "";
  36688. /**
  36689. * The alpha value of the material
  36690. */
  36691. this._alpha = 1.0;
  36692. /**
  36693. * Specifies if back face culling is enabled
  36694. */
  36695. this._backFaceCulling = true;
  36696. /**
  36697. * Specifies if the material should be serialized
  36698. */
  36699. this.doNotSerialize = false;
  36700. /**
  36701. * @hidden
  36702. */
  36703. this._storeEffectOnSubMeshes = false;
  36704. /**
  36705. * An event triggered when the material is disposed
  36706. */
  36707. this.onDisposeObservable = new BABYLON.Observable();
  36708. /**
  36709. * Stores the value of the alpha mode
  36710. */
  36711. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36712. /**
  36713. * Stores the state of the need depth pre-pass value
  36714. */
  36715. this._needDepthPrePass = false;
  36716. /**
  36717. * Specifies if depth writing should be disabled
  36718. */
  36719. this.disableDepthWrite = false;
  36720. /**
  36721. * Specifies if depth writing should be forced
  36722. */
  36723. this.forceDepthWrite = false;
  36724. /**
  36725. * Specifies if there should be a separate pass for culling
  36726. */
  36727. this.separateCullingPass = false;
  36728. /**
  36729. * Stores the state specifing if fog should be enabled
  36730. */
  36731. this._fogEnabled = true;
  36732. /**
  36733. * Stores the size of points
  36734. */
  36735. this.pointSize = 1.0;
  36736. /**
  36737. * Stores the z offset value
  36738. */
  36739. this.zOffset = 0;
  36740. /**
  36741. * @hidden
  36742. * Specifies if the material was previously ready
  36743. */
  36744. this._wasPreviouslyReady = false;
  36745. /**
  36746. * Stores the fill mode state
  36747. */
  36748. this._fillMode = Material.TriangleFillMode;
  36749. /** @hidden */
  36750. this._indexInSceneMaterialArray = -1;
  36751. this.name = name;
  36752. this.id = name || BABYLON.Tools.RandomId();
  36753. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36754. this.uniqueId = this._scene.getUniqueId();
  36755. if (this._scene.useRightHandedSystem) {
  36756. this.sideOrientation = Material.ClockWiseSideOrientation;
  36757. }
  36758. else {
  36759. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36760. }
  36761. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36762. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36763. if (!doNotAdd) {
  36764. this._scene.addMaterial(this);
  36765. }
  36766. if (this._scene.useMaterialMeshMap) {
  36767. this.meshMap = {};
  36768. }
  36769. }
  36770. Object.defineProperty(Material, "TriangleFillMode", {
  36771. /**
  36772. * Returns the triangle fill mode
  36773. */
  36774. get: function () {
  36775. return Material._TriangleFillMode;
  36776. },
  36777. enumerable: true,
  36778. configurable: true
  36779. });
  36780. Object.defineProperty(Material, "WireFrameFillMode", {
  36781. /**
  36782. * Returns the wireframe mode
  36783. */
  36784. get: function () {
  36785. return Material._WireFrameFillMode;
  36786. },
  36787. enumerable: true,
  36788. configurable: true
  36789. });
  36790. Object.defineProperty(Material, "PointFillMode", {
  36791. /**
  36792. * Returns the point fill mode
  36793. */
  36794. get: function () {
  36795. return Material._PointFillMode;
  36796. },
  36797. enumerable: true,
  36798. configurable: true
  36799. });
  36800. Object.defineProperty(Material, "PointListDrawMode", {
  36801. /**
  36802. * Returns the point list draw mode
  36803. */
  36804. get: function () {
  36805. return Material._PointListDrawMode;
  36806. },
  36807. enumerable: true,
  36808. configurable: true
  36809. });
  36810. Object.defineProperty(Material, "LineListDrawMode", {
  36811. /**
  36812. * Returns the line list draw mode
  36813. */
  36814. get: function () {
  36815. return Material._LineListDrawMode;
  36816. },
  36817. enumerable: true,
  36818. configurable: true
  36819. });
  36820. Object.defineProperty(Material, "LineLoopDrawMode", {
  36821. /**
  36822. * Returns the line loop draw mode
  36823. */
  36824. get: function () {
  36825. return Material._LineLoopDrawMode;
  36826. },
  36827. enumerable: true,
  36828. configurable: true
  36829. });
  36830. Object.defineProperty(Material, "LineStripDrawMode", {
  36831. /**
  36832. * Returns the line strip draw mode
  36833. */
  36834. get: function () {
  36835. return Material._LineStripDrawMode;
  36836. },
  36837. enumerable: true,
  36838. configurable: true
  36839. });
  36840. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36841. /**
  36842. * Returns the triangle strip draw mode
  36843. */
  36844. get: function () {
  36845. return Material._TriangleStripDrawMode;
  36846. },
  36847. enumerable: true,
  36848. configurable: true
  36849. });
  36850. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36851. /**
  36852. * Returns the triangle fan draw mode
  36853. */
  36854. get: function () {
  36855. return Material._TriangleFanDrawMode;
  36856. },
  36857. enumerable: true,
  36858. configurable: true
  36859. });
  36860. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36861. /**
  36862. * Returns the clock-wise side orientation
  36863. */
  36864. get: function () {
  36865. return Material._ClockWiseSideOrientation;
  36866. },
  36867. enumerable: true,
  36868. configurable: true
  36869. });
  36870. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36871. /**
  36872. * Returns the counter clock-wise side orientation
  36873. */
  36874. get: function () {
  36875. return Material._CounterClockWiseSideOrientation;
  36876. },
  36877. enumerable: true,
  36878. configurable: true
  36879. });
  36880. Object.defineProperty(Material.prototype, "alpha", {
  36881. /**
  36882. * Gets the alpha value of the material
  36883. */
  36884. get: function () {
  36885. return this._alpha;
  36886. },
  36887. /**
  36888. * Sets the alpha value of the material
  36889. */
  36890. set: function (value) {
  36891. if (this._alpha === value) {
  36892. return;
  36893. }
  36894. this._alpha = value;
  36895. this.markAsDirty(Material.MiscDirtyFlag);
  36896. },
  36897. enumerable: true,
  36898. configurable: true
  36899. });
  36900. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36901. /**
  36902. * Gets the back-face culling state
  36903. */
  36904. get: function () {
  36905. return this._backFaceCulling;
  36906. },
  36907. /**
  36908. * Sets the back-face culling state
  36909. */
  36910. set: function (value) {
  36911. if (this._backFaceCulling === value) {
  36912. return;
  36913. }
  36914. this._backFaceCulling = value;
  36915. this.markAsDirty(Material.TextureDirtyFlag);
  36916. },
  36917. enumerable: true,
  36918. configurable: true
  36919. });
  36920. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36921. /**
  36922. * Gets a boolean indicating that current material needs to register RTT
  36923. */
  36924. get: function () {
  36925. return false;
  36926. },
  36927. enumerable: true,
  36928. configurable: true
  36929. });
  36930. Object.defineProperty(Material.prototype, "onDispose", {
  36931. /**
  36932. * Called during a dispose event
  36933. */
  36934. set: function (callback) {
  36935. if (this._onDisposeObserver) {
  36936. this.onDisposeObservable.remove(this._onDisposeObserver);
  36937. }
  36938. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36939. },
  36940. enumerable: true,
  36941. configurable: true
  36942. });
  36943. Object.defineProperty(Material.prototype, "onBindObservable", {
  36944. /**
  36945. * An event triggered when the material is bound
  36946. */
  36947. get: function () {
  36948. if (!this._onBindObservable) {
  36949. this._onBindObservable = new BABYLON.Observable();
  36950. }
  36951. return this._onBindObservable;
  36952. },
  36953. enumerable: true,
  36954. configurable: true
  36955. });
  36956. Object.defineProperty(Material.prototype, "onBind", {
  36957. /**
  36958. * Called during a bind event
  36959. */
  36960. set: function (callback) {
  36961. if (this._onBindObserver) {
  36962. this.onBindObservable.remove(this._onBindObserver);
  36963. }
  36964. this._onBindObserver = this.onBindObservable.add(callback);
  36965. },
  36966. enumerable: true,
  36967. configurable: true
  36968. });
  36969. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36970. /**
  36971. * An event triggered when the material is unbound
  36972. */
  36973. get: function () {
  36974. if (!this._onUnBindObservable) {
  36975. this._onUnBindObservable = new BABYLON.Observable();
  36976. }
  36977. return this._onUnBindObservable;
  36978. },
  36979. enumerable: true,
  36980. configurable: true
  36981. });
  36982. Object.defineProperty(Material.prototype, "alphaMode", {
  36983. /**
  36984. * Gets the value of the alpha mode
  36985. */
  36986. get: function () {
  36987. return this._alphaMode;
  36988. },
  36989. /**
  36990. * Sets the value of the alpha mode.
  36991. *
  36992. * | Value | Type | Description |
  36993. * | --- | --- | --- |
  36994. * | 0 | ALPHA_DISABLE | |
  36995. * | 1 | ALPHA_ADD | |
  36996. * | 2 | ALPHA_COMBINE | |
  36997. * | 3 | ALPHA_SUBTRACT | |
  36998. * | 4 | ALPHA_MULTIPLY | |
  36999. * | 5 | ALPHA_MAXIMIZED | |
  37000. * | 6 | ALPHA_ONEONE | |
  37001. * | 7 | ALPHA_PREMULTIPLIED | |
  37002. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37003. * | 9 | ALPHA_INTERPOLATE | |
  37004. * | 10 | ALPHA_SCREENMODE | |
  37005. *
  37006. */
  37007. set: function (value) {
  37008. if (this._alphaMode === value) {
  37009. return;
  37010. }
  37011. this._alphaMode = value;
  37012. this.markAsDirty(Material.TextureDirtyFlag);
  37013. },
  37014. enumerable: true,
  37015. configurable: true
  37016. });
  37017. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37018. /**
  37019. * Gets the depth pre-pass value
  37020. */
  37021. get: function () {
  37022. return this._needDepthPrePass;
  37023. },
  37024. /**
  37025. * Sets the need depth pre-pass value
  37026. */
  37027. set: function (value) {
  37028. if (this._needDepthPrePass === value) {
  37029. return;
  37030. }
  37031. this._needDepthPrePass = value;
  37032. if (this._needDepthPrePass) {
  37033. this.checkReadyOnEveryCall = true;
  37034. }
  37035. },
  37036. enumerable: true,
  37037. configurable: true
  37038. });
  37039. Object.defineProperty(Material.prototype, "fogEnabled", {
  37040. /**
  37041. * Gets the value of the fog enabled state
  37042. */
  37043. get: function () {
  37044. return this._fogEnabled;
  37045. },
  37046. /**
  37047. * Sets the state for enabling fog
  37048. */
  37049. set: function (value) {
  37050. if (this._fogEnabled === value) {
  37051. return;
  37052. }
  37053. this._fogEnabled = value;
  37054. this.markAsDirty(Material.MiscDirtyFlag);
  37055. },
  37056. enumerable: true,
  37057. configurable: true
  37058. });
  37059. Object.defineProperty(Material.prototype, "wireframe", {
  37060. /**
  37061. * Gets a value specifying if wireframe mode is enabled
  37062. */
  37063. get: function () {
  37064. switch (this._fillMode) {
  37065. case Material.WireFrameFillMode:
  37066. case Material.LineListDrawMode:
  37067. case Material.LineLoopDrawMode:
  37068. case Material.LineStripDrawMode:
  37069. return true;
  37070. }
  37071. return this._scene.forceWireframe;
  37072. },
  37073. /**
  37074. * Sets the state of wireframe mode
  37075. */
  37076. set: function (value) {
  37077. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37078. },
  37079. enumerable: true,
  37080. configurable: true
  37081. });
  37082. Object.defineProperty(Material.prototype, "pointsCloud", {
  37083. /**
  37084. * Gets the value specifying if point clouds are enabled
  37085. */
  37086. get: function () {
  37087. switch (this._fillMode) {
  37088. case Material.PointFillMode:
  37089. case Material.PointListDrawMode:
  37090. return true;
  37091. }
  37092. return this._scene.forcePointsCloud;
  37093. },
  37094. /**
  37095. * Sets the state of point cloud mode
  37096. */
  37097. set: function (value) {
  37098. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37099. },
  37100. enumerable: true,
  37101. configurable: true
  37102. });
  37103. Object.defineProperty(Material.prototype, "fillMode", {
  37104. /**
  37105. * Gets the material fill mode
  37106. */
  37107. get: function () {
  37108. return this._fillMode;
  37109. },
  37110. /**
  37111. * Sets the material fill mode
  37112. */
  37113. set: function (value) {
  37114. if (this._fillMode === value) {
  37115. return;
  37116. }
  37117. this._fillMode = value;
  37118. this.markAsDirty(Material.MiscDirtyFlag);
  37119. },
  37120. enumerable: true,
  37121. configurable: true
  37122. });
  37123. /**
  37124. * Returns a string representation of the current material
  37125. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37126. * @returns a string with material information
  37127. */
  37128. Material.prototype.toString = function (fullDetails) {
  37129. var ret = "Name: " + this.name;
  37130. if (fullDetails) {
  37131. }
  37132. return ret;
  37133. };
  37134. /**
  37135. * Gets the class name of the material
  37136. * @returns a string with the class name of the material
  37137. */
  37138. Material.prototype.getClassName = function () {
  37139. return "Material";
  37140. };
  37141. Object.defineProperty(Material.prototype, "isFrozen", {
  37142. /**
  37143. * Specifies if updates for the material been locked
  37144. */
  37145. get: function () {
  37146. return this.checkReadyOnlyOnce;
  37147. },
  37148. enumerable: true,
  37149. configurable: true
  37150. });
  37151. /**
  37152. * Locks updates for the material
  37153. */
  37154. Material.prototype.freeze = function () {
  37155. this.checkReadyOnlyOnce = true;
  37156. };
  37157. /**
  37158. * Unlocks updates for the material
  37159. */
  37160. Material.prototype.unfreeze = function () {
  37161. this.checkReadyOnlyOnce = false;
  37162. };
  37163. /**
  37164. * Specifies if the material is ready to be used
  37165. * @param mesh defines the mesh to check
  37166. * @param useInstances specifies if instances should be used
  37167. * @returns a boolean indicating if the material is ready to be used
  37168. */
  37169. Material.prototype.isReady = function (mesh, useInstances) {
  37170. return true;
  37171. };
  37172. /**
  37173. * Specifies that the submesh is ready to be used
  37174. * @param mesh defines the mesh to check
  37175. * @param subMesh defines which submesh to check
  37176. * @param useInstances specifies that instances should be used
  37177. * @returns a boolean indicating that the submesh is ready or not
  37178. */
  37179. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37180. return false;
  37181. };
  37182. /**
  37183. * Returns the material effect
  37184. * @returns the effect associated with the material
  37185. */
  37186. Material.prototype.getEffect = function () {
  37187. return this._effect;
  37188. };
  37189. /**
  37190. * Returns the current scene
  37191. * @returns a Scene
  37192. */
  37193. Material.prototype.getScene = function () {
  37194. return this._scene;
  37195. };
  37196. /**
  37197. * Specifies if the material will require alpha blending
  37198. * @returns a boolean specifying if alpha blending is needed
  37199. */
  37200. Material.prototype.needAlphaBlending = function () {
  37201. return (this.alpha < 1.0);
  37202. };
  37203. /**
  37204. * Specifies if the mesh will require alpha blending
  37205. * @param mesh defines the mesh to check
  37206. * @returns a boolean specifying if alpha blending is needed for the mesh
  37207. */
  37208. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37209. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37210. };
  37211. /**
  37212. * Specifies if this material should be rendered in alpha test mode
  37213. * @returns a boolean specifying if an alpha test is needed.
  37214. */
  37215. Material.prototype.needAlphaTesting = function () {
  37216. return false;
  37217. };
  37218. /**
  37219. * Gets the texture used for the alpha test
  37220. * @returns the texture to use for alpha testing
  37221. */
  37222. Material.prototype.getAlphaTestTexture = function () {
  37223. return null;
  37224. };
  37225. /**
  37226. * Marks the material to indicate that it needs to be re-calculated
  37227. */
  37228. Material.prototype.markDirty = function () {
  37229. this._wasPreviouslyReady = false;
  37230. };
  37231. /** @hidden */
  37232. Material.prototype._preBind = function (effect, overrideOrientation) {
  37233. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37234. var engine = this._scene.getEngine();
  37235. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37236. var reverse = orientation === Material.ClockWiseSideOrientation;
  37237. engine.enableEffect(effect ? effect : this._effect);
  37238. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37239. return reverse;
  37240. };
  37241. /**
  37242. * Binds the material to the mesh
  37243. * @param world defines the world transformation matrix
  37244. * @param mesh defines the mesh to bind the material to
  37245. */
  37246. Material.prototype.bind = function (world, mesh) {
  37247. };
  37248. /**
  37249. * Binds the submesh to the material
  37250. * @param world defines the world transformation matrix
  37251. * @param mesh defines the mesh containing the submesh
  37252. * @param subMesh defines the submesh to bind the material to
  37253. */
  37254. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37255. };
  37256. /**
  37257. * Binds the world matrix to the material
  37258. * @param world defines the world transformation matrix
  37259. */
  37260. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37261. };
  37262. /**
  37263. * Binds the scene's uniform buffer to the effect.
  37264. * @param effect defines the effect to bind to the scene uniform buffer
  37265. * @param sceneUbo defines the uniform buffer storing scene data
  37266. */
  37267. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37268. sceneUbo.bindToEffect(effect, "Scene");
  37269. };
  37270. /**
  37271. * Binds the view matrix to the effect
  37272. * @param effect defines the effect to bind the view matrix to
  37273. */
  37274. Material.prototype.bindView = function (effect) {
  37275. if (!this._useUBO) {
  37276. effect.setMatrix("view", this.getScene().getViewMatrix());
  37277. }
  37278. else {
  37279. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37280. }
  37281. };
  37282. /**
  37283. * Binds the view projection matrix to the effect
  37284. * @param effect defines the effect to bind the view projection matrix to
  37285. */
  37286. Material.prototype.bindViewProjection = function (effect) {
  37287. if (!this._useUBO) {
  37288. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37289. }
  37290. else {
  37291. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37292. }
  37293. };
  37294. /**
  37295. * Specifies if material alpha testing should be turned on for the mesh
  37296. * @param mesh defines the mesh to check
  37297. */
  37298. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37299. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37300. };
  37301. /**
  37302. * Processes to execute after binding the material to a mesh
  37303. * @param mesh defines the rendered mesh
  37304. */
  37305. Material.prototype._afterBind = function (mesh) {
  37306. this._scene._cachedMaterial = this;
  37307. if (mesh) {
  37308. this._scene._cachedVisibility = mesh.visibility;
  37309. }
  37310. else {
  37311. this._scene._cachedVisibility = 1;
  37312. }
  37313. if (this._onBindObservable && mesh) {
  37314. this._onBindObservable.notifyObservers(mesh);
  37315. }
  37316. if (this.disableDepthWrite) {
  37317. var engine = this._scene.getEngine();
  37318. this._cachedDepthWriteState = engine.getDepthWrite();
  37319. engine.setDepthWrite(false);
  37320. }
  37321. };
  37322. /**
  37323. * Unbinds the material from the mesh
  37324. */
  37325. Material.prototype.unbind = function () {
  37326. if (this._onUnBindObservable) {
  37327. this._onUnBindObservable.notifyObservers(this);
  37328. }
  37329. if (this.disableDepthWrite) {
  37330. var engine = this._scene.getEngine();
  37331. engine.setDepthWrite(this._cachedDepthWriteState);
  37332. }
  37333. };
  37334. /**
  37335. * Gets the active textures from the material
  37336. * @returns an array of textures
  37337. */
  37338. Material.prototype.getActiveTextures = function () {
  37339. return [];
  37340. };
  37341. /**
  37342. * Specifies if the material uses a texture
  37343. * @param texture defines the texture to check against the material
  37344. * @returns a boolean specifying if the material uses the texture
  37345. */
  37346. Material.prototype.hasTexture = function (texture) {
  37347. return false;
  37348. };
  37349. /**
  37350. * Makes a duplicate of the material, and gives it a new name
  37351. * @param name defines the new name for the duplicated material
  37352. * @returns the cloned material
  37353. */
  37354. Material.prototype.clone = function (name) {
  37355. return null;
  37356. };
  37357. /**
  37358. * Gets the meshes bound to the material
  37359. * @returns an array of meshes bound to the material
  37360. */
  37361. Material.prototype.getBindedMeshes = function () {
  37362. var _this = this;
  37363. if (this.meshMap) {
  37364. var result = new Array();
  37365. for (var meshId in this.meshMap) {
  37366. var mesh = this.meshMap[meshId];
  37367. if (mesh) {
  37368. result.push(mesh);
  37369. }
  37370. }
  37371. return result;
  37372. }
  37373. else {
  37374. var meshes = this._scene.meshes;
  37375. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37376. }
  37377. };
  37378. /**
  37379. * Force shader compilation
  37380. * @param mesh defines the mesh associated with this material
  37381. * @param onCompiled defines a function to execute once the material is compiled
  37382. * @param options defines the options to configure the compilation
  37383. */
  37384. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37385. var _this = this;
  37386. var localOptions = __assign({ clipPlane: false }, options);
  37387. var subMesh = new BABYLON.BaseSubMesh();
  37388. var scene = this.getScene();
  37389. var checkReady = function () {
  37390. if (!_this._scene || !_this._scene.getEngine()) {
  37391. return;
  37392. }
  37393. if (subMesh._materialDefines) {
  37394. subMesh._materialDefines._renderId = -1;
  37395. }
  37396. var clipPlaneState = scene.clipPlane;
  37397. if (localOptions.clipPlane) {
  37398. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37399. }
  37400. if (_this._storeEffectOnSubMeshes) {
  37401. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37402. if (onCompiled) {
  37403. onCompiled(_this);
  37404. }
  37405. }
  37406. else {
  37407. setTimeout(checkReady, 16);
  37408. }
  37409. }
  37410. else {
  37411. if (_this.isReady(mesh)) {
  37412. if (onCompiled) {
  37413. onCompiled(_this);
  37414. }
  37415. }
  37416. else {
  37417. setTimeout(checkReady, 16);
  37418. }
  37419. }
  37420. if (localOptions.clipPlane) {
  37421. scene.clipPlane = clipPlaneState;
  37422. }
  37423. };
  37424. checkReady();
  37425. };
  37426. /**
  37427. * Force shader compilation
  37428. * @param mesh defines the mesh that will use this material
  37429. * @param options defines additional options for compiling the shaders
  37430. * @returns a promise that resolves when the compilation completes
  37431. */
  37432. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37433. var _this = this;
  37434. return new Promise(function (resolve) {
  37435. _this.forceCompilation(mesh, function () {
  37436. resolve();
  37437. }, options);
  37438. });
  37439. };
  37440. /**
  37441. * Marks a define in the material to indicate that it needs to be re-computed
  37442. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37443. */
  37444. Material.prototype.markAsDirty = function (flag) {
  37445. if (this.getScene().blockMaterialDirtyMechanism) {
  37446. return;
  37447. }
  37448. Material._DirtyCallbackArray.length = 0;
  37449. if (flag & Material.TextureDirtyFlag) {
  37450. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37451. }
  37452. if (flag & Material.LightDirtyFlag) {
  37453. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37454. }
  37455. if (flag & Material.FresnelDirtyFlag) {
  37456. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37457. }
  37458. if (flag & Material.AttributesDirtyFlag) {
  37459. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37460. }
  37461. if (flag & Material.MiscDirtyFlag) {
  37462. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37463. }
  37464. if (Material._DirtyCallbackArray.length) {
  37465. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37466. }
  37467. this.getScene().resetCachedMaterial();
  37468. };
  37469. /**
  37470. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37471. * @param func defines a function which checks material defines against the submeshes
  37472. */
  37473. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37474. if (this.getScene().blockMaterialDirtyMechanism) {
  37475. return;
  37476. }
  37477. var meshes = this.getScene().meshes;
  37478. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37479. var mesh = meshes_1[_i];
  37480. if (!mesh.subMeshes) {
  37481. continue;
  37482. }
  37483. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37484. var subMesh = _b[_a];
  37485. if (subMesh.getMaterial() !== this) {
  37486. continue;
  37487. }
  37488. if (!subMesh._materialDefines) {
  37489. continue;
  37490. }
  37491. func(subMesh._materialDefines);
  37492. }
  37493. }
  37494. };
  37495. /**
  37496. * Indicates that image processing needs to be re-calculated for all submeshes
  37497. */
  37498. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37499. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37500. };
  37501. /**
  37502. * Indicates that textures need to be re-calculated for all submeshes
  37503. */
  37504. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37505. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37506. };
  37507. /**
  37508. * Indicates that fresnel needs to be re-calculated for all submeshes
  37509. */
  37510. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37511. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37512. };
  37513. /**
  37514. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37515. */
  37516. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37517. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37518. };
  37519. /**
  37520. * Indicates that lights need to be re-calculated for all submeshes
  37521. */
  37522. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37523. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37524. };
  37525. /**
  37526. * Indicates that attributes need to be re-calculated for all submeshes
  37527. */
  37528. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37529. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37530. };
  37531. /**
  37532. * Indicates that misc needs to be re-calculated for all submeshes
  37533. */
  37534. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37535. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37536. };
  37537. /**
  37538. * Indicates that textures and misc need to be re-calculated for all submeshes
  37539. */
  37540. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37541. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37542. };
  37543. /**
  37544. * Disposes the material
  37545. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37546. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37547. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37548. */
  37549. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37550. var scene = this.getScene();
  37551. // Animations
  37552. scene.stopAnimation(this);
  37553. scene.freeProcessedMaterials();
  37554. // Remove from scene
  37555. scene.removeMaterial(this);
  37556. if (notBoundToMesh !== true) {
  37557. // Remove from meshes
  37558. if (this.meshMap) {
  37559. for (var meshId in this.meshMap) {
  37560. var mesh = this.meshMap[meshId];
  37561. if (mesh) {
  37562. mesh.material = null; // will set the entry in the map to undefined
  37563. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37564. }
  37565. }
  37566. }
  37567. else {
  37568. var meshes = scene.meshes;
  37569. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37570. var mesh = meshes_2[_i];
  37571. if (mesh.material === this) {
  37572. mesh.material = null;
  37573. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37574. }
  37575. }
  37576. }
  37577. }
  37578. this._uniformBuffer.dispose();
  37579. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37580. if (forceDisposeEffect && this._effect) {
  37581. if (!this._storeEffectOnSubMeshes) {
  37582. scene.getEngine()._releaseEffect(this._effect);
  37583. }
  37584. this._effect = null;
  37585. }
  37586. // Callback
  37587. this.onDisposeObservable.notifyObservers(this);
  37588. this.onDisposeObservable.clear();
  37589. if (this._onBindObservable) {
  37590. this._onBindObservable.clear();
  37591. }
  37592. if (this._onUnBindObservable) {
  37593. this._onUnBindObservable.clear();
  37594. }
  37595. };
  37596. /** @hidden */
  37597. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37598. if (mesh.geometry) {
  37599. var geometry = (mesh.geometry);
  37600. var scene = this.getScene();
  37601. if (this._storeEffectOnSubMeshes) {
  37602. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37603. var subMesh = _a[_i];
  37604. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37605. if (forceDisposeEffect && subMesh._materialEffect) {
  37606. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37607. }
  37608. }
  37609. }
  37610. else {
  37611. geometry._releaseVertexArrayObject(this._effect);
  37612. }
  37613. }
  37614. };
  37615. /**
  37616. * Serializes this material
  37617. * @returns the serialized material object
  37618. */
  37619. Material.prototype.serialize = function () {
  37620. return BABYLON.SerializationHelper.Serialize(this);
  37621. };
  37622. /**
  37623. * Creates a MultiMaterial from parsed MultiMaterial data.
  37624. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37625. * @param scene defines the hosting scene
  37626. * @returns a new MultiMaterial
  37627. */
  37628. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37629. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37630. multiMaterial.id = parsedMultiMaterial.id;
  37631. if (BABYLON.Tags) {
  37632. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37633. }
  37634. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37635. var subMatId = parsedMultiMaterial.materials[matIndex];
  37636. if (subMatId) {
  37637. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37638. }
  37639. else {
  37640. multiMaterial.subMaterials.push(null);
  37641. }
  37642. }
  37643. return multiMaterial;
  37644. };
  37645. /**
  37646. * Creates a material from parsed material data
  37647. * @param parsedMaterial defines parsed material data
  37648. * @param scene defines the hosting scene
  37649. * @param rootUrl defines the root URL to use to load textures
  37650. * @returns a new material
  37651. */
  37652. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37653. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37654. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37655. }
  37656. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37657. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37658. if (!BABYLON.LegacyPBRMaterial) {
  37659. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37660. return;
  37661. }
  37662. }
  37663. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37664. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37665. };
  37666. // Triangle views
  37667. Material._TriangleFillMode = 0;
  37668. Material._WireFrameFillMode = 1;
  37669. Material._PointFillMode = 2;
  37670. // Draw modes
  37671. Material._PointListDrawMode = 3;
  37672. Material._LineListDrawMode = 4;
  37673. Material._LineLoopDrawMode = 5;
  37674. Material._LineStripDrawMode = 6;
  37675. Material._TriangleStripDrawMode = 7;
  37676. Material._TriangleFanDrawMode = 8;
  37677. /**
  37678. * Stores the clock-wise side orientation
  37679. */
  37680. Material._ClockWiseSideOrientation = 0;
  37681. /**
  37682. * Stores the counter clock-wise side orientation
  37683. */
  37684. Material._CounterClockWiseSideOrientation = 1;
  37685. /**
  37686. * The dirty texture flag value
  37687. */
  37688. Material.TextureDirtyFlag = 1;
  37689. /**
  37690. * The dirty light flag value
  37691. */
  37692. Material.LightDirtyFlag = 2;
  37693. /**
  37694. * The dirty fresnel flag value
  37695. */
  37696. Material.FresnelDirtyFlag = 4;
  37697. /**
  37698. * The dirty attribute flag value
  37699. */
  37700. Material.AttributesDirtyFlag = 8;
  37701. /**
  37702. * The dirty misc flag value
  37703. */
  37704. Material.MiscDirtyFlag = 16;
  37705. /**
  37706. * The all dirty flag value
  37707. */
  37708. Material.AllDirtyFlag = 31;
  37709. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37710. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37711. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37712. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37713. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37714. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37715. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37716. Material._FresnelDirtyCallBack(defines);
  37717. Material._MiscDirtyCallBack(defines);
  37718. };
  37719. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37720. Material._TextureDirtyCallBack(defines);
  37721. Material._MiscDirtyCallBack(defines);
  37722. };
  37723. Material._DirtyCallbackArray = [];
  37724. Material._RunDirtyCallBacks = function (defines) {
  37725. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37726. var cb = _a[_i];
  37727. cb(defines);
  37728. }
  37729. };
  37730. __decorate([
  37731. BABYLON.serialize()
  37732. ], Material.prototype, "id", void 0);
  37733. __decorate([
  37734. BABYLON.serialize()
  37735. ], Material.prototype, "uniqueId", void 0);
  37736. __decorate([
  37737. BABYLON.serialize()
  37738. ], Material.prototype, "name", void 0);
  37739. __decorate([
  37740. BABYLON.serialize()
  37741. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37742. __decorate([
  37743. BABYLON.serialize()
  37744. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37745. __decorate([
  37746. BABYLON.serialize()
  37747. ], Material.prototype, "state", void 0);
  37748. __decorate([
  37749. BABYLON.serialize("alpha")
  37750. ], Material.prototype, "_alpha", void 0);
  37751. __decorate([
  37752. BABYLON.serialize("backFaceCulling")
  37753. ], Material.prototype, "_backFaceCulling", void 0);
  37754. __decorate([
  37755. BABYLON.serialize()
  37756. ], Material.prototype, "sideOrientation", void 0);
  37757. __decorate([
  37758. BABYLON.serialize("alphaMode")
  37759. ], Material.prototype, "_alphaMode", void 0);
  37760. __decorate([
  37761. BABYLON.serialize()
  37762. ], Material.prototype, "_needDepthPrePass", void 0);
  37763. __decorate([
  37764. BABYLON.serialize()
  37765. ], Material.prototype, "disableDepthWrite", void 0);
  37766. __decorate([
  37767. BABYLON.serialize()
  37768. ], Material.prototype, "forceDepthWrite", void 0);
  37769. __decorate([
  37770. BABYLON.serialize()
  37771. ], Material.prototype, "separateCullingPass", void 0);
  37772. __decorate([
  37773. BABYLON.serialize("fogEnabled")
  37774. ], Material.prototype, "_fogEnabled", void 0);
  37775. __decorate([
  37776. BABYLON.serialize()
  37777. ], Material.prototype, "pointSize", void 0);
  37778. __decorate([
  37779. BABYLON.serialize()
  37780. ], Material.prototype, "zOffset", void 0);
  37781. __decorate([
  37782. BABYLON.serialize()
  37783. ], Material.prototype, "wireframe", null);
  37784. __decorate([
  37785. BABYLON.serialize()
  37786. ], Material.prototype, "pointsCloud", null);
  37787. __decorate([
  37788. BABYLON.serialize()
  37789. ], Material.prototype, "fillMode", null);
  37790. return Material;
  37791. }());
  37792. BABYLON.Material = Material;
  37793. })(BABYLON || (BABYLON = {}));
  37794. //# sourceMappingURL=material.js.map
  37795. var BABYLON;
  37796. (function (BABYLON) {
  37797. /**
  37798. * Uniform buffer objects.
  37799. *
  37800. * Handles blocks of uniform on the GPU.
  37801. *
  37802. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37803. *
  37804. * For more information, please refer to :
  37805. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37806. */
  37807. var UniformBuffer = /** @class */ (function () {
  37808. /**
  37809. * Instantiates a new Uniform buffer objects.
  37810. *
  37811. * Handles blocks of uniform on the GPU.
  37812. *
  37813. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37814. *
  37815. * For more information, please refer to :
  37816. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37817. * @param engine Define the engine the buffer is associated with
  37818. * @param data Define the data contained in the buffer
  37819. * @param dynamic Define if the buffer is updatable
  37820. */
  37821. function UniformBuffer(engine, data, dynamic) {
  37822. this._engine = engine;
  37823. this._noUBO = !engine.supportsUniformBuffers;
  37824. this._dynamic = dynamic;
  37825. this._data = data || [];
  37826. this._uniformLocations = {};
  37827. this._uniformSizes = {};
  37828. this._uniformLocationPointer = 0;
  37829. this._needSync = false;
  37830. if (this._noUBO) {
  37831. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37832. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37833. this.updateFloat = this._updateFloatForEffect;
  37834. this.updateFloat2 = this._updateFloat2ForEffect;
  37835. this.updateFloat3 = this._updateFloat3ForEffect;
  37836. this.updateFloat4 = this._updateFloat4ForEffect;
  37837. this.updateMatrix = this._updateMatrixForEffect;
  37838. this.updateVector3 = this._updateVector3ForEffect;
  37839. this.updateVector4 = this._updateVector4ForEffect;
  37840. this.updateColor3 = this._updateColor3ForEffect;
  37841. this.updateColor4 = this._updateColor4ForEffect;
  37842. }
  37843. else {
  37844. this._engine._uniformBuffers.push(this);
  37845. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37846. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37847. this.updateFloat = this._updateFloatForUniform;
  37848. this.updateFloat2 = this._updateFloat2ForUniform;
  37849. this.updateFloat3 = this._updateFloat3ForUniform;
  37850. this.updateFloat4 = this._updateFloat4ForUniform;
  37851. this.updateMatrix = this._updateMatrixForUniform;
  37852. this.updateVector3 = this._updateVector3ForUniform;
  37853. this.updateVector4 = this._updateVector4ForUniform;
  37854. this.updateColor3 = this._updateColor3ForUniform;
  37855. this.updateColor4 = this._updateColor4ForUniform;
  37856. }
  37857. }
  37858. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37859. /**
  37860. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37861. * or just falling back on setUniformXXX calls.
  37862. */
  37863. get: function () {
  37864. return !this._noUBO;
  37865. },
  37866. enumerable: true,
  37867. configurable: true
  37868. });
  37869. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37870. /**
  37871. * Indicates if the WebGL underlying uniform buffer is in sync
  37872. * with the javascript cache data.
  37873. */
  37874. get: function () {
  37875. return !this._needSync;
  37876. },
  37877. enumerable: true,
  37878. configurable: true
  37879. });
  37880. /**
  37881. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37882. * Also, a dynamic UniformBuffer will disable cache verification and always
  37883. * update the underlying WebGL uniform buffer to the GPU.
  37884. * @returns if Dynamic, otherwise false
  37885. */
  37886. UniformBuffer.prototype.isDynamic = function () {
  37887. return this._dynamic !== undefined;
  37888. };
  37889. /**
  37890. * The data cache on JS side.
  37891. * @returns the underlying data as a float array
  37892. */
  37893. UniformBuffer.prototype.getData = function () {
  37894. return this._bufferData;
  37895. };
  37896. /**
  37897. * The underlying WebGL Uniform buffer.
  37898. * @returns the webgl buffer
  37899. */
  37900. UniformBuffer.prototype.getBuffer = function () {
  37901. return this._buffer;
  37902. };
  37903. /**
  37904. * std140 layout specifies how to align data within an UBO structure.
  37905. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37906. * for specs.
  37907. */
  37908. UniformBuffer.prototype._fillAlignment = function (size) {
  37909. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37910. // and 4x4 matrices
  37911. // TODO : change if other types are used
  37912. var alignment;
  37913. if (size <= 2) {
  37914. alignment = size;
  37915. }
  37916. else {
  37917. alignment = 4;
  37918. }
  37919. if ((this._uniformLocationPointer % alignment) !== 0) {
  37920. var oldPointer = this._uniformLocationPointer;
  37921. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37922. var diff = this._uniformLocationPointer - oldPointer;
  37923. for (var i = 0; i < diff; i++) {
  37924. this._data.push(0);
  37925. }
  37926. }
  37927. };
  37928. /**
  37929. * Adds an uniform in the buffer.
  37930. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37931. * for the layout to be correct !
  37932. * @param name Name of the uniform, as used in the uniform block in the shader.
  37933. * @param size Data size, or data directly.
  37934. */
  37935. UniformBuffer.prototype.addUniform = function (name, size) {
  37936. if (this._noUBO) {
  37937. return;
  37938. }
  37939. if (this._uniformLocations[name] !== undefined) {
  37940. // Already existing uniform
  37941. return;
  37942. }
  37943. // This function must be called in the order of the shader layout !
  37944. // size can be the size of the uniform, or data directly
  37945. var data;
  37946. if (size instanceof Array) {
  37947. data = size;
  37948. size = data.length;
  37949. }
  37950. else {
  37951. size = size;
  37952. data = [];
  37953. // Fill with zeros
  37954. for (var i = 0; i < size; i++) {
  37955. data.push(0);
  37956. }
  37957. }
  37958. this._fillAlignment(size);
  37959. this._uniformSizes[name] = size;
  37960. this._uniformLocations[name] = this._uniformLocationPointer;
  37961. this._uniformLocationPointer += size;
  37962. for (var i = 0; i < size; i++) {
  37963. this._data.push(data[i]);
  37964. }
  37965. this._needSync = true;
  37966. };
  37967. /**
  37968. * Adds a Matrix 4x4 to the uniform buffer.
  37969. * @param name Name of the uniform, as used in the uniform block in the shader.
  37970. * @param mat A 4x4 matrix.
  37971. */
  37972. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37973. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37974. };
  37975. /**
  37976. * Adds a vec2 to the uniform buffer.
  37977. * @param name Name of the uniform, as used in the uniform block in the shader.
  37978. * @param x Define the x component value of the vec2
  37979. * @param y Define the y component value of the vec2
  37980. */
  37981. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37982. var temp = [x, y];
  37983. this.addUniform(name, temp);
  37984. };
  37985. /**
  37986. * Adds a vec3 to the uniform buffer.
  37987. * @param name Name of the uniform, as used in the uniform block in the shader.
  37988. * @param x Define the x component value of the vec3
  37989. * @param y Define the y component value of the vec3
  37990. * @param z Define the z component value of the vec3
  37991. */
  37992. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37993. var temp = [x, y, z];
  37994. this.addUniform(name, temp);
  37995. };
  37996. /**
  37997. * Adds a vec3 to the uniform buffer.
  37998. * @param name Name of the uniform, as used in the uniform block in the shader.
  37999. * @param color Define the vec3 from a Color
  38000. */
  38001. UniformBuffer.prototype.addColor3 = function (name, color) {
  38002. var temp = new Array();
  38003. color.toArray(temp);
  38004. this.addUniform(name, temp);
  38005. };
  38006. /**
  38007. * Adds a vec4 to the uniform buffer.
  38008. * @param name Name of the uniform, as used in the uniform block in the shader.
  38009. * @param color Define the rgb components from a Color
  38010. * @param alpha Define the a component of the vec4
  38011. */
  38012. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38013. var temp = new Array();
  38014. color.toArray(temp);
  38015. temp.push(alpha);
  38016. this.addUniform(name, temp);
  38017. };
  38018. /**
  38019. * Adds a vec3 to the uniform buffer.
  38020. * @param name Name of the uniform, as used in the uniform block in the shader.
  38021. * @param vector Define the vec3 components from a Vector
  38022. */
  38023. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38024. var temp = new Array();
  38025. vector.toArray(temp);
  38026. this.addUniform(name, temp);
  38027. };
  38028. /**
  38029. * Adds a Matrix 3x3 to the uniform buffer.
  38030. * @param name Name of the uniform, as used in the uniform block in the shader.
  38031. */
  38032. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38033. this.addUniform(name, 12);
  38034. };
  38035. /**
  38036. * Adds a Matrix 2x2 to the uniform buffer.
  38037. * @param name Name of the uniform, as used in the uniform block in the shader.
  38038. */
  38039. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38040. this.addUniform(name, 8);
  38041. };
  38042. /**
  38043. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38044. */
  38045. UniformBuffer.prototype.create = function () {
  38046. if (this._noUBO) {
  38047. return;
  38048. }
  38049. if (this._buffer) {
  38050. return; // nothing to do
  38051. }
  38052. // See spec, alignment must be filled as a vec4
  38053. this._fillAlignment(4);
  38054. this._bufferData = new Float32Array(this._data);
  38055. this._rebuild();
  38056. this._needSync = true;
  38057. };
  38058. /** @hidden */
  38059. UniformBuffer.prototype._rebuild = function () {
  38060. if (this._noUBO) {
  38061. return;
  38062. }
  38063. if (this._dynamic) {
  38064. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38065. }
  38066. else {
  38067. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38068. }
  38069. };
  38070. /**
  38071. * Updates the WebGL Uniform Buffer on the GPU.
  38072. * If the `dynamic` flag is set to true, no cache comparison is done.
  38073. * Otherwise, the buffer will be updated only if the cache differs.
  38074. */
  38075. UniformBuffer.prototype.update = function () {
  38076. if (!this._buffer) {
  38077. this.create();
  38078. return;
  38079. }
  38080. if (!this._dynamic && !this._needSync) {
  38081. return;
  38082. }
  38083. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38084. this._needSync = false;
  38085. };
  38086. /**
  38087. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38088. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38089. * @param data Define the flattened data
  38090. * @param size Define the size of the data.
  38091. */
  38092. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38093. var location = this._uniformLocations[uniformName];
  38094. if (location === undefined) {
  38095. if (this._buffer) {
  38096. // Cannot add an uniform if the buffer is already created
  38097. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38098. return;
  38099. }
  38100. this.addUniform(uniformName, size);
  38101. location = this._uniformLocations[uniformName];
  38102. }
  38103. if (!this._buffer) {
  38104. this.create();
  38105. }
  38106. if (!this._dynamic) {
  38107. // Cache for static uniform buffers
  38108. var changed = false;
  38109. for (var i = 0; i < size; i++) {
  38110. if (this._bufferData[location + i] !== data[i]) {
  38111. changed = true;
  38112. this._bufferData[location + i] = data[i];
  38113. }
  38114. }
  38115. this._needSync = this._needSync || changed;
  38116. }
  38117. else {
  38118. // No cache for dynamic
  38119. for (var i = 0; i < size; i++) {
  38120. this._bufferData[location + i] = data[i];
  38121. }
  38122. }
  38123. };
  38124. // Update methods
  38125. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38126. // To match std140, matrix must be realigned
  38127. for (var i = 0; i < 3; i++) {
  38128. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38129. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38130. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38131. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38132. }
  38133. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38134. };
  38135. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38136. this._currentEffect.setMatrix3x3(name, matrix);
  38137. };
  38138. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38139. this._currentEffect.setMatrix2x2(name, matrix);
  38140. };
  38141. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38142. // To match std140, matrix must be realigned
  38143. for (var i = 0; i < 2; i++) {
  38144. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38145. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38146. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38147. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38148. }
  38149. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38150. };
  38151. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38152. this._currentEffect.setFloat(name, x);
  38153. };
  38154. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38155. UniformBuffer._tempBuffer[0] = x;
  38156. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38157. };
  38158. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38159. if (suffix === void 0) { suffix = ""; }
  38160. this._currentEffect.setFloat2(name + suffix, x, y);
  38161. };
  38162. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38163. if (suffix === void 0) { suffix = ""; }
  38164. UniformBuffer._tempBuffer[0] = x;
  38165. UniformBuffer._tempBuffer[1] = y;
  38166. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38167. };
  38168. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38169. if (suffix === void 0) { suffix = ""; }
  38170. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38171. };
  38172. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38173. if (suffix === void 0) { suffix = ""; }
  38174. UniformBuffer._tempBuffer[0] = x;
  38175. UniformBuffer._tempBuffer[1] = y;
  38176. UniformBuffer._tempBuffer[2] = z;
  38177. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38178. };
  38179. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38180. if (suffix === void 0) { suffix = ""; }
  38181. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38182. };
  38183. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38184. if (suffix === void 0) { suffix = ""; }
  38185. UniformBuffer._tempBuffer[0] = x;
  38186. UniformBuffer._tempBuffer[1] = y;
  38187. UniformBuffer._tempBuffer[2] = z;
  38188. UniformBuffer._tempBuffer[3] = w;
  38189. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38190. };
  38191. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38192. this._currentEffect.setMatrix(name, mat);
  38193. };
  38194. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38195. this.updateUniform(name, mat.toArray(), 16);
  38196. };
  38197. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38198. this._currentEffect.setVector3(name, vector);
  38199. };
  38200. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38201. vector.toArray(UniformBuffer._tempBuffer);
  38202. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38203. };
  38204. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38205. this._currentEffect.setVector4(name, vector);
  38206. };
  38207. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38208. vector.toArray(UniformBuffer._tempBuffer);
  38209. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38210. };
  38211. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38212. if (suffix === void 0) { suffix = ""; }
  38213. this._currentEffect.setColor3(name + suffix, color);
  38214. };
  38215. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38216. if (suffix === void 0) { suffix = ""; }
  38217. color.toArray(UniformBuffer._tempBuffer);
  38218. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38219. };
  38220. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38221. if (suffix === void 0) { suffix = ""; }
  38222. this._currentEffect.setColor4(name + suffix, color, alpha);
  38223. };
  38224. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38225. if (suffix === void 0) { suffix = ""; }
  38226. color.toArray(UniformBuffer._tempBuffer);
  38227. UniformBuffer._tempBuffer[3] = alpha;
  38228. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38229. };
  38230. /**
  38231. * Sets a sampler uniform on the effect.
  38232. * @param name Define the name of the sampler.
  38233. * @param texture Define the texture to set in the sampler
  38234. */
  38235. UniformBuffer.prototype.setTexture = function (name, texture) {
  38236. this._currentEffect.setTexture(name, texture);
  38237. };
  38238. /**
  38239. * Directly updates the value of the uniform in the cache AND on the GPU.
  38240. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38241. * @param data Define the flattened data
  38242. */
  38243. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38244. this.updateUniform(uniformName, data, data.length);
  38245. this.update();
  38246. };
  38247. /**
  38248. * Binds this uniform buffer to an effect.
  38249. * @param effect Define the effect to bind the buffer to
  38250. * @param name Name of the uniform block in the shader.
  38251. */
  38252. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38253. this._currentEffect = effect;
  38254. if (this._noUBO || !this._buffer) {
  38255. return;
  38256. }
  38257. effect.bindUniformBuffer(this._buffer, name);
  38258. };
  38259. /**
  38260. * Disposes the uniform buffer.
  38261. */
  38262. UniformBuffer.prototype.dispose = function () {
  38263. if (this._noUBO) {
  38264. return;
  38265. }
  38266. var uniformBuffers = this._engine._uniformBuffers;
  38267. var index = uniformBuffers.indexOf(this);
  38268. if (index !== -1) {
  38269. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38270. uniformBuffers.pop();
  38271. }
  38272. if (!this._buffer) {
  38273. return;
  38274. }
  38275. if (this._engine._releaseBuffer(this._buffer)) {
  38276. this._buffer = null;
  38277. }
  38278. };
  38279. // Pool for avoiding memory leaks
  38280. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38281. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38282. return UniformBuffer;
  38283. }());
  38284. BABYLON.UniformBuffer = UniformBuffer;
  38285. })(BABYLON || (BABYLON = {}));
  38286. //# sourceMappingURL=uniformBuffer.js.map
  38287. var BABYLON;
  38288. (function (BABYLON) {
  38289. /**
  38290. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38291. */
  38292. var VertexData = /** @class */ (function () {
  38293. function VertexData() {
  38294. }
  38295. /**
  38296. * Uses the passed data array to set the set the values for the specified kind of data
  38297. * @param data a linear array of floating numbers
  38298. * @param kind the type of data that is being set, eg positions, colors etc
  38299. */
  38300. VertexData.prototype.set = function (data, kind) {
  38301. switch (kind) {
  38302. case BABYLON.VertexBuffer.PositionKind:
  38303. this.positions = data;
  38304. break;
  38305. case BABYLON.VertexBuffer.NormalKind:
  38306. this.normals = data;
  38307. break;
  38308. case BABYLON.VertexBuffer.TangentKind:
  38309. this.tangents = data;
  38310. break;
  38311. case BABYLON.VertexBuffer.UVKind:
  38312. this.uvs = data;
  38313. break;
  38314. case BABYLON.VertexBuffer.UV2Kind:
  38315. this.uvs2 = data;
  38316. break;
  38317. case BABYLON.VertexBuffer.UV3Kind:
  38318. this.uvs3 = data;
  38319. break;
  38320. case BABYLON.VertexBuffer.UV4Kind:
  38321. this.uvs4 = data;
  38322. break;
  38323. case BABYLON.VertexBuffer.UV5Kind:
  38324. this.uvs5 = data;
  38325. break;
  38326. case BABYLON.VertexBuffer.UV6Kind:
  38327. this.uvs6 = data;
  38328. break;
  38329. case BABYLON.VertexBuffer.ColorKind:
  38330. this.colors = data;
  38331. break;
  38332. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38333. this.matricesIndices = data;
  38334. break;
  38335. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38336. this.matricesWeights = data;
  38337. break;
  38338. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38339. this.matricesIndicesExtra = data;
  38340. break;
  38341. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38342. this.matricesWeightsExtra = data;
  38343. break;
  38344. }
  38345. };
  38346. /**
  38347. * Associates the vertexData to the passed Mesh.
  38348. * Sets it as updatable or not (default `false`)
  38349. * @param mesh the mesh the vertexData is applied to
  38350. * @param updatable when used and having the value true allows new data to update the vertexData
  38351. * @returns the VertexData
  38352. */
  38353. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38354. this._applyTo(mesh, updatable);
  38355. return this;
  38356. };
  38357. /**
  38358. * Associates the vertexData to the passed Geometry.
  38359. * Sets it as updatable or not (default `false`)
  38360. * @param geometry the geometry the vertexData is applied to
  38361. * @param updatable when used and having the value true allows new data to update the vertexData
  38362. * @returns VertexData
  38363. */
  38364. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38365. this._applyTo(geometry, updatable);
  38366. return this;
  38367. };
  38368. /**
  38369. * Updates the associated mesh
  38370. * @param mesh the mesh to be updated
  38371. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38372. * @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
  38373. * @returns VertexData
  38374. */
  38375. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38376. this._update(mesh);
  38377. return this;
  38378. };
  38379. /**
  38380. * Updates the associated geometry
  38381. * @param geometry the geometry to be updated
  38382. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38383. * @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
  38384. * @returns VertexData.
  38385. */
  38386. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38387. this._update(geometry);
  38388. return this;
  38389. };
  38390. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38391. if (updatable === void 0) { updatable = false; }
  38392. if (this.positions) {
  38393. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38394. }
  38395. if (this.normals) {
  38396. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38397. }
  38398. if (this.tangents) {
  38399. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38400. }
  38401. if (this.uvs) {
  38402. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38403. }
  38404. if (this.uvs2) {
  38405. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38406. }
  38407. if (this.uvs3) {
  38408. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38409. }
  38410. if (this.uvs4) {
  38411. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38412. }
  38413. if (this.uvs5) {
  38414. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38415. }
  38416. if (this.uvs6) {
  38417. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38418. }
  38419. if (this.colors) {
  38420. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38421. }
  38422. if (this.matricesIndices) {
  38423. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38424. }
  38425. if (this.matricesWeights) {
  38426. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38427. }
  38428. if (this.matricesIndicesExtra) {
  38429. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38430. }
  38431. if (this.matricesWeightsExtra) {
  38432. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38433. }
  38434. if (this.indices) {
  38435. meshOrGeometry.setIndices(this.indices, null, updatable);
  38436. }
  38437. else {
  38438. meshOrGeometry.setIndices([], null);
  38439. }
  38440. return this;
  38441. };
  38442. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38443. if (this.positions) {
  38444. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38445. }
  38446. if (this.normals) {
  38447. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38448. }
  38449. if (this.tangents) {
  38450. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38451. }
  38452. if (this.uvs) {
  38453. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38454. }
  38455. if (this.uvs2) {
  38456. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38457. }
  38458. if (this.uvs3) {
  38459. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38460. }
  38461. if (this.uvs4) {
  38462. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38463. }
  38464. if (this.uvs5) {
  38465. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38466. }
  38467. if (this.uvs6) {
  38468. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38469. }
  38470. if (this.colors) {
  38471. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38472. }
  38473. if (this.matricesIndices) {
  38474. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38475. }
  38476. if (this.matricesWeights) {
  38477. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38478. }
  38479. if (this.matricesIndicesExtra) {
  38480. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38481. }
  38482. if (this.matricesWeightsExtra) {
  38483. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38484. }
  38485. if (this.indices) {
  38486. meshOrGeometry.setIndices(this.indices, null);
  38487. }
  38488. return this;
  38489. };
  38490. /**
  38491. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38492. * @param matrix the transforming matrix
  38493. * @returns the VertexData
  38494. */
  38495. VertexData.prototype.transform = function (matrix) {
  38496. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38497. var transformed = BABYLON.Vector3.Zero();
  38498. var index;
  38499. if (this.positions) {
  38500. var position = BABYLON.Vector3.Zero();
  38501. for (index = 0; index < this.positions.length; index += 3) {
  38502. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38503. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38504. this.positions[index] = transformed.x;
  38505. this.positions[index + 1] = transformed.y;
  38506. this.positions[index + 2] = transformed.z;
  38507. }
  38508. }
  38509. if (this.normals) {
  38510. var normal = BABYLON.Vector3.Zero();
  38511. for (index = 0; index < this.normals.length; index += 3) {
  38512. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38513. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38514. this.normals[index] = transformed.x;
  38515. this.normals[index + 1] = transformed.y;
  38516. this.normals[index + 2] = transformed.z;
  38517. }
  38518. }
  38519. if (this.tangents) {
  38520. var tangent = BABYLON.Vector4.Zero();
  38521. var tangentTransformed = BABYLON.Vector4.Zero();
  38522. for (index = 0; index < this.tangents.length; index += 4) {
  38523. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38524. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38525. this.tangents[index] = tangentTransformed.x;
  38526. this.tangents[index + 1] = tangentTransformed.y;
  38527. this.tangents[index + 2] = tangentTransformed.z;
  38528. this.tangents[index + 3] = tangentTransformed.w;
  38529. }
  38530. }
  38531. if (flip && this.indices) {
  38532. for (index = 0; index < this.indices.length; index += 3) {
  38533. var tmp = this.indices[index + 1];
  38534. this.indices[index + 1] = this.indices[index + 2];
  38535. this.indices[index + 2] = tmp;
  38536. }
  38537. }
  38538. return this;
  38539. };
  38540. /**
  38541. * Merges the passed VertexData into the current one
  38542. * @param other the VertexData to be merged into the current one
  38543. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38544. * @returns the modified VertexData
  38545. */
  38546. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38547. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38548. this._validate();
  38549. other._validate();
  38550. if (!this.normals !== !other.normals ||
  38551. !this.tangents !== !other.tangents ||
  38552. !this.uvs !== !other.uvs ||
  38553. !this.uvs2 !== !other.uvs2 ||
  38554. !this.uvs3 !== !other.uvs3 ||
  38555. !this.uvs4 !== !other.uvs4 ||
  38556. !this.uvs5 !== !other.uvs5 ||
  38557. !this.uvs6 !== !other.uvs6 ||
  38558. !this.colors !== !other.colors ||
  38559. !this.matricesIndices !== !other.matricesIndices ||
  38560. !this.matricesWeights !== !other.matricesWeights ||
  38561. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38562. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38563. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38564. }
  38565. if (other.indices) {
  38566. if (!this.indices) {
  38567. this.indices = [];
  38568. }
  38569. var offset = this.positions ? this.positions.length / 3 : 0;
  38570. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38571. if (isSrcTypedArray) {
  38572. var len = this.indices.length + other.indices.length;
  38573. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38574. temp.set(this.indices);
  38575. var decal = this.indices.length;
  38576. for (var index = 0; index < other.indices.length; index++) {
  38577. temp[decal + index] = other.indices[index] + offset;
  38578. }
  38579. this.indices = temp;
  38580. }
  38581. else {
  38582. for (var index = 0; index < other.indices.length; index++) {
  38583. this.indices.push(other.indices[index] + offset);
  38584. }
  38585. }
  38586. }
  38587. this.positions = this._mergeElement(this.positions, other.positions);
  38588. this.normals = this._mergeElement(this.normals, other.normals);
  38589. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38590. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38591. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38592. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38593. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38594. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38595. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38596. this.colors = this._mergeElement(this.colors, other.colors);
  38597. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38598. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38599. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38600. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38601. return this;
  38602. };
  38603. VertexData.prototype._mergeElement = function (source, other) {
  38604. if (!source) {
  38605. return other;
  38606. }
  38607. if (!other) {
  38608. return source;
  38609. }
  38610. var len = other.length + source.length;
  38611. var isSrcTypedArray = source instanceof Float32Array;
  38612. var isOthTypedArray = other instanceof Float32Array;
  38613. // use non-loop method when the source is Float32Array
  38614. if (isSrcTypedArray) {
  38615. var ret32 = new Float32Array(len);
  38616. ret32.set(source);
  38617. ret32.set(other, source.length);
  38618. return ret32;
  38619. // source is number[], when other is also use concat
  38620. }
  38621. else if (!isOthTypedArray) {
  38622. return source.concat(other);
  38623. // source is a number[], but other is a Float32Array, loop required
  38624. }
  38625. else {
  38626. var ret = source.slice(0); // copy source to a separate array
  38627. for (var i = 0, len = other.length; i < len; i++) {
  38628. ret.push(other[i]);
  38629. }
  38630. return ret;
  38631. }
  38632. };
  38633. VertexData.prototype._validate = function () {
  38634. if (!this.positions) {
  38635. throw new Error("Positions are required");
  38636. }
  38637. var getElementCount = function (kind, values) {
  38638. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38639. if ((values.length % stride) !== 0) {
  38640. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38641. }
  38642. return values.length / stride;
  38643. };
  38644. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38645. var validateElementCount = function (kind, values) {
  38646. var elementCount = getElementCount(kind, values);
  38647. if (elementCount !== positionsElementCount) {
  38648. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38649. }
  38650. };
  38651. if (this.normals) {
  38652. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38653. }
  38654. if (this.tangents) {
  38655. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38656. }
  38657. if (this.uvs) {
  38658. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38659. }
  38660. if (this.uvs2) {
  38661. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38662. }
  38663. if (this.uvs3) {
  38664. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38665. }
  38666. if (this.uvs4) {
  38667. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38668. }
  38669. if (this.uvs5) {
  38670. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38671. }
  38672. if (this.uvs6) {
  38673. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38674. }
  38675. if (this.colors) {
  38676. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38677. }
  38678. if (this.matricesIndices) {
  38679. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38680. }
  38681. if (this.matricesWeights) {
  38682. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38683. }
  38684. if (this.matricesIndicesExtra) {
  38685. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38686. }
  38687. if (this.matricesWeightsExtra) {
  38688. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38689. }
  38690. };
  38691. /**
  38692. * Serializes the VertexData
  38693. * @returns a serialized object
  38694. */
  38695. VertexData.prototype.serialize = function () {
  38696. var serializationObject = this.serialize();
  38697. if (this.positions) {
  38698. serializationObject.positions = this.positions;
  38699. }
  38700. if (this.normals) {
  38701. serializationObject.normals = this.normals;
  38702. }
  38703. if (this.tangents) {
  38704. serializationObject.tangents = this.tangents;
  38705. }
  38706. if (this.uvs) {
  38707. serializationObject.uvs = this.uvs;
  38708. }
  38709. if (this.uvs2) {
  38710. serializationObject.uvs2 = this.uvs2;
  38711. }
  38712. if (this.uvs3) {
  38713. serializationObject.uvs3 = this.uvs3;
  38714. }
  38715. if (this.uvs4) {
  38716. serializationObject.uvs4 = this.uvs4;
  38717. }
  38718. if (this.uvs5) {
  38719. serializationObject.uvs5 = this.uvs5;
  38720. }
  38721. if (this.uvs6) {
  38722. serializationObject.uvs6 = this.uvs6;
  38723. }
  38724. if (this.colors) {
  38725. serializationObject.colors = this.colors;
  38726. }
  38727. if (this.matricesIndices) {
  38728. serializationObject.matricesIndices = this.matricesIndices;
  38729. serializationObject.matricesIndices._isExpanded = true;
  38730. }
  38731. if (this.matricesWeights) {
  38732. serializationObject.matricesWeights = this.matricesWeights;
  38733. }
  38734. if (this.matricesIndicesExtra) {
  38735. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38736. serializationObject.matricesIndicesExtra._isExpanded = true;
  38737. }
  38738. if (this.matricesWeightsExtra) {
  38739. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38740. }
  38741. serializationObject.indices = this.indices;
  38742. return serializationObject;
  38743. };
  38744. // Statics
  38745. /**
  38746. * Extracts the vertexData from a mesh
  38747. * @param mesh the mesh from which to extract the VertexData
  38748. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38749. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38750. * @returns the object VertexData associated to the passed mesh
  38751. */
  38752. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38753. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38754. };
  38755. /**
  38756. * Extracts the vertexData from the geometry
  38757. * @param geometry the geometry from which to extract the VertexData
  38758. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38759. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38760. * @returns the object VertexData associated to the passed mesh
  38761. */
  38762. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38763. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38764. };
  38765. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38766. var result = new VertexData();
  38767. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38768. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38769. }
  38770. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38771. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38772. }
  38773. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38774. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38775. }
  38776. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38777. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38778. }
  38779. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38780. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38781. }
  38782. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38783. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38784. }
  38785. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38786. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38787. }
  38788. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38789. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38790. }
  38791. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38792. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38793. }
  38794. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38795. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38796. }
  38797. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38798. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38799. }
  38800. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38801. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38802. }
  38803. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38804. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38805. }
  38806. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38807. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38808. }
  38809. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38810. return result;
  38811. };
  38812. /**
  38813. * Creates the VertexData for a Ribbon
  38814. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38815. * * pathArray array of paths, each of which an array of successive Vector3
  38816. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38817. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38818. * * 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
  38819. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38820. * * 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)
  38821. * * 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)
  38822. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38823. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38824. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38825. * @returns the VertexData of the ribbon
  38826. */
  38827. VertexData.CreateRibbon = function (options) {
  38828. var pathArray = options.pathArray;
  38829. var closeArray = options.closeArray || false;
  38830. var closePath = options.closePath || false;
  38831. var invertUV = options.invertUV || false;
  38832. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38833. var offset = options.offset || defaultOffset;
  38834. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38835. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38836. var customUV = options.uvs;
  38837. var customColors = options.colors;
  38838. var positions = [];
  38839. var indices = [];
  38840. var normals = [];
  38841. var uvs = [];
  38842. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38843. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38844. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38845. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38846. var minlg; // minimal length among all paths from pathArray
  38847. var lg = []; // array of path lengths : nb of vertex per path
  38848. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38849. var p; // path iterator
  38850. var i; // point iterator
  38851. var j; // point iterator
  38852. // if single path in pathArray
  38853. if (pathArray.length < 2) {
  38854. var ar1 = [];
  38855. var ar2 = [];
  38856. for (i = 0; i < pathArray[0].length - offset; i++) {
  38857. ar1.push(pathArray[0][i]);
  38858. ar2.push(pathArray[0][i + offset]);
  38859. }
  38860. pathArray = [ar1, ar2];
  38861. }
  38862. // positions and horizontal distances (u)
  38863. var idc = 0;
  38864. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38865. var path;
  38866. var l;
  38867. minlg = pathArray[0].length;
  38868. var vectlg;
  38869. var dist;
  38870. for (p = 0; p < pathArray.length; p++) {
  38871. uTotalDistance[p] = 0;
  38872. us[p] = [0];
  38873. path = pathArray[p];
  38874. l = path.length;
  38875. minlg = (minlg < l) ? minlg : l;
  38876. j = 0;
  38877. while (j < l) {
  38878. positions.push(path[j].x, path[j].y, path[j].z);
  38879. if (j > 0) {
  38880. vectlg = path[j].subtract(path[j - 1]).length();
  38881. dist = vectlg + uTotalDistance[p];
  38882. us[p].push(dist);
  38883. uTotalDistance[p] = dist;
  38884. }
  38885. j++;
  38886. }
  38887. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38888. j--;
  38889. positions.push(path[0].x, path[0].y, path[0].z);
  38890. vectlg = path[j].subtract(path[0]).length();
  38891. dist = vectlg + uTotalDistance[p];
  38892. us[p].push(dist);
  38893. uTotalDistance[p] = dist;
  38894. }
  38895. lg[p] = l + closePathCorr;
  38896. idx[p] = idc;
  38897. idc += (l + closePathCorr);
  38898. }
  38899. // vertical distances (v)
  38900. var path1;
  38901. var path2;
  38902. var vertex1 = null;
  38903. var vertex2 = null;
  38904. for (i = 0; i < minlg + closePathCorr; i++) {
  38905. vTotalDistance[i] = 0;
  38906. vs[i] = [0];
  38907. for (p = 0; p < pathArray.length - 1; p++) {
  38908. path1 = pathArray[p];
  38909. path2 = pathArray[p + 1];
  38910. if (i === minlg) { // closePath
  38911. vertex1 = path1[0];
  38912. vertex2 = path2[0];
  38913. }
  38914. else {
  38915. vertex1 = path1[i];
  38916. vertex2 = path2[i];
  38917. }
  38918. vectlg = vertex2.subtract(vertex1).length();
  38919. dist = vectlg + vTotalDistance[i];
  38920. vs[i].push(dist);
  38921. vTotalDistance[i] = dist;
  38922. }
  38923. if (closeArray && vertex2 && vertex1) {
  38924. path1 = pathArray[p];
  38925. path2 = pathArray[0];
  38926. if (i === minlg) { // closePath
  38927. vertex2 = path2[0];
  38928. }
  38929. vectlg = vertex2.subtract(vertex1).length();
  38930. dist = vectlg + vTotalDistance[i];
  38931. vTotalDistance[i] = dist;
  38932. }
  38933. }
  38934. // uvs
  38935. var u;
  38936. var v;
  38937. if (customUV) {
  38938. for (p = 0; p < customUV.length; p++) {
  38939. uvs.push(customUV[p].x, customUV[p].y);
  38940. }
  38941. }
  38942. else {
  38943. for (p = 0; p < pathArray.length; p++) {
  38944. for (i = 0; i < minlg + closePathCorr; i++) {
  38945. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38946. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38947. if (invertUV) {
  38948. uvs.push(v, u);
  38949. }
  38950. else {
  38951. uvs.push(u, v);
  38952. }
  38953. }
  38954. }
  38955. }
  38956. // indices
  38957. p = 0; // path index
  38958. var pi = 0; // positions array index
  38959. var l1 = lg[p] - 1; // path1 length
  38960. var l2 = lg[p + 1] - 1; // path2 length
  38961. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38962. var shft = idx[1] - idx[0]; // shift
  38963. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38964. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38965. // 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
  38966. indices.push(pi, pi + shft, pi + 1);
  38967. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38968. pi += 1;
  38969. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38970. p++;
  38971. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38972. shft = idx[0] - idx[p];
  38973. l1 = lg[p] - 1;
  38974. l2 = lg[0] - 1;
  38975. }
  38976. else {
  38977. shft = idx[p + 1] - idx[p];
  38978. l1 = lg[p] - 1;
  38979. l2 = lg[p + 1] - 1;
  38980. }
  38981. pi = idx[p];
  38982. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38983. }
  38984. }
  38985. // normals
  38986. VertexData.ComputeNormals(positions, indices, normals);
  38987. if (closePath) { // update both the first and last vertex normals to their average value
  38988. var indexFirst = 0;
  38989. var indexLast = 0;
  38990. for (p = 0; p < pathArray.length; p++) {
  38991. indexFirst = idx[p] * 3;
  38992. if (p + 1 < pathArray.length) {
  38993. indexLast = (idx[p + 1] - 1) * 3;
  38994. }
  38995. else {
  38996. indexLast = normals.length - 3;
  38997. }
  38998. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38999. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39000. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39001. normals[indexLast] = normals[indexFirst];
  39002. normals[indexLast + 1] = normals[indexFirst + 1];
  39003. normals[indexLast + 2] = normals[indexFirst + 2];
  39004. }
  39005. }
  39006. // sides
  39007. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39008. // Colors
  39009. var colors = null;
  39010. if (customColors) {
  39011. colors = new Float32Array(customColors.length * 4);
  39012. for (var c = 0; c < customColors.length; c++) {
  39013. colors[c * 4] = customColors[c].r;
  39014. colors[c * 4 + 1] = customColors[c].g;
  39015. colors[c * 4 + 2] = customColors[c].b;
  39016. colors[c * 4 + 3] = customColors[c].a;
  39017. }
  39018. }
  39019. // Result
  39020. var vertexData = new VertexData();
  39021. var positions32 = new Float32Array(positions);
  39022. var normals32 = new Float32Array(normals);
  39023. var uvs32 = new Float32Array(uvs);
  39024. vertexData.indices = indices;
  39025. vertexData.positions = positions32;
  39026. vertexData.normals = normals32;
  39027. vertexData.uvs = uvs32;
  39028. if (colors) {
  39029. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39030. }
  39031. if (closePath) {
  39032. vertexData._idx = idx;
  39033. }
  39034. return vertexData;
  39035. };
  39036. /**
  39037. * Creates the VertexData for a box
  39038. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39039. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39040. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39041. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39042. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39043. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39044. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39045. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39046. * * 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)
  39047. * * 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)
  39048. * @returns the VertexData of the box
  39049. */
  39050. VertexData.CreateBox = function (options) {
  39051. var normalsSource = [
  39052. new BABYLON.Vector3(0, 0, 1),
  39053. new BABYLON.Vector3(0, 0, -1),
  39054. new BABYLON.Vector3(1, 0, 0),
  39055. new BABYLON.Vector3(-1, 0, 0),
  39056. new BABYLON.Vector3(0, 1, 0),
  39057. new BABYLON.Vector3(0, -1, 0)
  39058. ];
  39059. var indices = [];
  39060. var positions = [];
  39061. var normals = [];
  39062. var uvs = [];
  39063. var width = options.width || options.size || 1;
  39064. var height = options.height || options.size || 1;
  39065. var depth = options.depth || options.size || 1;
  39066. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39067. var faceUV = options.faceUV || new Array(6);
  39068. var faceColors = options.faceColors;
  39069. var colors = [];
  39070. // default face colors and UV if undefined
  39071. for (var f = 0; f < 6; f++) {
  39072. if (faceUV[f] === undefined) {
  39073. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39074. }
  39075. if (faceColors && faceColors[f] === undefined) {
  39076. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39077. }
  39078. }
  39079. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39080. // Create each face in turn.
  39081. for (var index = 0; index < normalsSource.length; index++) {
  39082. var normal = normalsSource[index];
  39083. // Get two vectors perpendicular to the face normal and to each other.
  39084. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39085. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39086. // Six indices (two triangles) per face.
  39087. var verticesLength = positions.length / 3;
  39088. indices.push(verticesLength);
  39089. indices.push(verticesLength + 1);
  39090. indices.push(verticesLength + 2);
  39091. indices.push(verticesLength);
  39092. indices.push(verticesLength + 2);
  39093. indices.push(verticesLength + 3);
  39094. // Four vertices per face.
  39095. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39096. positions.push(vertex.x, vertex.y, vertex.z);
  39097. normals.push(normal.x, normal.y, normal.z);
  39098. uvs.push(faceUV[index].z, faceUV[index].w);
  39099. if (faceColors) {
  39100. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39101. }
  39102. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39103. positions.push(vertex.x, vertex.y, vertex.z);
  39104. normals.push(normal.x, normal.y, normal.z);
  39105. uvs.push(faceUV[index].x, faceUV[index].w);
  39106. if (faceColors) {
  39107. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39108. }
  39109. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39110. positions.push(vertex.x, vertex.y, vertex.z);
  39111. normals.push(normal.x, normal.y, normal.z);
  39112. uvs.push(faceUV[index].x, faceUV[index].y);
  39113. if (faceColors) {
  39114. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39115. }
  39116. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39117. positions.push(vertex.x, vertex.y, vertex.z);
  39118. normals.push(normal.x, normal.y, normal.z);
  39119. uvs.push(faceUV[index].z, faceUV[index].y);
  39120. if (faceColors) {
  39121. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39122. }
  39123. }
  39124. // sides
  39125. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39126. // Result
  39127. var vertexData = new VertexData();
  39128. vertexData.indices = indices;
  39129. vertexData.positions = positions;
  39130. vertexData.normals = normals;
  39131. vertexData.uvs = uvs;
  39132. if (faceColors) {
  39133. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39134. vertexData.colors = totalColors;
  39135. }
  39136. return vertexData;
  39137. };
  39138. /**
  39139. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39140. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39141. * * segments sets the number of horizontal strips optional, default 32
  39142. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39143. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39144. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39145. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39146. * * 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
  39147. * * 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
  39148. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39149. * * 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)
  39150. * * 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)
  39151. * @returns the VertexData of the ellipsoid
  39152. */
  39153. VertexData.CreateSphere = function (options) {
  39154. var segments = options.segments || 32;
  39155. var diameterX = options.diameterX || options.diameter || 1;
  39156. var diameterY = options.diameterY || options.diameter || 1;
  39157. var diameterZ = options.diameterZ || options.diameter || 1;
  39158. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39159. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39160. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39161. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39162. var totalZRotationSteps = 2 + segments;
  39163. var totalYRotationSteps = 2 * totalZRotationSteps;
  39164. var indices = [];
  39165. var positions = [];
  39166. var normals = [];
  39167. var uvs = [];
  39168. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39169. var normalizedZ = zRotationStep / totalZRotationSteps;
  39170. var angleZ = normalizedZ * Math.PI * slice;
  39171. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39172. var normalizedY = yRotationStep / totalYRotationSteps;
  39173. var angleY = normalizedY * Math.PI * 2 * arc;
  39174. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39175. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39176. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39177. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39178. var vertex = complete.multiply(radius);
  39179. var normal = complete.divide(radius).normalize();
  39180. positions.push(vertex.x, vertex.y, vertex.z);
  39181. normals.push(normal.x, normal.y, normal.z);
  39182. uvs.push(normalizedY, normalizedZ);
  39183. }
  39184. if (zRotationStep > 0) {
  39185. var verticesCount = positions.length / 3;
  39186. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39187. indices.push((firstIndex));
  39188. indices.push((firstIndex + 1));
  39189. indices.push(firstIndex + totalYRotationSteps + 1);
  39190. indices.push((firstIndex + totalYRotationSteps + 1));
  39191. indices.push((firstIndex + 1));
  39192. indices.push((firstIndex + totalYRotationSteps + 2));
  39193. }
  39194. }
  39195. }
  39196. // Sides
  39197. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39198. // Result
  39199. var vertexData = new VertexData();
  39200. vertexData.indices = indices;
  39201. vertexData.positions = positions;
  39202. vertexData.normals = normals;
  39203. vertexData.uvs = uvs;
  39204. return vertexData;
  39205. };
  39206. /**
  39207. * Creates the VertexData for a cylinder, cone or prism
  39208. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39209. * * height sets the height (y direction) of the cylinder, optional, default 2
  39210. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39211. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39212. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39213. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39214. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39215. * * 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
  39216. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39217. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39218. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39219. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39220. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39221. * * 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)
  39222. * * 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)
  39223. * @returns the VertexData of the cylinder, cone or prism
  39224. */
  39225. VertexData.CreateCylinder = function (options) {
  39226. var height = options.height || 2;
  39227. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39228. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39229. var tessellation = options.tessellation || 24;
  39230. var subdivisions = options.subdivisions || 1;
  39231. var hasRings = options.hasRings ? true : false;
  39232. var enclose = options.enclose ? true : false;
  39233. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39234. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39235. var faceUV = options.faceUV || new Array(3);
  39236. var faceColors = options.faceColors;
  39237. // default face colors and UV if undefined
  39238. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39239. var ringNb = (hasRings) ? subdivisions : 1;
  39240. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39241. var f;
  39242. for (f = 0; f < surfaceNb; f++) {
  39243. if (faceColors && faceColors[f] === undefined) {
  39244. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39245. }
  39246. }
  39247. for (f = 0; f < surfaceNb; f++) {
  39248. if (faceUV && faceUV[f] === undefined) {
  39249. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39250. }
  39251. }
  39252. var indices = new Array();
  39253. var positions = new Array();
  39254. var normals = new Array();
  39255. var uvs = new Array();
  39256. var colors = new Array();
  39257. var angle_step = Math.PI * 2 * arc / tessellation;
  39258. var angle;
  39259. var h;
  39260. var radius;
  39261. var tan = (diameterBottom - diameterTop) / 2 / height;
  39262. var ringVertex = BABYLON.Vector3.Zero();
  39263. var ringNormal = BABYLON.Vector3.Zero();
  39264. var ringFirstVertex = BABYLON.Vector3.Zero();
  39265. var ringFirstNormal = BABYLON.Vector3.Zero();
  39266. var quadNormal = BABYLON.Vector3.Zero();
  39267. var Y = BABYLON.Axis.Y;
  39268. // positions, normals, uvs
  39269. var i;
  39270. var j;
  39271. var r;
  39272. var ringIdx = 1;
  39273. var s = 1; // surface index
  39274. var cs = 0;
  39275. var v = 0;
  39276. for (i = 0; i <= subdivisions; i++) {
  39277. h = i / subdivisions;
  39278. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39279. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39280. for (r = 0; r < ringIdx; r++) {
  39281. if (hasRings) {
  39282. s += r;
  39283. }
  39284. if (enclose) {
  39285. s += 2 * r;
  39286. }
  39287. for (j = 0; j <= tessellation; j++) {
  39288. angle = j * angle_step;
  39289. // position
  39290. ringVertex.x = Math.cos(-angle) * radius;
  39291. ringVertex.y = -height / 2 + h * height;
  39292. ringVertex.z = Math.sin(-angle) * radius;
  39293. // normal
  39294. if (diameterTop === 0 && i === subdivisions) {
  39295. // if no top cap, reuse former normals
  39296. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39297. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39298. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39299. }
  39300. else {
  39301. ringNormal.x = ringVertex.x;
  39302. ringNormal.z = ringVertex.z;
  39303. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39304. ringNormal.normalize();
  39305. }
  39306. // keep first ring vertex values for enclose
  39307. if (j === 0) {
  39308. ringFirstVertex.copyFrom(ringVertex);
  39309. ringFirstNormal.copyFrom(ringNormal);
  39310. }
  39311. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39312. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39313. if (hasRings) {
  39314. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39315. }
  39316. else {
  39317. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39318. }
  39319. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39320. if (faceColors) {
  39321. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39322. }
  39323. }
  39324. // if enclose, add four vertices and their dedicated normals
  39325. if (arc !== 1 && enclose) {
  39326. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39327. positions.push(0, ringVertex.y, 0);
  39328. positions.push(0, ringVertex.y, 0);
  39329. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39330. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39331. quadNormal.normalize();
  39332. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39333. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39334. quadNormal.normalize();
  39335. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39336. if (hasRings) {
  39337. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39338. }
  39339. else {
  39340. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39341. }
  39342. uvs.push(faceUV[s + 1].x, v);
  39343. uvs.push(faceUV[s + 1].z, v);
  39344. if (hasRings) {
  39345. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39346. }
  39347. else {
  39348. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39349. }
  39350. uvs.push(faceUV[s + 2].x, v);
  39351. uvs.push(faceUV[s + 2].z, v);
  39352. if (faceColors) {
  39353. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39354. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39355. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39356. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39357. }
  39358. }
  39359. if (cs !== s) {
  39360. cs = s;
  39361. }
  39362. }
  39363. }
  39364. // indices
  39365. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39366. var s;
  39367. i = 0;
  39368. for (s = 0; s < subdivisions; s++) {
  39369. var i0 = 0;
  39370. var i1 = 0;
  39371. var i2 = 0;
  39372. var i3 = 0;
  39373. for (j = 0; j < tessellation; j++) {
  39374. i0 = i * (e + 1) + j;
  39375. i1 = (i + 1) * (e + 1) + j;
  39376. i2 = i * (e + 1) + (j + 1);
  39377. i3 = (i + 1) * (e + 1) + (j + 1);
  39378. indices.push(i0, i1, i2);
  39379. indices.push(i3, i2, i1);
  39380. }
  39381. if (arc !== 1 && enclose) { // if enclose, add two quads
  39382. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39383. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39384. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39385. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39386. }
  39387. i = (hasRings) ? (i + 2) : (i + 1);
  39388. }
  39389. // Caps
  39390. var createCylinderCap = function (isTop) {
  39391. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39392. if (radius === 0) {
  39393. return;
  39394. }
  39395. // Cap positions, normals & uvs
  39396. var angle;
  39397. var circleVector;
  39398. var i;
  39399. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39400. var c = null;
  39401. if (faceColors) {
  39402. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39403. }
  39404. // cap center
  39405. var vbase = positions.length / 3;
  39406. var offset = isTop ? height / 2 : -height / 2;
  39407. var center = new BABYLON.Vector3(0, offset, 0);
  39408. positions.push(center.x, center.y, center.z);
  39409. normals.push(0, isTop ? 1 : -1, 0);
  39410. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39411. if (c) {
  39412. colors.push(c.r, c.g, c.b, c.a);
  39413. }
  39414. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39415. for (i = 0; i <= tessellation; i++) {
  39416. angle = Math.PI * 2 * i * arc / tessellation;
  39417. var cos = Math.cos(-angle);
  39418. var sin = Math.sin(-angle);
  39419. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39420. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39421. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39422. normals.push(0, isTop ? 1 : -1, 0);
  39423. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39424. if (c) {
  39425. colors.push(c.r, c.g, c.b, c.a);
  39426. }
  39427. }
  39428. // Cap indices
  39429. for (i = 0; i < tessellation; i++) {
  39430. if (!isTop) {
  39431. indices.push(vbase);
  39432. indices.push(vbase + (i + 1));
  39433. indices.push(vbase + (i + 2));
  39434. }
  39435. else {
  39436. indices.push(vbase);
  39437. indices.push(vbase + (i + 2));
  39438. indices.push(vbase + (i + 1));
  39439. }
  39440. }
  39441. };
  39442. // add caps to geometry
  39443. createCylinderCap(false);
  39444. createCylinderCap(true);
  39445. // Sides
  39446. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39447. var vertexData = new VertexData();
  39448. vertexData.indices = indices;
  39449. vertexData.positions = positions;
  39450. vertexData.normals = normals;
  39451. vertexData.uvs = uvs;
  39452. if (faceColors) {
  39453. vertexData.colors = colors;
  39454. }
  39455. return vertexData;
  39456. };
  39457. /**
  39458. * Creates the VertexData for a torus
  39459. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39460. * * diameter the diameter of the torus, optional default 1
  39461. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39462. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39463. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39464. * * 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)
  39465. * * 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)
  39466. * @returns the VertexData of the torus
  39467. */
  39468. VertexData.CreateTorus = function (options) {
  39469. var indices = [];
  39470. var positions = [];
  39471. var normals = [];
  39472. var uvs = [];
  39473. var diameter = options.diameter || 1;
  39474. var thickness = options.thickness || 0.5;
  39475. var tessellation = options.tessellation || 16;
  39476. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39477. var stride = tessellation + 1;
  39478. for (var i = 0; i <= tessellation; i++) {
  39479. var u = i / tessellation;
  39480. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39481. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39482. for (var j = 0; j <= tessellation; j++) {
  39483. var v = 1 - j / tessellation;
  39484. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39485. var dx = Math.cos(innerAngle);
  39486. var dy = Math.sin(innerAngle);
  39487. // Create a vertex.
  39488. var normal = new BABYLON.Vector3(dx, dy, 0);
  39489. var position = normal.scale(thickness / 2);
  39490. var textureCoordinate = new BABYLON.Vector2(u, v);
  39491. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39492. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39493. positions.push(position.x, position.y, position.z);
  39494. normals.push(normal.x, normal.y, normal.z);
  39495. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39496. // And create indices for two triangles.
  39497. var nextI = (i + 1) % stride;
  39498. var nextJ = (j + 1) % stride;
  39499. indices.push(i * stride + j);
  39500. indices.push(i * stride + nextJ);
  39501. indices.push(nextI * stride + j);
  39502. indices.push(i * stride + nextJ);
  39503. indices.push(nextI * stride + nextJ);
  39504. indices.push(nextI * stride + j);
  39505. }
  39506. }
  39507. // Sides
  39508. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39509. // Result
  39510. var vertexData = new VertexData();
  39511. vertexData.indices = indices;
  39512. vertexData.positions = positions;
  39513. vertexData.normals = normals;
  39514. vertexData.uvs = uvs;
  39515. return vertexData;
  39516. };
  39517. /**
  39518. * Creates the VertexData of the LineSystem
  39519. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39520. * - lines an array of lines, each line being an array of successive Vector3
  39521. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39522. * @returns the VertexData of the LineSystem
  39523. */
  39524. VertexData.CreateLineSystem = function (options) {
  39525. var indices = [];
  39526. var positions = [];
  39527. var lines = options.lines;
  39528. var colors = options.colors;
  39529. var vertexColors = [];
  39530. var idx = 0;
  39531. for (var l = 0; l < lines.length; l++) {
  39532. var points = lines[l];
  39533. for (var index = 0; index < points.length; index++) {
  39534. positions.push(points[index].x, points[index].y, points[index].z);
  39535. if (colors) {
  39536. var color = colors[l];
  39537. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39538. }
  39539. if (index > 0) {
  39540. indices.push(idx - 1);
  39541. indices.push(idx);
  39542. }
  39543. idx++;
  39544. }
  39545. }
  39546. var vertexData = new VertexData();
  39547. vertexData.indices = indices;
  39548. vertexData.positions = positions;
  39549. if (colors) {
  39550. vertexData.colors = vertexColors;
  39551. }
  39552. return vertexData;
  39553. };
  39554. /**
  39555. * Create the VertexData for a DashedLines
  39556. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39557. * - points an array successive Vector3
  39558. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39559. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39560. * - dashNb the intended total number of dashes, optional, default 200
  39561. * @returns the VertexData for the DashedLines
  39562. */
  39563. VertexData.CreateDashedLines = function (options) {
  39564. var dashSize = options.dashSize || 3;
  39565. var gapSize = options.gapSize || 1;
  39566. var dashNb = options.dashNb || 200;
  39567. var points = options.points;
  39568. var positions = new Array();
  39569. var indices = new Array();
  39570. var curvect = BABYLON.Vector3.Zero();
  39571. var lg = 0;
  39572. var nb = 0;
  39573. var shft = 0;
  39574. var dashshft = 0;
  39575. var curshft = 0;
  39576. var idx = 0;
  39577. var i = 0;
  39578. for (i = 0; i < points.length - 1; i++) {
  39579. points[i + 1].subtractToRef(points[i], curvect);
  39580. lg += curvect.length();
  39581. }
  39582. shft = lg / dashNb;
  39583. dashshft = dashSize * shft / (dashSize + gapSize);
  39584. for (i = 0; i < points.length - 1; i++) {
  39585. points[i + 1].subtractToRef(points[i], curvect);
  39586. nb = Math.floor(curvect.length() / shft);
  39587. curvect.normalize();
  39588. for (var j = 0; j < nb; j++) {
  39589. curshft = shft * j;
  39590. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39591. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39592. indices.push(idx, idx + 1);
  39593. idx += 2;
  39594. }
  39595. }
  39596. // Result
  39597. var vertexData = new VertexData();
  39598. vertexData.positions = positions;
  39599. vertexData.indices = indices;
  39600. return vertexData;
  39601. };
  39602. /**
  39603. * Creates the VertexData for a Ground
  39604. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39605. * - width the width (x direction) of the ground, optional, default 1
  39606. * - height the height (z direction) of the ground, optional, default 1
  39607. * - subdivisions the number of subdivisions per side, optional, default 1
  39608. * @returns the VertexData of the Ground
  39609. */
  39610. VertexData.CreateGround = function (options) {
  39611. var indices = [];
  39612. var positions = [];
  39613. var normals = [];
  39614. var uvs = [];
  39615. var row, col;
  39616. var width = options.width || 1;
  39617. var height = options.height || 1;
  39618. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39619. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39620. for (row = 0; row <= subdivisionsY; row++) {
  39621. for (col = 0; col <= subdivisionsX; col++) {
  39622. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39623. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39624. positions.push(position.x, position.y, position.z);
  39625. normals.push(normal.x, normal.y, normal.z);
  39626. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39627. }
  39628. }
  39629. for (row = 0; row < subdivisionsY; row++) {
  39630. for (col = 0; col < subdivisionsX; col++) {
  39631. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39632. indices.push(col + 1 + row * (subdivisionsX + 1));
  39633. indices.push(col + row * (subdivisionsX + 1));
  39634. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39635. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39636. indices.push(col + row * (subdivisionsX + 1));
  39637. }
  39638. }
  39639. // Result
  39640. var vertexData = new VertexData();
  39641. vertexData.indices = indices;
  39642. vertexData.positions = positions;
  39643. vertexData.normals = normals;
  39644. vertexData.uvs = uvs;
  39645. return vertexData;
  39646. };
  39647. /**
  39648. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39649. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39650. * * xmin the ground minimum X coordinate, optional, default -1
  39651. * * zmin the ground minimum Z coordinate, optional, default -1
  39652. * * xmax the ground maximum X coordinate, optional, default 1
  39653. * * zmax the ground maximum Z coordinate, optional, default 1
  39654. * * 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}
  39655. * * 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}
  39656. * @returns the VertexData of the TiledGround
  39657. */
  39658. VertexData.CreateTiledGround = function (options) {
  39659. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39660. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39661. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39662. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39663. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39664. var precision = options.precision || { w: 1, h: 1 };
  39665. var indices = new Array();
  39666. var positions = new Array();
  39667. var normals = new Array();
  39668. var uvs = new Array();
  39669. var row, col, tileRow, tileCol;
  39670. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39671. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39672. precision.w = (precision.w < 1) ? 1 : precision.w;
  39673. precision.h = (precision.h < 1) ? 1 : precision.h;
  39674. var tileSize = {
  39675. 'w': (xmax - xmin) / subdivisions.w,
  39676. 'h': (zmax - zmin) / subdivisions.h
  39677. };
  39678. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39679. // Indices
  39680. var base = positions.length / 3;
  39681. var rowLength = precision.w + 1;
  39682. for (row = 0; row < precision.h; row++) {
  39683. for (col = 0; col < precision.w; col++) {
  39684. var square = [
  39685. base + col + row * rowLength,
  39686. base + (col + 1) + row * rowLength,
  39687. base + (col + 1) + (row + 1) * rowLength,
  39688. base + col + (row + 1) * rowLength
  39689. ];
  39690. indices.push(square[1]);
  39691. indices.push(square[2]);
  39692. indices.push(square[3]);
  39693. indices.push(square[0]);
  39694. indices.push(square[1]);
  39695. indices.push(square[3]);
  39696. }
  39697. }
  39698. // Position, normals and uvs
  39699. var position = BABYLON.Vector3.Zero();
  39700. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39701. for (row = 0; row <= precision.h; row++) {
  39702. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39703. for (col = 0; col <= precision.w; col++) {
  39704. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39705. position.y = 0;
  39706. positions.push(position.x, position.y, position.z);
  39707. normals.push(normal.x, normal.y, normal.z);
  39708. uvs.push(col / precision.w, row / precision.h);
  39709. }
  39710. }
  39711. }
  39712. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39713. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39714. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39715. }
  39716. }
  39717. // Result
  39718. var vertexData = new VertexData();
  39719. vertexData.indices = indices;
  39720. vertexData.positions = positions;
  39721. vertexData.normals = normals;
  39722. vertexData.uvs = uvs;
  39723. return vertexData;
  39724. };
  39725. /**
  39726. * Creates the VertexData of the Ground designed from a heightmap
  39727. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39728. * * width the width (x direction) of the ground
  39729. * * height the height (z direction) of the ground
  39730. * * subdivisions the number of subdivisions per side
  39731. * * minHeight the minimum altitude on the ground, optional, default 0
  39732. * * maxHeight the maximum altitude on the ground, optional default 1
  39733. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39734. * * buffer the array holding the image color data
  39735. * * bufferWidth the width of image
  39736. * * bufferHeight the height of image
  39737. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39738. * @returns the VertexData of the Ground designed from a heightmap
  39739. */
  39740. VertexData.CreateGroundFromHeightMap = function (options) {
  39741. var indices = [];
  39742. var positions = [];
  39743. var normals = [];
  39744. var uvs = [];
  39745. var row, col;
  39746. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39747. var alphaFilter = options.alphaFilter || 0.0;
  39748. // Vertices
  39749. for (row = 0; row <= options.subdivisions; row++) {
  39750. for (col = 0; col <= options.subdivisions; col++) {
  39751. 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));
  39752. // Compute height
  39753. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39754. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39755. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39756. var r = options.buffer[pos] / 255.0;
  39757. var g = options.buffer[pos + 1] / 255.0;
  39758. var b = options.buffer[pos + 2] / 255.0;
  39759. var a = options.buffer[pos + 3] / 255.0;
  39760. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39761. // If our alpha channel is not within our filter then we will assign a 'special' height
  39762. // Then when building the indices, we will ignore any vertex that is using the special height
  39763. if (a >= alphaFilter) {
  39764. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39765. }
  39766. else {
  39767. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39768. }
  39769. // Add vertex
  39770. positions.push(position.x, position.y, position.z);
  39771. normals.push(0, 0, 0);
  39772. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39773. }
  39774. }
  39775. // Indices
  39776. for (row = 0; row < options.subdivisions; row++) {
  39777. for (col = 0; col < options.subdivisions; col++) {
  39778. // Calculate Indices
  39779. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39780. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39781. var idx3 = (col + row * (options.subdivisions + 1));
  39782. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39783. // Check that all indices are visible (based on our special height)
  39784. // Only display the vertex if all Indices are visible
  39785. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39786. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39787. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39788. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39789. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39790. indices.push(idx1);
  39791. indices.push(idx2);
  39792. indices.push(idx3);
  39793. }
  39794. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39795. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39796. indices.push(idx4);
  39797. indices.push(idx1);
  39798. indices.push(idx3);
  39799. }
  39800. }
  39801. }
  39802. // Normals
  39803. VertexData.ComputeNormals(positions, indices, normals);
  39804. // Result
  39805. var vertexData = new VertexData();
  39806. vertexData.indices = indices;
  39807. vertexData.positions = positions;
  39808. vertexData.normals = normals;
  39809. vertexData.uvs = uvs;
  39810. return vertexData;
  39811. };
  39812. /**
  39813. * Creates the VertexData for a Plane
  39814. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39815. * * size sets the width and height of the plane to the value of size, optional default 1
  39816. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39817. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39818. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39819. * * 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)
  39820. * * 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)
  39821. * @returns the VertexData of the box
  39822. */
  39823. VertexData.CreatePlane = function (options) {
  39824. var indices = [];
  39825. var positions = [];
  39826. var normals = [];
  39827. var uvs = [];
  39828. var width = options.width || options.size || 1;
  39829. var height = options.height || options.size || 1;
  39830. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39831. // Vertices
  39832. var halfWidth = width / 2.0;
  39833. var halfHeight = height / 2.0;
  39834. positions.push(-halfWidth, -halfHeight, 0);
  39835. normals.push(0, 0, -1.0);
  39836. uvs.push(0.0, 0.0);
  39837. positions.push(halfWidth, -halfHeight, 0);
  39838. normals.push(0, 0, -1.0);
  39839. uvs.push(1.0, 0.0);
  39840. positions.push(halfWidth, halfHeight, 0);
  39841. normals.push(0, 0, -1.0);
  39842. uvs.push(1.0, 1.0);
  39843. positions.push(-halfWidth, halfHeight, 0);
  39844. normals.push(0, 0, -1.0);
  39845. uvs.push(0.0, 1.0);
  39846. // Indices
  39847. indices.push(0);
  39848. indices.push(1);
  39849. indices.push(2);
  39850. indices.push(0);
  39851. indices.push(2);
  39852. indices.push(3);
  39853. // Sides
  39854. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39855. // Result
  39856. var vertexData = new VertexData();
  39857. vertexData.indices = indices;
  39858. vertexData.positions = positions;
  39859. vertexData.normals = normals;
  39860. vertexData.uvs = uvs;
  39861. return vertexData;
  39862. };
  39863. /**
  39864. * Creates the VertexData of the Disc or regular Polygon
  39865. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39866. * * radius the radius of the disc, optional default 0.5
  39867. * * tessellation the number of polygon sides, optional, default 64
  39868. * * 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
  39869. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39870. * * 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)
  39871. * * 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)
  39872. * @returns the VertexData of the box
  39873. */
  39874. VertexData.CreateDisc = function (options) {
  39875. var positions = new Array();
  39876. var indices = new Array();
  39877. var normals = new Array();
  39878. var uvs = new Array();
  39879. var radius = options.radius || 0.5;
  39880. var tessellation = options.tessellation || 64;
  39881. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39882. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39883. // positions and uvs
  39884. positions.push(0, 0, 0); // disc center first
  39885. uvs.push(0.5, 0.5);
  39886. var theta = Math.PI * 2 * arc;
  39887. var step = theta / tessellation;
  39888. for (var a = 0; a < theta; a += step) {
  39889. var x = Math.cos(a);
  39890. var y = Math.sin(a);
  39891. var u = (x + 1) / 2;
  39892. var v = (1 - y) / 2;
  39893. positions.push(radius * x, radius * y, 0);
  39894. uvs.push(u, v);
  39895. }
  39896. if (arc === 1) {
  39897. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39898. uvs.push(uvs[2], uvs[3]);
  39899. }
  39900. //indices
  39901. var vertexNb = positions.length / 3;
  39902. for (var i = 1; i < vertexNb - 1; i++) {
  39903. indices.push(i + 1, 0, i);
  39904. }
  39905. // result
  39906. VertexData.ComputeNormals(positions, indices, normals);
  39907. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39908. var vertexData = new VertexData();
  39909. vertexData.indices = indices;
  39910. vertexData.positions = positions;
  39911. vertexData.normals = normals;
  39912. vertexData.uvs = uvs;
  39913. return vertexData;
  39914. };
  39915. /**
  39916. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39917. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39918. * @param polygon a mesh built from polygonTriangulation.build()
  39919. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39920. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39921. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39922. * @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)
  39923. * @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)
  39924. * @returns the VertexData of the Polygon
  39925. */
  39926. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39927. var faceUV = fUV || new Array(3);
  39928. var faceColors = fColors;
  39929. var colors = [];
  39930. // default face colors and UV if undefined
  39931. for (var f = 0; f < 3; f++) {
  39932. if (faceUV[f] === undefined) {
  39933. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39934. }
  39935. if (faceColors && faceColors[f] === undefined) {
  39936. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39937. }
  39938. }
  39939. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39940. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39941. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39942. var indices = polygon.getIndices();
  39943. // set face colours and textures
  39944. var idx = 0;
  39945. var face = 0;
  39946. for (var index = 0; index < normals.length; index += 3) {
  39947. //Edge Face no. 1
  39948. if (Math.abs(normals[index + 1]) < 0.001) {
  39949. face = 1;
  39950. }
  39951. //Top Face no. 0
  39952. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39953. face = 0;
  39954. }
  39955. //Bottom Face no. 2
  39956. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39957. face = 2;
  39958. }
  39959. idx = index / 3;
  39960. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39961. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39962. if (faceColors) {
  39963. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39964. }
  39965. }
  39966. // sides
  39967. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39968. // Result
  39969. var vertexData = new VertexData();
  39970. vertexData.indices = indices;
  39971. vertexData.positions = positions;
  39972. vertexData.normals = normals;
  39973. vertexData.uvs = uvs;
  39974. if (faceColors) {
  39975. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39976. vertexData.colors = totalColors;
  39977. }
  39978. return vertexData;
  39979. };
  39980. /**
  39981. * Creates the VertexData of the IcoSphere
  39982. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39983. * * radius the radius of the IcoSphere, optional default 1
  39984. * * radiusX allows stretching in the x direction, optional, default radius
  39985. * * radiusY allows stretching in the y direction, optional, default radius
  39986. * * radiusZ allows stretching in the z direction, optional, default radius
  39987. * * flat when true creates a flat shaded mesh, optional, default true
  39988. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39989. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39990. * * 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)
  39991. * * 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)
  39992. * @returns the VertexData of the IcoSphere
  39993. */
  39994. VertexData.CreateIcoSphere = function (options) {
  39995. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39996. var radius = options.radius || 1;
  39997. var flat = (options.flat === undefined) ? true : options.flat;
  39998. var subdivisions = options.subdivisions || 4;
  39999. var radiusX = options.radiusX || radius;
  40000. var radiusY = options.radiusY || radius;
  40001. var radiusZ = options.radiusZ || radius;
  40002. var t = (1 + Math.sqrt(5)) / 2;
  40003. // 12 vertex x,y,z
  40004. var ico_vertices = [
  40005. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40006. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40007. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40008. ];
  40009. // index of 3 vertex makes a face of icopshere
  40010. var ico_indices = [
  40011. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40012. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40013. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40014. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40015. ];
  40016. // vertex for uv have aliased position, not for UV
  40017. var vertices_unalias_id = [
  40018. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40019. // vertex alias
  40020. 0,
  40021. 2,
  40022. 3,
  40023. 3,
  40024. 3,
  40025. 4,
  40026. 7,
  40027. 8,
  40028. 9,
  40029. 9,
  40030. 10,
  40031. 11 // 23: B + 12
  40032. ];
  40033. // uv as integer step (not pixels !)
  40034. var ico_vertexuv = [
  40035. 5, 1, 3, 1, 6, 4, 0, 0,
  40036. 5, 3, 4, 2, 2, 2, 4, 0,
  40037. 2, 0, 1, 1, 6, 0, 6, 2,
  40038. // vertex alias (for same vertex on different faces)
  40039. 0, 4,
  40040. 3, 3,
  40041. 4, 4,
  40042. 3, 1,
  40043. 4, 2,
  40044. 4, 4,
  40045. 0, 2,
  40046. 1, 1,
  40047. 2, 2,
  40048. 3, 3,
  40049. 1, 3,
  40050. 2, 4 // 23: B + 12
  40051. ];
  40052. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40053. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40054. // First island of uv mapping
  40055. // v = 4h 3+ 2
  40056. // v = 3h 9+ 4
  40057. // v = 2h 9+ 5 B
  40058. // v = 1h 9 1 0
  40059. // v = 0h 3 8 7 A
  40060. // u = 0 1 2 3 4 5 6 *a
  40061. // Second island of uv mapping
  40062. // v = 4h 0+ B+ 4+
  40063. // v = 3h A+ 2+
  40064. // v = 2h 7+ 6 3+
  40065. // v = 1h 8+ 3+
  40066. // v = 0h
  40067. // u = 0 1 2 3 4 5 6 *a
  40068. // Face layout on texture UV mapping
  40069. // ============
  40070. // \ 4 /\ 16 / ======
  40071. // \ / \ / /\ 11 /
  40072. // \/ 7 \/ / \ /
  40073. // ======= / 10 \/
  40074. // /\ 17 /\ =======
  40075. // / \ / \ \ 15 /\
  40076. // / 8 \/ 12 \ \ / \
  40077. // ============ \/ 6 \
  40078. // \ 18 /\ ============
  40079. // \ / \ \ 5 /\ 0 /
  40080. // \/ 13 \ \ / \ /
  40081. // ======= \/ 1 \/
  40082. // =============
  40083. // /\ 19 /\ 2 /\
  40084. // / \ / \ / \
  40085. // / 14 \/ 9 \/ 3 \
  40086. // ===================
  40087. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40088. var ustep = 138 / 1024;
  40089. var vstep = 239 / 1024;
  40090. var uoffset = 60 / 1024;
  40091. var voffset = 26 / 1024;
  40092. // Second island should have margin, not to touch the first island
  40093. // avoid any borderline artefact in pixel rounding
  40094. var island_u_offset = -40 / 1024;
  40095. var island_v_offset = +20 / 1024;
  40096. // face is either island 0 or 1 :
  40097. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40098. var island = [
  40099. 0, 0, 0, 0, 1,
  40100. 0, 0, 1, 1, 0,
  40101. 0, 0, 1, 1, 0,
  40102. 0, 1, 1, 1, 0 // 15 - 19
  40103. ];
  40104. var indices = new Array();
  40105. var positions = new Array();
  40106. var normals = new Array();
  40107. var uvs = new Array();
  40108. var current_indice = 0;
  40109. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40110. var face_vertex_pos = new Array(3);
  40111. var face_vertex_uv = new Array(3);
  40112. var v012;
  40113. for (v012 = 0; v012 < 3; v012++) {
  40114. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40115. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40116. }
  40117. // create all with normals
  40118. for (var face = 0; face < 20; face++) {
  40119. // 3 vertex per face
  40120. for (v012 = 0; v012 < 3; v012++) {
  40121. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40122. var v_id = ico_indices[3 * face + v012];
  40123. // vertex have 3D position (x,y,z)
  40124. 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]);
  40125. // Normalize to get normal, then scale to radius
  40126. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40127. // uv Coordinates from vertex ID
  40128. 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);
  40129. }
  40130. // Subdivide the face (interpolate pos, norm, uv)
  40131. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40132. // - norm is linear interpolation of vertex corner normal
  40133. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40134. // - uv is linear interpolation
  40135. //
  40136. // Topology is as below for sub-divide by 2
  40137. // vertex shown as v0,v1,v2
  40138. // interp index is i1 to progress in range [v0,v1[
  40139. // interp index is i2 to progress in range [v0,v2[
  40140. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40141. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40142. //
  40143. //
  40144. // i2 v2
  40145. // ^ ^
  40146. // / / \
  40147. // / / \
  40148. // / / \
  40149. // / / (0,1) \
  40150. // / #---------\
  40151. // / / \ (0,0)'/ \
  40152. // / / \ / \
  40153. // / / \ / \
  40154. // / / (0,0) \ / (1,0) \
  40155. // / #---------#---------\
  40156. // v0 v1
  40157. //
  40158. // --------------------> i1
  40159. //
  40160. // interp of (i1,i2):
  40161. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40162. // along i1 : lerp(x0,x1, i1/(S-i2))
  40163. //
  40164. // centroid of triangle is needed to get help normal computation
  40165. // (c1,c2) are used for centroid location
  40166. var interp_vertex = function (i1, i2, c1, c2) {
  40167. // vertex is interpolated from
  40168. // - face_vertex_pos[0..2]
  40169. // - face_vertex_uv[0..2]
  40170. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40171. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40172. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40173. pos_interp.normalize();
  40174. var vertex_normal;
  40175. if (flat) {
  40176. // in flat mode, recalculate normal as face centroid normal
  40177. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40178. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40179. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40180. }
  40181. else {
  40182. // in smooth mode, recalculate normal from each single vertex position
  40183. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40184. }
  40185. // Vertex normal need correction due to X,Y,Z radius scaling
  40186. vertex_normal.x /= radiusX;
  40187. vertex_normal.y /= radiusY;
  40188. vertex_normal.z /= radiusZ;
  40189. vertex_normal.normalize();
  40190. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40191. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40192. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40193. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40194. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40195. uvs.push(uv_interp.x, uv_interp.y);
  40196. // push each vertex has member of a face
  40197. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40198. indices.push(current_indice);
  40199. current_indice++;
  40200. };
  40201. for (var i2 = 0; i2 < subdivisions; i2++) {
  40202. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40203. // face : (i1,i2) for /\ :
  40204. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40205. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40206. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40207. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40208. if (i1 + i2 + 1 < subdivisions) {
  40209. // face : (i1,i2)' for \/ :
  40210. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40211. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40212. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40213. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40214. }
  40215. }
  40216. }
  40217. }
  40218. // Sides
  40219. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40220. // Result
  40221. var vertexData = new VertexData();
  40222. vertexData.indices = indices;
  40223. vertexData.positions = positions;
  40224. vertexData.normals = normals;
  40225. vertexData.uvs = uvs;
  40226. return vertexData;
  40227. };
  40228. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40229. /**
  40230. * Creates the VertexData for a Polyhedron
  40231. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40232. * * type provided types are:
  40233. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40234. * * 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)
  40235. * * size the size of the IcoSphere, optional default 1
  40236. * * sizeX allows stretching in the x direction, optional, default size
  40237. * * sizeY allows stretching in the y direction, optional, default size
  40238. * * sizeZ allows stretching in the z direction, optional, default size
  40239. * * 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
  40240. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40241. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40242. * * flat when true creates a flat shaded mesh, optional, default true
  40243. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40244. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40245. * * 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)
  40246. * * 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)
  40247. * @returns the VertexData of the Polyhedron
  40248. */
  40249. VertexData.CreatePolyhedron = function (options) {
  40250. // provided polyhedron types :
  40251. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40252. // 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)
  40253. var polyhedra = [];
  40254. 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]] };
  40255. 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]] };
  40256. polyhedra[2] = {
  40257. 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]],
  40258. 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]]
  40259. };
  40260. polyhedra[3] = {
  40261. 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]],
  40262. 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]]
  40263. };
  40264. polyhedra[4] = {
  40265. 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]],
  40266. 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]]
  40267. };
  40268. 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]] };
  40269. 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]] };
  40270. 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]] };
  40271. 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]] };
  40272. 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]] };
  40273. 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]] };
  40274. 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]] };
  40275. 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]] };
  40276. 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]] };
  40277. polyhedra[14] = {
  40278. 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]],
  40279. 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]]
  40280. };
  40281. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40282. var size = options.size;
  40283. var sizeX = options.sizeX || size || 1;
  40284. var sizeY = options.sizeY || size || 1;
  40285. var sizeZ = options.sizeZ || size || 1;
  40286. var data = options.custom || polyhedra[type];
  40287. var nbfaces = data.face.length;
  40288. var faceUV = options.faceUV || new Array(nbfaces);
  40289. var faceColors = options.faceColors;
  40290. var flat = (options.flat === undefined) ? true : options.flat;
  40291. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40292. var positions = new Array();
  40293. var indices = new Array();
  40294. var normals = new Array();
  40295. var uvs = new Array();
  40296. var colors = new Array();
  40297. var index = 0;
  40298. var faceIdx = 0; // face cursor in the array "indexes"
  40299. var indexes = new Array();
  40300. var i = 0;
  40301. var f = 0;
  40302. var u, v, ang, x, y, tmp;
  40303. // default face colors and UV if undefined
  40304. if (flat) {
  40305. for (f = 0; f < nbfaces; f++) {
  40306. if (faceColors && faceColors[f] === undefined) {
  40307. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40308. }
  40309. if (faceUV && faceUV[f] === undefined) {
  40310. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40311. }
  40312. }
  40313. }
  40314. if (!flat) {
  40315. for (i = 0; i < data.vertex.length; i++) {
  40316. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40317. uvs.push(0, 0);
  40318. }
  40319. for (f = 0; f < nbfaces; f++) {
  40320. for (i = 0; i < data.face[f].length - 2; i++) {
  40321. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40322. }
  40323. }
  40324. }
  40325. else {
  40326. for (f = 0; f < nbfaces; f++) {
  40327. var fl = data.face[f].length; // number of vertices of the current face
  40328. ang = 2 * Math.PI / fl;
  40329. x = 0.5 * Math.tan(ang / 2);
  40330. y = 0.5;
  40331. // positions, uvs, colors
  40332. for (i = 0; i < fl; i++) {
  40333. // positions
  40334. 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);
  40335. indexes.push(index);
  40336. index++;
  40337. // uvs
  40338. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40339. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40340. uvs.push(u, v);
  40341. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40342. y = x * Math.sin(ang) + y * Math.cos(ang);
  40343. x = tmp;
  40344. // colors
  40345. if (faceColors) {
  40346. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40347. }
  40348. }
  40349. // indices from indexes
  40350. for (i = 0; i < fl - 2; i++) {
  40351. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40352. }
  40353. faceIdx += fl;
  40354. }
  40355. }
  40356. VertexData.ComputeNormals(positions, indices, normals);
  40357. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40358. var vertexData = new VertexData();
  40359. vertexData.positions = positions;
  40360. vertexData.indices = indices;
  40361. vertexData.normals = normals;
  40362. vertexData.uvs = uvs;
  40363. if (faceColors && flat) {
  40364. vertexData.colors = colors;
  40365. }
  40366. return vertexData;
  40367. };
  40368. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40369. /**
  40370. * Creates the VertexData for a TorusKnot
  40371. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40372. * * radius the radius of the torus knot, optional, default 2
  40373. * * tube the thickness of the tube, optional, default 0.5
  40374. * * radialSegments the number of sides on each tube segments, optional, default 32
  40375. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40376. * * p the number of windings around the z axis, optional, default 2
  40377. * * q the number of windings around the x axis, optional, default 3
  40378. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40379. * * 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)
  40380. * * 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)
  40381. * @returns the VertexData of the Torus Knot
  40382. */
  40383. VertexData.CreateTorusKnot = function (options) {
  40384. var indices = new Array();
  40385. var positions = new Array();
  40386. var normals = new Array();
  40387. var uvs = new Array();
  40388. var radius = options.radius || 2;
  40389. var tube = options.tube || 0.5;
  40390. var radialSegments = options.radialSegments || 32;
  40391. var tubularSegments = options.tubularSegments || 32;
  40392. var p = options.p || 2;
  40393. var q = options.q || 3;
  40394. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40395. // Helper
  40396. var getPos = function (angle) {
  40397. var cu = Math.cos(angle);
  40398. var su = Math.sin(angle);
  40399. var quOverP = q / p * angle;
  40400. var cs = Math.cos(quOverP);
  40401. var tx = radius * (2 + cs) * 0.5 * cu;
  40402. var ty = radius * (2 + cs) * su * 0.5;
  40403. var tz = radius * Math.sin(quOverP) * 0.5;
  40404. return new BABYLON.Vector3(tx, ty, tz);
  40405. };
  40406. // Vertices
  40407. var i;
  40408. var j;
  40409. for (i = 0; i <= radialSegments; i++) {
  40410. var modI = i % radialSegments;
  40411. var u = modI / radialSegments * 2 * p * Math.PI;
  40412. var p1 = getPos(u);
  40413. var p2 = getPos(u + 0.01);
  40414. var tang = p2.subtract(p1);
  40415. var n = p2.add(p1);
  40416. var bitan = BABYLON.Vector3.Cross(tang, n);
  40417. n = BABYLON.Vector3.Cross(bitan, tang);
  40418. bitan.normalize();
  40419. n.normalize();
  40420. for (j = 0; j < tubularSegments; j++) {
  40421. var modJ = j % tubularSegments;
  40422. var v = modJ / tubularSegments * 2 * Math.PI;
  40423. var cx = -tube * Math.cos(v);
  40424. var cy = tube * Math.sin(v);
  40425. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40426. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40427. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40428. uvs.push(i / radialSegments);
  40429. uvs.push(j / tubularSegments);
  40430. }
  40431. }
  40432. for (i = 0; i < radialSegments; i++) {
  40433. for (j = 0; j < tubularSegments; j++) {
  40434. var jNext = (j + 1) % tubularSegments;
  40435. var a = i * tubularSegments + j;
  40436. var b = (i + 1) * tubularSegments + j;
  40437. var c = (i + 1) * tubularSegments + jNext;
  40438. var d = i * tubularSegments + jNext;
  40439. indices.push(d);
  40440. indices.push(b);
  40441. indices.push(a);
  40442. indices.push(d);
  40443. indices.push(c);
  40444. indices.push(b);
  40445. }
  40446. }
  40447. // Normals
  40448. VertexData.ComputeNormals(positions, indices, normals);
  40449. // Sides
  40450. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40451. // Result
  40452. var vertexData = new VertexData();
  40453. vertexData.indices = indices;
  40454. vertexData.positions = positions;
  40455. vertexData.normals = normals;
  40456. vertexData.uvs = uvs;
  40457. return vertexData;
  40458. };
  40459. // Tools
  40460. /**
  40461. * Compute normals for given positions and indices
  40462. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40463. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40464. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40465. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40466. * * facetNormals : optional array of facet normals (vector3)
  40467. * * facetPositions : optional array of facet positions (vector3)
  40468. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40469. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40470. * * bInfo : optional bounding info, required for facetPartitioning computation
  40471. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40472. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40473. * * useRightHandedSystem: optional boolean to for right handed system computation
  40474. * * depthSort : optional boolean to enable the facet depth sort computation
  40475. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40476. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40477. */
  40478. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40479. // temporary scalar variables
  40480. var index = 0; // facet index
  40481. var p1p2x = 0.0; // p1p2 vector x coordinate
  40482. var p1p2y = 0.0; // p1p2 vector y coordinate
  40483. var p1p2z = 0.0; // p1p2 vector z coordinate
  40484. var p3p2x = 0.0; // p3p2 vector x coordinate
  40485. var p3p2y = 0.0; // p3p2 vector y coordinate
  40486. var p3p2z = 0.0; // p3p2 vector z coordinate
  40487. var faceNormalx = 0.0; // facet normal x coordinate
  40488. var faceNormaly = 0.0; // facet normal y coordinate
  40489. var faceNormalz = 0.0; // facet normal z coordinate
  40490. var length = 0.0; // facet normal length before normalization
  40491. var v1x = 0; // vector1 x index in the positions array
  40492. var v1y = 0; // vector1 y index in the positions array
  40493. var v1z = 0; // vector1 z index in the positions array
  40494. var v2x = 0; // vector2 x index in the positions array
  40495. var v2y = 0; // vector2 y index in the positions array
  40496. var v2z = 0; // vector2 z index in the positions array
  40497. var v3x = 0; // vector3 x index in the positions array
  40498. var v3y = 0; // vector3 y index in the positions array
  40499. var v3z = 0; // vector3 z index in the positions array
  40500. var computeFacetNormals = false;
  40501. var computeFacetPositions = false;
  40502. var computeFacetPartitioning = false;
  40503. var computeDepthSort = false;
  40504. var faceNormalSign = 1;
  40505. var ratio = 0;
  40506. var distanceTo = null;
  40507. if (options) {
  40508. computeFacetNormals = (options.facetNormals) ? true : false;
  40509. computeFacetPositions = (options.facetPositions) ? true : false;
  40510. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40511. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40512. ratio = options.ratio || 0;
  40513. computeDepthSort = (options.depthSort) ? true : false;
  40514. distanceTo = (options.distanceTo);
  40515. if (computeDepthSort) {
  40516. if (distanceTo === undefined) {
  40517. distanceTo = BABYLON.Vector3.Zero();
  40518. }
  40519. var depthSortedFacets = options.depthSortedFacets;
  40520. }
  40521. }
  40522. // facetPartitioning reinit if needed
  40523. var xSubRatio = 0;
  40524. var ySubRatio = 0;
  40525. var zSubRatio = 0;
  40526. var subSq = 0;
  40527. if (computeFacetPartitioning && options && options.bbSize) {
  40528. var ox = 0; // X partitioning index for facet position
  40529. var oy = 0; // Y partinioning index for facet position
  40530. var oz = 0; // Z partinioning index for facet position
  40531. var b1x = 0; // X partitioning index for facet v1 vertex
  40532. var b1y = 0; // Y partitioning index for facet v1 vertex
  40533. var b1z = 0; // z partitioning index for facet v1 vertex
  40534. var b2x = 0; // X partitioning index for facet v2 vertex
  40535. var b2y = 0; // Y partitioning index for facet v2 vertex
  40536. var b2z = 0; // Z partitioning index for facet v2 vertex
  40537. var b3x = 0; // X partitioning index for facet v3 vertex
  40538. var b3y = 0; // Y partitioning index for facet v3 vertex
  40539. var b3z = 0; // Z partitioning index for facet v3 vertex
  40540. var block_idx_o = 0; // facet barycenter block index
  40541. var block_idx_v1 = 0; // v1 vertex block index
  40542. var block_idx_v2 = 0; // v2 vertex block index
  40543. var block_idx_v3 = 0; // v3 vertex block index
  40544. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40545. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40546. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40547. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40548. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40549. subSq = options.subDiv.max * options.subDiv.max;
  40550. options.facetPartitioning.length = 0;
  40551. }
  40552. // reset the normals
  40553. for (index = 0; index < positions.length; index++) {
  40554. normals[index] = 0.0;
  40555. }
  40556. // Loop : 1 indice triplet = 1 facet
  40557. var nbFaces = (indices.length / 3) | 0;
  40558. for (index = 0; index < nbFaces; index++) {
  40559. // get the indexes of the coordinates of each vertex of the facet
  40560. v1x = indices[index * 3] * 3;
  40561. v1y = v1x + 1;
  40562. v1z = v1x + 2;
  40563. v2x = indices[index * 3 + 1] * 3;
  40564. v2y = v2x + 1;
  40565. v2z = v2x + 2;
  40566. v3x = indices[index * 3 + 2] * 3;
  40567. v3y = v3x + 1;
  40568. v3z = v3x + 2;
  40569. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40570. p1p2y = positions[v1y] - positions[v2y];
  40571. p1p2z = positions[v1z] - positions[v2z];
  40572. p3p2x = positions[v3x] - positions[v2x];
  40573. p3p2y = positions[v3y] - positions[v2y];
  40574. p3p2z = positions[v3z] - positions[v2z];
  40575. // compute the face normal with the cross product
  40576. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40577. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40578. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40579. // normalize this normal and store it in the array facetData
  40580. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40581. length = (length === 0) ? 1.0 : length;
  40582. faceNormalx /= length;
  40583. faceNormaly /= length;
  40584. faceNormalz /= length;
  40585. if (computeFacetNormals && options) {
  40586. options.facetNormals[index].x = faceNormalx;
  40587. options.facetNormals[index].y = faceNormaly;
  40588. options.facetNormals[index].z = faceNormalz;
  40589. }
  40590. if (computeFacetPositions && options) {
  40591. // compute and the facet barycenter coordinates in the array facetPositions
  40592. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40593. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40594. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40595. }
  40596. if (computeFacetPartitioning && options) {
  40597. // store the facet indexes in arrays in the main facetPartitioning array :
  40598. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40599. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40600. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40601. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40602. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40603. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40604. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40605. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40606. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40607. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40608. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40609. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40610. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40611. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40612. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40613. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40614. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40615. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40616. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40617. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40618. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40619. // push each facet index in each block containing the vertex
  40620. options.facetPartitioning[block_idx_v1].push(index);
  40621. if (block_idx_v2 != block_idx_v1) {
  40622. options.facetPartitioning[block_idx_v2].push(index);
  40623. }
  40624. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40625. options.facetPartitioning[block_idx_v3].push(index);
  40626. }
  40627. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40628. options.facetPartitioning[block_idx_o].push(index);
  40629. }
  40630. }
  40631. if (computeDepthSort && options && options.facetPositions) {
  40632. var dsf = depthSortedFacets[index];
  40633. dsf.ind = index * 3;
  40634. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40635. }
  40636. // compute the normals anyway
  40637. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40638. normals[v1y] += faceNormaly;
  40639. normals[v1z] += faceNormalz;
  40640. normals[v2x] += faceNormalx;
  40641. normals[v2y] += faceNormaly;
  40642. normals[v2z] += faceNormalz;
  40643. normals[v3x] += faceNormalx;
  40644. normals[v3y] += faceNormaly;
  40645. normals[v3z] += faceNormalz;
  40646. }
  40647. // last normalization of each normal
  40648. for (index = 0; index < normals.length / 3; index++) {
  40649. faceNormalx = normals[index * 3];
  40650. faceNormaly = normals[index * 3 + 1];
  40651. faceNormalz = normals[index * 3 + 2];
  40652. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40653. length = (length === 0) ? 1.0 : length;
  40654. faceNormalx /= length;
  40655. faceNormaly /= length;
  40656. faceNormalz /= length;
  40657. normals[index * 3] = faceNormalx;
  40658. normals[index * 3 + 1] = faceNormaly;
  40659. normals[index * 3 + 2] = faceNormalz;
  40660. }
  40661. };
  40662. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40663. var li = indices.length;
  40664. var ln = normals.length;
  40665. var i;
  40666. var n;
  40667. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40668. switch (sideOrientation) {
  40669. case BABYLON.Mesh.FRONTSIDE:
  40670. // nothing changed
  40671. break;
  40672. case BABYLON.Mesh.BACKSIDE:
  40673. var tmp;
  40674. // indices
  40675. for (i = 0; i < li; i += 3) {
  40676. tmp = indices[i];
  40677. indices[i] = indices[i + 2];
  40678. indices[i + 2] = tmp;
  40679. }
  40680. // normals
  40681. for (n = 0; n < ln; n++) {
  40682. normals[n] = -normals[n];
  40683. }
  40684. break;
  40685. case BABYLON.Mesh.DOUBLESIDE:
  40686. // positions
  40687. var lp = positions.length;
  40688. var l = lp / 3;
  40689. for (var p = 0; p < lp; p++) {
  40690. positions[lp + p] = positions[p];
  40691. }
  40692. // indices
  40693. for (i = 0; i < li; i += 3) {
  40694. indices[i + li] = indices[i + 2] + l;
  40695. indices[i + 1 + li] = indices[i + 1] + l;
  40696. indices[i + 2 + li] = indices[i] + l;
  40697. }
  40698. // normals
  40699. for (n = 0; n < ln; n++) {
  40700. normals[ln + n] = -normals[n];
  40701. }
  40702. // uvs
  40703. var lu = uvs.length;
  40704. var u = 0;
  40705. for (u = 0; u < lu; u++) {
  40706. uvs[u + lu] = uvs[u];
  40707. }
  40708. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40709. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40710. u = 0;
  40711. for (i = 0; i < lu / 2; i++) {
  40712. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40713. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40714. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40715. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40716. u += 2;
  40717. }
  40718. break;
  40719. }
  40720. };
  40721. /**
  40722. * Applies VertexData created from the imported parameters to the geometry
  40723. * @param parsedVertexData the parsed data from an imported file
  40724. * @param geometry the geometry to apply the VertexData to
  40725. */
  40726. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40727. var vertexData = new VertexData();
  40728. // positions
  40729. var positions = parsedVertexData.positions;
  40730. if (positions) {
  40731. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40732. }
  40733. // normals
  40734. var normals = parsedVertexData.normals;
  40735. if (normals) {
  40736. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40737. }
  40738. // tangents
  40739. var tangents = parsedVertexData.tangents;
  40740. if (tangents) {
  40741. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40742. }
  40743. // uvs
  40744. var uvs = parsedVertexData.uvs;
  40745. if (uvs) {
  40746. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40747. }
  40748. // uv2s
  40749. var uv2s = parsedVertexData.uv2s;
  40750. if (uv2s) {
  40751. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40752. }
  40753. // uv3s
  40754. var uv3s = parsedVertexData.uv3s;
  40755. if (uv3s) {
  40756. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40757. }
  40758. // uv4s
  40759. var uv4s = parsedVertexData.uv4s;
  40760. if (uv4s) {
  40761. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40762. }
  40763. // uv5s
  40764. var uv5s = parsedVertexData.uv5s;
  40765. if (uv5s) {
  40766. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40767. }
  40768. // uv6s
  40769. var uv6s = parsedVertexData.uv6s;
  40770. if (uv6s) {
  40771. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40772. }
  40773. // colors
  40774. var colors = parsedVertexData.colors;
  40775. if (colors) {
  40776. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40777. }
  40778. // matricesIndices
  40779. var matricesIndices = parsedVertexData.matricesIndices;
  40780. if (matricesIndices) {
  40781. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40782. }
  40783. // matricesWeights
  40784. var matricesWeights = parsedVertexData.matricesWeights;
  40785. if (matricesWeights) {
  40786. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40787. }
  40788. // indices
  40789. var indices = parsedVertexData.indices;
  40790. if (indices) {
  40791. vertexData.indices = indices;
  40792. }
  40793. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40794. };
  40795. return VertexData;
  40796. }());
  40797. BABYLON.VertexData = VertexData;
  40798. })(BABYLON || (BABYLON = {}));
  40799. //# sourceMappingURL=mesh.vertexData.js.map
  40800. var BABYLON;
  40801. (function (BABYLON) {
  40802. /**
  40803. * Class used to store geometry data (vertex buffers + index buffer)
  40804. */
  40805. var Geometry = /** @class */ (function () {
  40806. /**
  40807. * Creates a new geometry
  40808. * @param id defines the unique ID
  40809. * @param scene defines the hosting scene
  40810. * @param vertexData defines the VertexData used to get geometry data
  40811. * @param updatable defines if geometry must be updatable (false by default)
  40812. * @param mesh defines the mesh that will be associated with the geometry
  40813. */
  40814. function Geometry(id, scene, vertexData, updatable, mesh) {
  40815. if (updatable === void 0) { updatable = false; }
  40816. if (mesh === void 0) { mesh = null; }
  40817. /**
  40818. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40819. */
  40820. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40821. this._totalVertices = 0;
  40822. this._isDisposed = false;
  40823. this._indexBufferIsUpdatable = false;
  40824. this.id = id;
  40825. this._engine = scene.getEngine();
  40826. this._meshes = [];
  40827. this._scene = scene;
  40828. //Init vertex buffer cache
  40829. this._vertexBuffers = {};
  40830. this._indices = [];
  40831. this._updatable = updatable;
  40832. // vertexData
  40833. if (vertexData) {
  40834. this.setAllVerticesData(vertexData, updatable);
  40835. }
  40836. else {
  40837. this._totalVertices = 0;
  40838. this._indices = [];
  40839. }
  40840. if (this._engine.getCaps().vertexArrayObject) {
  40841. this._vertexArrayObjects = {};
  40842. }
  40843. // applyToMesh
  40844. if (mesh) {
  40845. this.applyToMesh(mesh);
  40846. mesh.computeWorldMatrix(true);
  40847. }
  40848. }
  40849. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40850. /**
  40851. * 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
  40852. */
  40853. get: function () {
  40854. return this._boundingBias;
  40855. },
  40856. /**
  40857. * 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
  40858. */
  40859. set: function (value) {
  40860. if (this._boundingBias) {
  40861. this._boundingBias.copyFrom(value);
  40862. }
  40863. else {
  40864. this._boundingBias = value.clone();
  40865. }
  40866. this._updateBoundingInfo(true, null);
  40867. },
  40868. enumerable: true,
  40869. configurable: true
  40870. });
  40871. /**
  40872. * Static function used to attach a new empty geometry to a mesh
  40873. * @param mesh defines the mesh to attach the geometry to
  40874. * @returns the new Geometry
  40875. */
  40876. Geometry.CreateGeometryForMesh = function (mesh) {
  40877. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40878. geometry.applyToMesh(mesh);
  40879. return geometry;
  40880. };
  40881. Object.defineProperty(Geometry.prototype, "extend", {
  40882. /**
  40883. * Gets the current extend of the geometry
  40884. */
  40885. get: function () {
  40886. return this._extend;
  40887. },
  40888. enumerable: true,
  40889. configurable: true
  40890. });
  40891. /**
  40892. * Gets the hosting scene
  40893. * @returns the hosting Scene
  40894. */
  40895. Geometry.prototype.getScene = function () {
  40896. return this._scene;
  40897. };
  40898. /**
  40899. * Gets the hosting engine
  40900. * @returns the hosting Engine
  40901. */
  40902. Geometry.prototype.getEngine = function () {
  40903. return this._engine;
  40904. };
  40905. /**
  40906. * Defines if the geometry is ready to use
  40907. * @returns true if the geometry is ready to be used
  40908. */
  40909. Geometry.prototype.isReady = function () {
  40910. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40911. };
  40912. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40913. /**
  40914. * Gets a value indicating that the geometry should not be serialized
  40915. */
  40916. get: function () {
  40917. for (var index = 0; index < this._meshes.length; index++) {
  40918. if (!this._meshes[index].doNotSerialize) {
  40919. return false;
  40920. }
  40921. }
  40922. return true;
  40923. },
  40924. enumerable: true,
  40925. configurable: true
  40926. });
  40927. /** @hidden */
  40928. Geometry.prototype._rebuild = function () {
  40929. if (this._vertexArrayObjects) {
  40930. this._vertexArrayObjects = {};
  40931. }
  40932. // Index buffer
  40933. if (this._meshes.length !== 0 && this._indices) {
  40934. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40935. }
  40936. // Vertex buffers
  40937. for (var key in this._vertexBuffers) {
  40938. var vertexBuffer = this._vertexBuffers[key];
  40939. vertexBuffer._rebuild();
  40940. }
  40941. };
  40942. /**
  40943. * Affects all geometry data in one call
  40944. * @param vertexData defines the geometry data
  40945. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40946. */
  40947. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40948. vertexData.applyToGeometry(this, updatable);
  40949. this.notifyUpdate();
  40950. };
  40951. /**
  40952. * Set specific vertex data
  40953. * @param kind defines the data kind (Position, normal, etc...)
  40954. * @param data defines the vertex data to use
  40955. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40956. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40957. */
  40958. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40959. if (updatable === void 0) { updatable = false; }
  40960. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40961. this.setVerticesBuffer(buffer);
  40962. };
  40963. /**
  40964. * Removes a specific vertex data
  40965. * @param kind defines the data kind (Position, normal, etc...)
  40966. */
  40967. Geometry.prototype.removeVerticesData = function (kind) {
  40968. if (this._vertexBuffers[kind]) {
  40969. this._vertexBuffers[kind].dispose();
  40970. delete this._vertexBuffers[kind];
  40971. }
  40972. };
  40973. /**
  40974. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40975. * @param buffer defines the vertex buffer to use
  40976. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40977. */
  40978. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40979. if (totalVertices === void 0) { totalVertices = null; }
  40980. var kind = buffer.getKind();
  40981. if (this._vertexBuffers[kind]) {
  40982. this._vertexBuffers[kind].dispose();
  40983. }
  40984. this._vertexBuffers[kind] = buffer;
  40985. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40986. var data = buffer.getData();
  40987. if (totalVertices != null) {
  40988. this._totalVertices = totalVertices;
  40989. }
  40990. else {
  40991. if (data != null) {
  40992. this._totalVertices = data.length / (buffer.byteStride / 4);
  40993. }
  40994. }
  40995. this._updateExtend(data);
  40996. this._resetPointsArrayCache();
  40997. var meshes = this._meshes;
  40998. var numOfMeshes = meshes.length;
  40999. for (var index = 0; index < numOfMeshes; index++) {
  41000. var mesh = meshes[index];
  41001. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41002. mesh._createGlobalSubMesh(false);
  41003. mesh.computeWorldMatrix(true);
  41004. }
  41005. }
  41006. this.notifyUpdate(kind);
  41007. if (this._vertexArrayObjects) {
  41008. this._disposeVertexArrayObjects();
  41009. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41010. }
  41011. };
  41012. /**
  41013. * Update a specific vertex buffer
  41014. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41015. * It will do nothing if the buffer is not updatable
  41016. * @param kind defines the data kind (Position, normal, etc...)
  41017. * @param data defines the data to use
  41018. * @param offset defines the offset in the target buffer where to store the data
  41019. * @param useBytes set to true if the offset is in bytes
  41020. */
  41021. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41022. if (useBytes === void 0) { useBytes = false; }
  41023. var vertexBuffer = this.getVertexBuffer(kind);
  41024. if (!vertexBuffer) {
  41025. return;
  41026. }
  41027. vertexBuffer.updateDirectly(data, offset, useBytes);
  41028. this.notifyUpdate(kind);
  41029. };
  41030. /**
  41031. * Update a specific vertex buffer
  41032. * This function will create a new buffer if the current one is not updatable
  41033. * @param kind defines the data kind (Position, normal, etc...)
  41034. * @param data defines the data to use
  41035. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41036. */
  41037. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41038. if (updateExtends === void 0) { updateExtends = false; }
  41039. var vertexBuffer = this.getVertexBuffer(kind);
  41040. if (!vertexBuffer) {
  41041. return;
  41042. }
  41043. vertexBuffer.update(data);
  41044. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41045. this._updateBoundingInfo(updateExtends, data);
  41046. }
  41047. this.notifyUpdate(kind);
  41048. };
  41049. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41050. if (updateExtends) {
  41051. this._updateExtend(data);
  41052. }
  41053. this._resetPointsArrayCache();
  41054. if (updateExtends) {
  41055. var meshes = this._meshes;
  41056. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41057. var mesh = meshes_1[_i];
  41058. if (mesh._boundingInfo) {
  41059. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41060. }
  41061. else {
  41062. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41063. }
  41064. var subMeshes = mesh.subMeshes;
  41065. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41066. var subMesh = subMeshes_1[_a];
  41067. subMesh.refreshBoundingInfo();
  41068. }
  41069. }
  41070. }
  41071. };
  41072. /** @hidden */
  41073. Geometry.prototype._bind = function (effect, indexToBind) {
  41074. if (!effect) {
  41075. return;
  41076. }
  41077. if (indexToBind === undefined) {
  41078. indexToBind = this._indexBuffer;
  41079. }
  41080. var vbs = this.getVertexBuffers();
  41081. if (!vbs) {
  41082. return;
  41083. }
  41084. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41085. this._engine.bindBuffers(vbs, indexToBind, effect);
  41086. return;
  41087. }
  41088. // Using VAO
  41089. if (!this._vertexArrayObjects[effect.key]) {
  41090. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41091. }
  41092. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41093. };
  41094. /**
  41095. * Gets total number of vertices
  41096. * @returns the total number of vertices
  41097. */
  41098. Geometry.prototype.getTotalVertices = function () {
  41099. if (!this.isReady()) {
  41100. return 0;
  41101. }
  41102. return this._totalVertices;
  41103. };
  41104. /**
  41105. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41106. * @param kind defines the data kind (Position, normal, etc...)
  41107. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41108. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41109. * @returns a float array containing vertex data
  41110. */
  41111. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41112. var vertexBuffer = this.getVertexBuffer(kind);
  41113. if (!vertexBuffer) {
  41114. return null;
  41115. }
  41116. var data = vertexBuffer.getData();
  41117. if (!data) {
  41118. return null;
  41119. }
  41120. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41121. var count = this._totalVertices * vertexBuffer.getSize();
  41122. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41123. var copy_1 = [];
  41124. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41125. return copy_1;
  41126. }
  41127. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41128. if (data instanceof Array) {
  41129. var offset = vertexBuffer.byteOffset / 4;
  41130. return BABYLON.Tools.Slice(data, offset, offset + count);
  41131. }
  41132. else if (data instanceof ArrayBuffer) {
  41133. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41134. }
  41135. else {
  41136. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41137. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41138. var result = new Float32Array(count);
  41139. var source = new Float32Array(data.buffer, offset, count);
  41140. result.set(source);
  41141. return result;
  41142. }
  41143. return new Float32Array(data.buffer, offset, count);
  41144. }
  41145. }
  41146. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41147. return BABYLON.Tools.Slice(data);
  41148. }
  41149. return data;
  41150. };
  41151. /**
  41152. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41153. * @param kind defines the data kind (Position, normal, etc...)
  41154. * @returns true if the vertex buffer with the specified kind is updatable
  41155. */
  41156. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41157. var vb = this._vertexBuffers[kind];
  41158. if (!vb) {
  41159. return false;
  41160. }
  41161. return vb.isUpdatable();
  41162. };
  41163. /**
  41164. * Gets a specific vertex buffer
  41165. * @param kind defines the data kind (Position, normal, etc...)
  41166. * @returns a VertexBuffer
  41167. */
  41168. Geometry.prototype.getVertexBuffer = function (kind) {
  41169. if (!this.isReady()) {
  41170. return null;
  41171. }
  41172. return this._vertexBuffers[kind];
  41173. };
  41174. /**
  41175. * Returns all vertex buffers
  41176. * @return an object holding all vertex buffers indexed by kind
  41177. */
  41178. Geometry.prototype.getVertexBuffers = function () {
  41179. if (!this.isReady()) {
  41180. return null;
  41181. }
  41182. return this._vertexBuffers;
  41183. };
  41184. /**
  41185. * Gets a boolean indicating if specific vertex buffer is present
  41186. * @param kind defines the data kind (Position, normal, etc...)
  41187. * @returns true if data is present
  41188. */
  41189. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41190. if (!this._vertexBuffers) {
  41191. if (this._delayInfo) {
  41192. return this._delayInfo.indexOf(kind) !== -1;
  41193. }
  41194. return false;
  41195. }
  41196. return this._vertexBuffers[kind] !== undefined;
  41197. };
  41198. /**
  41199. * Gets a list of all attached data kinds (Position, normal, etc...)
  41200. * @returns a list of string containing all kinds
  41201. */
  41202. Geometry.prototype.getVerticesDataKinds = function () {
  41203. var result = [];
  41204. var kind;
  41205. if (!this._vertexBuffers && this._delayInfo) {
  41206. for (kind in this._delayInfo) {
  41207. result.push(kind);
  41208. }
  41209. }
  41210. else {
  41211. for (kind in this._vertexBuffers) {
  41212. result.push(kind);
  41213. }
  41214. }
  41215. return result;
  41216. };
  41217. /**
  41218. * Update index buffer
  41219. * @param indices defines the indices to store in the index buffer
  41220. * @param offset defines the offset in the target buffer where to store the data
  41221. */
  41222. Geometry.prototype.updateIndices = function (indices, offset) {
  41223. if (!this._indexBuffer) {
  41224. return;
  41225. }
  41226. if (!this._indexBufferIsUpdatable) {
  41227. this.setIndices(indices, null, true);
  41228. }
  41229. else {
  41230. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41231. }
  41232. };
  41233. /**
  41234. * Creates a new index buffer
  41235. * @param indices defines the indices to store in the index buffer
  41236. * @param totalVertices defines the total number of vertices (could be null)
  41237. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41238. */
  41239. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41240. if (totalVertices === void 0) { totalVertices = null; }
  41241. if (updatable === void 0) { updatable = false; }
  41242. if (this._indexBuffer) {
  41243. this._engine._releaseBuffer(this._indexBuffer);
  41244. }
  41245. this._disposeVertexArrayObjects();
  41246. this._indices = indices;
  41247. this._indexBufferIsUpdatable = updatable;
  41248. if (this._meshes.length !== 0 && this._indices) {
  41249. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41250. }
  41251. if (totalVertices != undefined) { // including null and undefined
  41252. this._totalVertices = totalVertices;
  41253. }
  41254. var meshes = this._meshes;
  41255. var numOfMeshes = meshes.length;
  41256. for (var index = 0; index < numOfMeshes; index++) {
  41257. meshes[index]._createGlobalSubMesh(true);
  41258. }
  41259. this.notifyUpdate();
  41260. };
  41261. /**
  41262. * Return the total number of indices
  41263. * @returns the total number of indices
  41264. */
  41265. Geometry.prototype.getTotalIndices = function () {
  41266. if (!this.isReady()) {
  41267. return 0;
  41268. }
  41269. return this._indices.length;
  41270. };
  41271. /**
  41272. * Gets the index buffer array
  41273. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41274. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41275. * @returns the index buffer array
  41276. */
  41277. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41278. if (!this.isReady()) {
  41279. return null;
  41280. }
  41281. var orig = this._indices;
  41282. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41283. return orig;
  41284. }
  41285. else {
  41286. var len = orig.length;
  41287. var copy = [];
  41288. for (var i = 0; i < len; i++) {
  41289. copy.push(orig[i]);
  41290. }
  41291. return copy;
  41292. }
  41293. };
  41294. /**
  41295. * Gets the index buffer
  41296. * @return the index buffer
  41297. */
  41298. Geometry.prototype.getIndexBuffer = function () {
  41299. if (!this.isReady()) {
  41300. return null;
  41301. }
  41302. return this._indexBuffer;
  41303. };
  41304. /** @hidden */
  41305. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41306. if (effect === void 0) { effect = null; }
  41307. if (!effect || !this._vertexArrayObjects) {
  41308. return;
  41309. }
  41310. if (this._vertexArrayObjects[effect.key]) {
  41311. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41312. delete this._vertexArrayObjects[effect.key];
  41313. }
  41314. };
  41315. /**
  41316. * Release the associated resources for a specific mesh
  41317. * @param mesh defines the source mesh
  41318. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41319. */
  41320. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41321. var meshes = this._meshes;
  41322. var index = meshes.indexOf(mesh);
  41323. if (index === -1) {
  41324. return;
  41325. }
  41326. meshes.splice(index, 1);
  41327. mesh._geometry = null;
  41328. if (meshes.length === 0 && shouldDispose) {
  41329. this.dispose();
  41330. }
  41331. };
  41332. /**
  41333. * Apply current geometry to a given mesh
  41334. * @param mesh defines the mesh to apply geometry to
  41335. */
  41336. Geometry.prototype.applyToMesh = function (mesh) {
  41337. if (mesh._geometry === this) {
  41338. return;
  41339. }
  41340. var previousGeometry = mesh._geometry;
  41341. if (previousGeometry) {
  41342. previousGeometry.releaseForMesh(mesh);
  41343. }
  41344. var meshes = this._meshes;
  41345. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41346. mesh._geometry = this;
  41347. this._scene.pushGeometry(this);
  41348. meshes.push(mesh);
  41349. if (this.isReady()) {
  41350. this._applyToMesh(mesh);
  41351. }
  41352. else {
  41353. mesh._boundingInfo = this._boundingInfo;
  41354. }
  41355. };
  41356. Geometry.prototype._updateExtend = function (data) {
  41357. if (data === void 0) { data = null; }
  41358. if (!data) {
  41359. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41360. }
  41361. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41362. };
  41363. Geometry.prototype._applyToMesh = function (mesh) {
  41364. var numOfMeshes = this._meshes.length;
  41365. // vertexBuffers
  41366. for (var kind in this._vertexBuffers) {
  41367. if (numOfMeshes === 1) {
  41368. this._vertexBuffers[kind].create();
  41369. }
  41370. var buffer = this._vertexBuffers[kind].getBuffer();
  41371. if (buffer) {
  41372. buffer.references = numOfMeshes;
  41373. }
  41374. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41375. if (!this._extend) {
  41376. this._updateExtend();
  41377. }
  41378. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41379. mesh._createGlobalSubMesh(false);
  41380. //bounding info was just created again, world matrix should be applied again.
  41381. mesh._updateBoundingInfo();
  41382. }
  41383. }
  41384. // indexBuffer
  41385. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41386. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41387. }
  41388. if (this._indexBuffer) {
  41389. this._indexBuffer.references = numOfMeshes;
  41390. }
  41391. // morphTargets
  41392. mesh._syncGeometryWithMorphTargetManager();
  41393. // instances
  41394. mesh.synchronizeInstances();
  41395. };
  41396. Geometry.prototype.notifyUpdate = function (kind) {
  41397. if (this.onGeometryUpdated) {
  41398. this.onGeometryUpdated(this, kind);
  41399. }
  41400. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41401. var mesh = _a[_i];
  41402. mesh._markSubMeshesAsAttributesDirty();
  41403. }
  41404. };
  41405. /**
  41406. * Load the geometry if it was flagged as delay loaded
  41407. * @param scene defines the hosting scene
  41408. * @param onLoaded defines a callback called when the geometry is loaded
  41409. */
  41410. Geometry.prototype.load = function (scene, onLoaded) {
  41411. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41412. return;
  41413. }
  41414. if (this.isReady()) {
  41415. if (onLoaded) {
  41416. onLoaded();
  41417. }
  41418. return;
  41419. }
  41420. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41421. this._queueLoad(scene, onLoaded);
  41422. };
  41423. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41424. var _this = this;
  41425. if (!this.delayLoadingFile) {
  41426. return;
  41427. }
  41428. scene._addPendingData(this);
  41429. scene._loadFile(this.delayLoadingFile, function (data) {
  41430. if (!_this._delayLoadingFunction) {
  41431. return;
  41432. }
  41433. _this._delayLoadingFunction(JSON.parse(data), _this);
  41434. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41435. _this._delayInfo = [];
  41436. scene._removePendingData(_this);
  41437. var meshes = _this._meshes;
  41438. var numOfMeshes = meshes.length;
  41439. for (var index = 0; index < numOfMeshes; index++) {
  41440. _this._applyToMesh(meshes[index]);
  41441. }
  41442. if (onLoaded) {
  41443. onLoaded();
  41444. }
  41445. }, undefined, true);
  41446. };
  41447. /**
  41448. * Invert the geometry to move from a right handed system to a left handed one.
  41449. */
  41450. Geometry.prototype.toLeftHanded = function () {
  41451. // Flip faces
  41452. var tIndices = this.getIndices(false);
  41453. if (tIndices != null && tIndices.length > 0) {
  41454. for (var i = 0; i < tIndices.length; i += 3) {
  41455. var tTemp = tIndices[i + 0];
  41456. tIndices[i + 0] = tIndices[i + 2];
  41457. tIndices[i + 2] = tTemp;
  41458. }
  41459. this.setIndices(tIndices);
  41460. }
  41461. // Negate position.z
  41462. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41463. if (tPositions != null && tPositions.length > 0) {
  41464. for (var i = 0; i < tPositions.length; i += 3) {
  41465. tPositions[i + 2] = -tPositions[i + 2];
  41466. }
  41467. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41468. }
  41469. // Negate normal.z
  41470. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41471. if (tNormals != null && tNormals.length > 0) {
  41472. for (var i = 0; i < tNormals.length; i += 3) {
  41473. tNormals[i + 2] = -tNormals[i + 2];
  41474. }
  41475. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41476. }
  41477. };
  41478. // Cache
  41479. /** @hidden */
  41480. Geometry.prototype._resetPointsArrayCache = function () {
  41481. this._positions = null;
  41482. };
  41483. /** @hidden */
  41484. Geometry.prototype._generatePointsArray = function () {
  41485. if (this._positions) {
  41486. return true;
  41487. }
  41488. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41489. if (!data || data.length === 0) {
  41490. return false;
  41491. }
  41492. this._positions = [];
  41493. for (var index = 0; index < data.length; index += 3) {
  41494. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41495. }
  41496. return true;
  41497. };
  41498. /**
  41499. * Gets a value indicating if the geometry is disposed
  41500. * @returns true if the geometry was disposed
  41501. */
  41502. Geometry.prototype.isDisposed = function () {
  41503. return this._isDisposed;
  41504. };
  41505. Geometry.prototype._disposeVertexArrayObjects = function () {
  41506. if (this._vertexArrayObjects) {
  41507. for (var kind in this._vertexArrayObjects) {
  41508. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41509. }
  41510. this._vertexArrayObjects = {};
  41511. }
  41512. };
  41513. /**
  41514. * Free all associated resources
  41515. */
  41516. Geometry.prototype.dispose = function () {
  41517. var meshes = this._meshes;
  41518. var numOfMeshes = meshes.length;
  41519. var index;
  41520. for (index = 0; index < numOfMeshes; index++) {
  41521. this.releaseForMesh(meshes[index]);
  41522. }
  41523. this._meshes = [];
  41524. this._disposeVertexArrayObjects();
  41525. for (var kind in this._vertexBuffers) {
  41526. this._vertexBuffers[kind].dispose();
  41527. }
  41528. this._vertexBuffers = {};
  41529. this._totalVertices = 0;
  41530. if (this._indexBuffer) {
  41531. this._engine._releaseBuffer(this._indexBuffer);
  41532. }
  41533. this._indexBuffer = null;
  41534. this._indices = [];
  41535. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41536. this.delayLoadingFile = null;
  41537. this._delayLoadingFunction = null;
  41538. this._delayInfo = [];
  41539. this._boundingInfo = null;
  41540. this._scene.removeGeometry(this);
  41541. this._isDisposed = true;
  41542. };
  41543. /**
  41544. * Clone the current geometry into a new geometry
  41545. * @param id defines the unique ID of the new geometry
  41546. * @returns a new geometry object
  41547. */
  41548. Geometry.prototype.copy = function (id) {
  41549. var vertexData = new BABYLON.VertexData();
  41550. vertexData.indices = [];
  41551. var indices = this.getIndices();
  41552. if (indices) {
  41553. for (var index = 0; index < indices.length; index++) {
  41554. vertexData.indices.push(indices[index]);
  41555. }
  41556. }
  41557. var updatable = false;
  41558. var stopChecking = false;
  41559. var kind;
  41560. for (kind in this._vertexBuffers) {
  41561. // using slice() to make a copy of the array and not just reference it
  41562. var data = this.getVerticesData(kind);
  41563. if (data instanceof Float32Array) {
  41564. vertexData.set(new Float32Array(data), kind);
  41565. }
  41566. else {
  41567. vertexData.set(data.slice(0), kind);
  41568. }
  41569. if (!stopChecking) {
  41570. var vb = this.getVertexBuffer(kind);
  41571. if (vb) {
  41572. updatable = vb.isUpdatable();
  41573. stopChecking = !updatable;
  41574. }
  41575. }
  41576. }
  41577. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41578. geometry.delayLoadState = this.delayLoadState;
  41579. geometry.delayLoadingFile = this.delayLoadingFile;
  41580. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41581. for (kind in this._delayInfo) {
  41582. geometry._delayInfo = geometry._delayInfo || [];
  41583. geometry._delayInfo.push(kind);
  41584. }
  41585. // Bounding info
  41586. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41587. return geometry;
  41588. };
  41589. /**
  41590. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41591. * @return a JSON representation of the current geometry data (without the vertices data)
  41592. */
  41593. Geometry.prototype.serialize = function () {
  41594. var serializationObject = {};
  41595. serializationObject.id = this.id;
  41596. serializationObject.updatable = this._updatable;
  41597. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41598. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41599. }
  41600. return serializationObject;
  41601. };
  41602. Geometry.prototype.toNumberArray = function (origin) {
  41603. if (Array.isArray(origin)) {
  41604. return origin;
  41605. }
  41606. else {
  41607. return Array.prototype.slice.call(origin);
  41608. }
  41609. };
  41610. /**
  41611. * Serialize all vertices data into a JSON oject
  41612. * @returns a JSON representation of the current geometry data
  41613. */
  41614. Geometry.prototype.serializeVerticeData = function () {
  41615. var serializationObject = this.serialize();
  41616. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41617. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41618. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41619. serializationObject.positions._updatable = true;
  41620. }
  41621. }
  41622. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41623. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41624. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41625. serializationObject.normals._updatable = true;
  41626. }
  41627. }
  41628. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41629. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41630. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41631. serializationObject.tangets._updatable = true;
  41632. }
  41633. }
  41634. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41635. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41636. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41637. serializationObject.uvs._updatable = true;
  41638. }
  41639. }
  41640. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41641. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41642. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41643. serializationObject.uv2s._updatable = true;
  41644. }
  41645. }
  41646. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41647. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41648. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41649. serializationObject.uv3s._updatable = true;
  41650. }
  41651. }
  41652. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41653. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41654. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41655. serializationObject.uv4s._updatable = true;
  41656. }
  41657. }
  41658. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41659. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41660. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41661. serializationObject.uv5s._updatable = true;
  41662. }
  41663. }
  41664. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41665. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41666. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41667. serializationObject.uv6s._updatable = true;
  41668. }
  41669. }
  41670. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41671. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41672. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41673. serializationObject.colors._updatable = true;
  41674. }
  41675. }
  41676. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41677. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41678. serializationObject.matricesIndices._isExpanded = true;
  41679. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41680. serializationObject.matricesIndices._updatable = true;
  41681. }
  41682. }
  41683. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41684. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41685. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41686. serializationObject.matricesWeights._updatable = true;
  41687. }
  41688. }
  41689. serializationObject.indices = this.toNumberArray(this.getIndices());
  41690. return serializationObject;
  41691. };
  41692. // Statics
  41693. /**
  41694. * Extracts a clone of a mesh geometry
  41695. * @param mesh defines the source mesh
  41696. * @param id defines the unique ID of the new geometry object
  41697. * @returns the new geometry object
  41698. */
  41699. Geometry.ExtractFromMesh = function (mesh, id) {
  41700. var geometry = mesh._geometry;
  41701. if (!geometry) {
  41702. return null;
  41703. }
  41704. return geometry.copy(id);
  41705. };
  41706. /**
  41707. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41708. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41709. * Be aware Math.random() could cause collisions, but:
  41710. * "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"
  41711. * @returns a string containing a new GUID
  41712. */
  41713. Geometry.RandomId = function () {
  41714. return BABYLON.Tools.RandomId();
  41715. };
  41716. /** @hidden */
  41717. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41718. var scene = mesh.getScene();
  41719. // Geometry
  41720. var geometryId = parsedGeometry.geometryId;
  41721. if (geometryId) {
  41722. var geometry = scene.getGeometryByID(geometryId);
  41723. if (geometry) {
  41724. geometry.applyToMesh(mesh);
  41725. }
  41726. }
  41727. else if (parsedGeometry instanceof ArrayBuffer) {
  41728. var binaryInfo = mesh._binaryInfo;
  41729. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41730. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41731. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41732. }
  41733. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41734. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41735. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41736. }
  41737. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41738. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41739. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41740. }
  41741. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41742. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41743. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41744. }
  41745. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41746. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41747. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41748. }
  41749. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41750. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41751. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41752. }
  41753. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41754. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41755. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41756. }
  41757. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41758. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41759. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41760. }
  41761. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41762. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41763. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41764. }
  41765. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41766. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41767. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41768. }
  41769. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41770. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41771. var floatIndices = [];
  41772. for (var i = 0; i < matricesIndicesData.length; i++) {
  41773. var index = matricesIndicesData[i];
  41774. floatIndices.push(index & 0x000000FF);
  41775. floatIndices.push((index & 0x0000FF00) >> 8);
  41776. floatIndices.push((index & 0x00FF0000) >> 16);
  41777. floatIndices.push(index >> 24);
  41778. }
  41779. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41780. }
  41781. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41782. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41783. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41784. }
  41785. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41786. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41787. mesh.setIndices(indicesData, null);
  41788. }
  41789. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41790. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41791. mesh.subMeshes = [];
  41792. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41793. var materialIndex = subMeshesData[(i * 5) + 0];
  41794. var verticesStart = subMeshesData[(i * 5) + 1];
  41795. var verticesCount = subMeshesData[(i * 5) + 2];
  41796. var indexStart = subMeshesData[(i * 5) + 3];
  41797. var indexCount = subMeshesData[(i * 5) + 4];
  41798. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41799. }
  41800. }
  41801. }
  41802. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41803. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41804. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41805. if (parsedGeometry.tangents) {
  41806. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41807. }
  41808. if (parsedGeometry.uvs) {
  41809. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41810. }
  41811. if (parsedGeometry.uvs2) {
  41812. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41813. }
  41814. if (parsedGeometry.uvs3) {
  41815. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41816. }
  41817. if (parsedGeometry.uvs4) {
  41818. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41819. }
  41820. if (parsedGeometry.uvs5) {
  41821. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41822. }
  41823. if (parsedGeometry.uvs6) {
  41824. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41825. }
  41826. if (parsedGeometry.colors) {
  41827. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41828. }
  41829. if (parsedGeometry.matricesIndices) {
  41830. if (!parsedGeometry.matricesIndices._isExpanded) {
  41831. var floatIndices = [];
  41832. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41833. var matricesIndex = parsedGeometry.matricesIndices[i];
  41834. floatIndices.push(matricesIndex & 0x000000FF);
  41835. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41836. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41837. floatIndices.push(matricesIndex >> 24);
  41838. }
  41839. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41840. }
  41841. else {
  41842. delete parsedGeometry.matricesIndices._isExpanded;
  41843. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41844. }
  41845. }
  41846. if (parsedGeometry.matricesIndicesExtra) {
  41847. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41848. var floatIndices = [];
  41849. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41850. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41851. floatIndices.push(matricesIndex & 0x000000FF);
  41852. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41853. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41854. floatIndices.push(matricesIndex >> 24);
  41855. }
  41856. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41857. }
  41858. else {
  41859. delete parsedGeometry.matricesIndices._isExpanded;
  41860. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41861. }
  41862. }
  41863. if (parsedGeometry.matricesWeights) {
  41864. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41865. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41866. }
  41867. if (parsedGeometry.matricesWeightsExtra) {
  41868. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41869. }
  41870. mesh.setIndices(parsedGeometry.indices, null);
  41871. }
  41872. // SubMeshes
  41873. if (parsedGeometry.subMeshes) {
  41874. mesh.subMeshes = [];
  41875. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41876. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41877. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41878. }
  41879. }
  41880. // Flat shading
  41881. if (mesh._shouldGenerateFlatShading) {
  41882. mesh.convertToFlatShadedMesh();
  41883. delete mesh._shouldGenerateFlatShading;
  41884. }
  41885. // Update
  41886. mesh.computeWorldMatrix(true);
  41887. scene.onMeshImportedObservable.notifyObservers(mesh);
  41888. };
  41889. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41890. var epsilon = 1e-3;
  41891. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41892. return;
  41893. }
  41894. var noInfluenceBoneIndex = 0.0;
  41895. if (parsedGeometry.skeletonId > -1) {
  41896. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41897. if (!skeleton) {
  41898. return;
  41899. }
  41900. noInfluenceBoneIndex = skeleton.bones.length;
  41901. }
  41902. else {
  41903. return;
  41904. }
  41905. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41906. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41907. var matricesWeights = parsedGeometry.matricesWeights;
  41908. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41909. var influencers = parsedGeometry.numBoneInfluencer;
  41910. var size = matricesWeights.length;
  41911. for (var i = 0; i < size; i += 4) {
  41912. var weight = 0.0;
  41913. var firstZeroWeight = -1;
  41914. for (var j = 0; j < 4; j++) {
  41915. var w = matricesWeights[i + j];
  41916. weight += w;
  41917. if (w < epsilon && firstZeroWeight < 0) {
  41918. firstZeroWeight = j;
  41919. }
  41920. }
  41921. if (matricesWeightsExtra) {
  41922. for (var j = 0; j < 4; j++) {
  41923. var w = matricesWeightsExtra[i + j];
  41924. weight += w;
  41925. if (w < epsilon && firstZeroWeight < 0) {
  41926. firstZeroWeight = j + 4;
  41927. }
  41928. }
  41929. }
  41930. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41931. firstZeroWeight = influencers - 1;
  41932. }
  41933. if (weight > epsilon) {
  41934. var mweight = 1.0 / weight;
  41935. for (var j = 0; j < 4; j++) {
  41936. matricesWeights[i + j] *= mweight;
  41937. }
  41938. if (matricesWeightsExtra) {
  41939. for (var j = 0; j < 4; j++) {
  41940. matricesWeightsExtra[i + j] *= mweight;
  41941. }
  41942. }
  41943. }
  41944. else {
  41945. if (firstZeroWeight >= 4) {
  41946. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41947. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41948. }
  41949. else {
  41950. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41951. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41952. }
  41953. }
  41954. }
  41955. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41956. if (parsedGeometry.matricesWeightsExtra) {
  41957. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41958. }
  41959. };
  41960. /**
  41961. * Create a new geometry from persisted data (Using .babylon file format)
  41962. * @param parsedVertexData defines the persisted data
  41963. * @param scene defines the hosting scene
  41964. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41965. * @returns the new geometry object
  41966. */
  41967. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41968. if (scene.getGeometryByID(parsedVertexData.id)) {
  41969. return null; // null since geometry could be something else than a box...
  41970. }
  41971. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41972. if (BABYLON.Tags) {
  41973. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41974. }
  41975. if (parsedVertexData.delayLoadingFile) {
  41976. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41977. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41978. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41979. geometry._delayInfo = [];
  41980. if (parsedVertexData.hasUVs) {
  41981. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41982. }
  41983. if (parsedVertexData.hasUVs2) {
  41984. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41985. }
  41986. if (parsedVertexData.hasUVs3) {
  41987. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41988. }
  41989. if (parsedVertexData.hasUVs4) {
  41990. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41991. }
  41992. if (parsedVertexData.hasUVs5) {
  41993. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41994. }
  41995. if (parsedVertexData.hasUVs6) {
  41996. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41997. }
  41998. if (parsedVertexData.hasColors) {
  41999. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42000. }
  42001. if (parsedVertexData.hasMatricesIndices) {
  42002. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42003. }
  42004. if (parsedVertexData.hasMatricesWeights) {
  42005. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42006. }
  42007. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42008. }
  42009. else {
  42010. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42011. }
  42012. scene.pushGeometry(geometry, true);
  42013. return geometry;
  42014. };
  42015. return Geometry;
  42016. }());
  42017. BABYLON.Geometry = Geometry;
  42018. // Primitives
  42019. /// Abstract class
  42020. /**
  42021. * Abstract class used to provide common services for all typed geometries
  42022. * @hidden
  42023. */
  42024. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42025. __extends(_PrimitiveGeometry, _super);
  42026. /**
  42027. * Creates a new typed geometry
  42028. * @param id defines the unique ID of the geometry
  42029. * @param scene defines the hosting scene
  42030. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42031. * @param mesh defines the hosting mesh (can be null)
  42032. */
  42033. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42034. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42035. if (mesh === void 0) { mesh = null; }
  42036. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42037. _this._canBeRegenerated = _canBeRegenerated;
  42038. _this._beingRegenerated = true;
  42039. _this.regenerate();
  42040. _this._beingRegenerated = false;
  42041. return _this;
  42042. }
  42043. /**
  42044. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42045. * @returns true if the geometry can be regenerated
  42046. */
  42047. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42048. return this._canBeRegenerated;
  42049. };
  42050. /**
  42051. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42052. */
  42053. _PrimitiveGeometry.prototype.regenerate = function () {
  42054. if (!this._canBeRegenerated) {
  42055. return;
  42056. }
  42057. this._beingRegenerated = true;
  42058. this.setAllVerticesData(this._regenerateVertexData(), false);
  42059. this._beingRegenerated = false;
  42060. };
  42061. /**
  42062. * Clone the geometry
  42063. * @param id defines the unique ID of the new geometry
  42064. * @returns the new geometry
  42065. */
  42066. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42067. return _super.prototype.copy.call(this, id);
  42068. };
  42069. // overrides
  42070. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42071. if (!this._beingRegenerated) {
  42072. return;
  42073. }
  42074. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42075. };
  42076. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42077. if (!this._beingRegenerated) {
  42078. return;
  42079. }
  42080. _super.prototype.setVerticesData.call(this, kind, data, false);
  42081. };
  42082. // to override
  42083. /** @hidden */
  42084. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42085. throw new Error("Abstract method");
  42086. };
  42087. _PrimitiveGeometry.prototype.copy = function (id) {
  42088. throw new Error("Must be overriden in sub-classes.");
  42089. };
  42090. _PrimitiveGeometry.prototype.serialize = function () {
  42091. var serializationObject = _super.prototype.serialize.call(this);
  42092. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42093. return serializationObject;
  42094. };
  42095. return _PrimitiveGeometry;
  42096. }(Geometry));
  42097. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42098. /**
  42099. * Creates a ribbon geometry
  42100. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42101. */
  42102. var RibbonGeometry = /** @class */ (function (_super) {
  42103. __extends(RibbonGeometry, _super);
  42104. /**
  42105. * Creates a ribbon geometry
  42106. * @param id defines the unique ID of the geometry
  42107. * @param scene defines the hosting scene
  42108. * @param pathArray defines the array of paths to use
  42109. * @param closeArray defines if the last path and the first path must be joined
  42110. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42111. * @param offset defines the offset between points
  42112. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42113. * @param mesh defines the hosting mesh (can be null)
  42114. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42115. */
  42116. function RibbonGeometry(id, scene,
  42117. /**
  42118. * Defines the array of paths to use
  42119. */
  42120. pathArray,
  42121. /**
  42122. * Defines if the last and first points of each path in your pathArray must be joined
  42123. */
  42124. closeArray,
  42125. /**
  42126. * Defines if the last and first points of each path in your pathArray must be joined
  42127. */
  42128. closePath,
  42129. /**
  42130. * Defines the offset between points
  42131. */
  42132. offset, canBeRegenerated, mesh,
  42133. /**
  42134. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42135. */
  42136. side) {
  42137. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42138. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42139. _this.pathArray = pathArray;
  42140. _this.closeArray = closeArray;
  42141. _this.closePath = closePath;
  42142. _this.offset = offset;
  42143. _this.side = side;
  42144. return _this;
  42145. }
  42146. /** @hidden */
  42147. RibbonGeometry.prototype._regenerateVertexData = function () {
  42148. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42149. };
  42150. RibbonGeometry.prototype.copy = function (id) {
  42151. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42152. };
  42153. return RibbonGeometry;
  42154. }(_PrimitiveGeometry));
  42155. BABYLON.RibbonGeometry = RibbonGeometry;
  42156. /**
  42157. * Creates a box geometry
  42158. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42159. */
  42160. var BoxGeometry = /** @class */ (function (_super) {
  42161. __extends(BoxGeometry, _super);
  42162. /**
  42163. * Creates a box geometry
  42164. * @param id defines the unique ID of the geometry
  42165. * @param scene defines the hosting scene
  42166. * @param size defines the zise of the box (width, height and depth are the same)
  42167. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42168. * @param mesh defines the hosting mesh (can be null)
  42169. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42170. */
  42171. function BoxGeometry(id, scene,
  42172. /**
  42173. * Defines the zise of the box (width, height and depth are the same)
  42174. */
  42175. size, canBeRegenerated, mesh,
  42176. /**
  42177. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42178. */
  42179. side) {
  42180. if (mesh === void 0) { mesh = null; }
  42181. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42182. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42183. _this.size = size;
  42184. _this.side = side;
  42185. return _this;
  42186. }
  42187. /** @hidden */
  42188. BoxGeometry.prototype._regenerateVertexData = function () {
  42189. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42190. };
  42191. BoxGeometry.prototype.copy = function (id) {
  42192. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42193. };
  42194. BoxGeometry.prototype.serialize = function () {
  42195. var serializationObject = _super.prototype.serialize.call(this);
  42196. serializationObject.size = this.size;
  42197. return serializationObject;
  42198. };
  42199. BoxGeometry.Parse = function (parsedBox, scene) {
  42200. if (scene.getGeometryByID(parsedBox.id)) {
  42201. return null; // null since geometry could be something else than a box...
  42202. }
  42203. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42204. if (BABYLON.Tags) {
  42205. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42206. }
  42207. scene.pushGeometry(box, true);
  42208. return box;
  42209. };
  42210. return BoxGeometry;
  42211. }(_PrimitiveGeometry));
  42212. BABYLON.BoxGeometry = BoxGeometry;
  42213. /**
  42214. * Creates a sphere geometry
  42215. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42216. */
  42217. var SphereGeometry = /** @class */ (function (_super) {
  42218. __extends(SphereGeometry, _super);
  42219. /**
  42220. * Create a new sphere geometry
  42221. * @param id defines the unique ID of the geometry
  42222. * @param scene defines the hosting scene
  42223. * @param segments defines the number of segments to use to create the sphere
  42224. * @param diameter defines the diameter of the sphere
  42225. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42226. * @param mesh defines the hosting mesh (can be null)
  42227. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42228. */
  42229. function SphereGeometry(id, scene,
  42230. /**
  42231. * Defines the number of segments to use to create the sphere
  42232. */
  42233. segments,
  42234. /**
  42235. * Defines the diameter of the sphere
  42236. */
  42237. diameter, canBeRegenerated, mesh,
  42238. /**
  42239. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42240. */
  42241. side) {
  42242. if (mesh === void 0) { mesh = null; }
  42243. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42244. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42245. _this.segments = segments;
  42246. _this.diameter = diameter;
  42247. _this.side = side;
  42248. return _this;
  42249. }
  42250. /** @hidden */
  42251. SphereGeometry.prototype._regenerateVertexData = function () {
  42252. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42253. };
  42254. SphereGeometry.prototype.copy = function (id) {
  42255. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42256. };
  42257. SphereGeometry.prototype.serialize = function () {
  42258. var serializationObject = _super.prototype.serialize.call(this);
  42259. serializationObject.segments = this.segments;
  42260. serializationObject.diameter = this.diameter;
  42261. return serializationObject;
  42262. };
  42263. SphereGeometry.Parse = function (parsedSphere, scene) {
  42264. if (scene.getGeometryByID(parsedSphere.id)) {
  42265. return null; // null since geometry could be something else than a sphere...
  42266. }
  42267. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42268. if (BABYLON.Tags) {
  42269. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42270. }
  42271. scene.pushGeometry(sphere, true);
  42272. return sphere;
  42273. };
  42274. return SphereGeometry;
  42275. }(_PrimitiveGeometry));
  42276. BABYLON.SphereGeometry = SphereGeometry;
  42277. /**
  42278. * Creates a disc geometry
  42279. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42280. */
  42281. var DiscGeometry = /** @class */ (function (_super) {
  42282. __extends(DiscGeometry, _super);
  42283. /**
  42284. * Creates a new disc geometry
  42285. * @param id defines the unique ID of the geometry
  42286. * @param scene defines the hosting scene
  42287. * @param radius defines the radius of the disc
  42288. * @param tessellation defines the tesselation factor to apply to the disc
  42289. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42290. * @param mesh defines the hosting mesh (can be null)
  42291. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42292. */
  42293. function DiscGeometry(id, scene,
  42294. /**
  42295. * Defines the radius of the disc
  42296. */
  42297. radius,
  42298. /**
  42299. * Defines the tesselation factor to apply to the disc
  42300. */
  42301. tessellation, canBeRegenerated, mesh,
  42302. /**
  42303. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42304. */
  42305. side) {
  42306. if (mesh === void 0) { mesh = null; }
  42307. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42308. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42309. _this.radius = radius;
  42310. _this.tessellation = tessellation;
  42311. _this.side = side;
  42312. return _this;
  42313. }
  42314. /** @hidden */
  42315. DiscGeometry.prototype._regenerateVertexData = function () {
  42316. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42317. };
  42318. DiscGeometry.prototype.copy = function (id) {
  42319. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42320. };
  42321. return DiscGeometry;
  42322. }(_PrimitiveGeometry));
  42323. BABYLON.DiscGeometry = DiscGeometry;
  42324. /**
  42325. * Creates a new cylinder geometry
  42326. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42327. */
  42328. var CylinderGeometry = /** @class */ (function (_super) {
  42329. __extends(CylinderGeometry, _super);
  42330. /**
  42331. * Creates a new cylinder geometry
  42332. * @param id defines the unique ID of the geometry
  42333. * @param scene defines the hosting scene
  42334. * @param height defines the height of the cylinder
  42335. * @param diameterTop defines the diameter of the cylinder's top cap
  42336. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42337. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42338. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42339. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42340. * @param mesh defines the hosting mesh (can be null)
  42341. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42342. */
  42343. function CylinderGeometry(id, scene,
  42344. /**
  42345. * Defines the height of the cylinder
  42346. */
  42347. height,
  42348. /**
  42349. * Defines the diameter of the cylinder's top cap
  42350. */
  42351. diameterTop,
  42352. /**
  42353. * Defines the diameter of the cylinder's bottom cap
  42354. */
  42355. diameterBottom,
  42356. /**
  42357. * Defines the tessellation factor to apply to the cylinder
  42358. */
  42359. tessellation,
  42360. /**
  42361. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42362. */
  42363. subdivisions, canBeRegenerated, mesh,
  42364. /**
  42365. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42366. */
  42367. side) {
  42368. if (subdivisions === void 0) { subdivisions = 1; }
  42369. if (mesh === void 0) { mesh = null; }
  42370. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42371. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42372. _this.height = height;
  42373. _this.diameterTop = diameterTop;
  42374. _this.diameterBottom = diameterBottom;
  42375. _this.tessellation = tessellation;
  42376. _this.subdivisions = subdivisions;
  42377. _this.side = side;
  42378. return _this;
  42379. }
  42380. /** @hidden */
  42381. CylinderGeometry.prototype._regenerateVertexData = function () {
  42382. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42383. };
  42384. CylinderGeometry.prototype.copy = function (id) {
  42385. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42386. };
  42387. CylinderGeometry.prototype.serialize = function () {
  42388. var serializationObject = _super.prototype.serialize.call(this);
  42389. serializationObject.height = this.height;
  42390. serializationObject.diameterTop = this.diameterTop;
  42391. serializationObject.diameterBottom = this.diameterBottom;
  42392. serializationObject.tessellation = this.tessellation;
  42393. return serializationObject;
  42394. };
  42395. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42396. if (scene.getGeometryByID(parsedCylinder.id)) {
  42397. return null; // null since geometry could be something else than a cylinder...
  42398. }
  42399. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42400. if (BABYLON.Tags) {
  42401. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42402. }
  42403. scene.pushGeometry(cylinder, true);
  42404. return cylinder;
  42405. };
  42406. return CylinderGeometry;
  42407. }(_PrimitiveGeometry));
  42408. BABYLON.CylinderGeometry = CylinderGeometry;
  42409. /**
  42410. * Creates a new torus geometry
  42411. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42412. */
  42413. var TorusGeometry = /** @class */ (function (_super) {
  42414. __extends(TorusGeometry, _super);
  42415. /**
  42416. * Creates a new torus geometry
  42417. * @param id defines the unique ID of the geometry
  42418. * @param scene defines the hosting scene
  42419. * @param diameter defines the diameter of the torus
  42420. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42421. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42422. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42423. * @param mesh defines the hosting mesh (can be null)
  42424. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42425. */
  42426. function TorusGeometry(id, scene,
  42427. /**
  42428. * Defines the diameter of the torus
  42429. */
  42430. diameter,
  42431. /**
  42432. * Defines the thickness of the torus (ie. internal diameter)
  42433. */
  42434. thickness,
  42435. /**
  42436. * Defines the tesselation factor to apply to the torus
  42437. */
  42438. tessellation, canBeRegenerated, mesh,
  42439. /**
  42440. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42441. */
  42442. side) {
  42443. if (mesh === void 0) { mesh = null; }
  42444. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42445. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42446. _this.diameter = diameter;
  42447. _this.thickness = thickness;
  42448. _this.tessellation = tessellation;
  42449. _this.side = side;
  42450. return _this;
  42451. }
  42452. /** @hidden */
  42453. TorusGeometry.prototype._regenerateVertexData = function () {
  42454. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42455. };
  42456. TorusGeometry.prototype.copy = function (id) {
  42457. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42458. };
  42459. TorusGeometry.prototype.serialize = function () {
  42460. var serializationObject = _super.prototype.serialize.call(this);
  42461. serializationObject.diameter = this.diameter;
  42462. serializationObject.thickness = this.thickness;
  42463. serializationObject.tessellation = this.tessellation;
  42464. return serializationObject;
  42465. };
  42466. TorusGeometry.Parse = function (parsedTorus, scene) {
  42467. if (scene.getGeometryByID(parsedTorus.id)) {
  42468. return null; // null since geometry could be something else than a torus...
  42469. }
  42470. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42471. if (BABYLON.Tags) {
  42472. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42473. }
  42474. scene.pushGeometry(torus, true);
  42475. return torus;
  42476. };
  42477. return TorusGeometry;
  42478. }(_PrimitiveGeometry));
  42479. BABYLON.TorusGeometry = TorusGeometry;
  42480. /**
  42481. * Creates a new ground geometry
  42482. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42483. */
  42484. var GroundGeometry = /** @class */ (function (_super) {
  42485. __extends(GroundGeometry, _super);
  42486. /**
  42487. * Creates a new ground geometry
  42488. * @param id defines the unique ID of the geometry
  42489. * @param scene defines the hosting scene
  42490. * @param width defines the width of the ground
  42491. * @param height defines the height of the ground
  42492. * @param subdivisions defines the subdivisions to apply to the ground
  42493. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42494. * @param mesh defines the hosting mesh (can be null)
  42495. */
  42496. function GroundGeometry(id, scene,
  42497. /**
  42498. * Defines the width of the ground
  42499. */
  42500. width,
  42501. /**
  42502. * Defines the height of the ground
  42503. */
  42504. height,
  42505. /**
  42506. * Defines the subdivisions to apply to the ground
  42507. */
  42508. subdivisions, canBeRegenerated, mesh) {
  42509. if (mesh === void 0) { mesh = null; }
  42510. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42511. _this.width = width;
  42512. _this.height = height;
  42513. _this.subdivisions = subdivisions;
  42514. return _this;
  42515. }
  42516. /** @hidden */
  42517. GroundGeometry.prototype._regenerateVertexData = function () {
  42518. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42519. };
  42520. GroundGeometry.prototype.copy = function (id) {
  42521. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42522. };
  42523. GroundGeometry.prototype.serialize = function () {
  42524. var serializationObject = _super.prototype.serialize.call(this);
  42525. serializationObject.width = this.width;
  42526. serializationObject.height = this.height;
  42527. serializationObject.subdivisions = this.subdivisions;
  42528. return serializationObject;
  42529. };
  42530. GroundGeometry.Parse = function (parsedGround, scene) {
  42531. if (scene.getGeometryByID(parsedGround.id)) {
  42532. return null; // null since geometry could be something else than a ground...
  42533. }
  42534. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42535. if (BABYLON.Tags) {
  42536. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42537. }
  42538. scene.pushGeometry(ground, true);
  42539. return ground;
  42540. };
  42541. return GroundGeometry;
  42542. }(_PrimitiveGeometry));
  42543. BABYLON.GroundGeometry = GroundGeometry;
  42544. /**
  42545. * Creates a tiled ground geometry
  42546. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42547. */
  42548. var TiledGroundGeometry = /** @class */ (function (_super) {
  42549. __extends(TiledGroundGeometry, _super);
  42550. /**
  42551. * Creates a tiled ground geometry
  42552. * @param id defines the unique ID of the geometry
  42553. * @param scene defines the hosting scene
  42554. * @param xmin defines the minimum value on X axis
  42555. * @param zmin defines the minimum value on Z axis
  42556. * @param xmax defines the maximum value on X axis
  42557. * @param zmax defines the maximum value on Z axis
  42558. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42559. * @param precision defines the precision to use when computing the tiles
  42560. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42561. * @param mesh defines the hosting mesh (can be null)
  42562. */
  42563. function TiledGroundGeometry(id, scene,
  42564. /**
  42565. * Defines the minimum value on X axis
  42566. */
  42567. xmin,
  42568. /**
  42569. * Defines the minimum value on Z axis
  42570. */
  42571. zmin,
  42572. /**
  42573. * Defines the maximum value on X axis
  42574. */
  42575. xmax,
  42576. /**
  42577. * Defines the maximum value on Z axis
  42578. */
  42579. zmax,
  42580. /**
  42581. * Defines the subdivisions to apply to the ground
  42582. */
  42583. subdivisions,
  42584. /**
  42585. * Defines the precision to use when computing the tiles
  42586. */
  42587. precision, canBeRegenerated, mesh) {
  42588. if (mesh === void 0) { mesh = null; }
  42589. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42590. _this.xmin = xmin;
  42591. _this.zmin = zmin;
  42592. _this.xmax = xmax;
  42593. _this.zmax = zmax;
  42594. _this.subdivisions = subdivisions;
  42595. _this.precision = precision;
  42596. return _this;
  42597. }
  42598. /** @hidden */
  42599. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42600. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42601. };
  42602. TiledGroundGeometry.prototype.copy = function (id) {
  42603. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42604. };
  42605. return TiledGroundGeometry;
  42606. }(_PrimitiveGeometry));
  42607. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42608. /**
  42609. * Creates a plane geometry
  42610. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42611. */
  42612. var PlaneGeometry = /** @class */ (function (_super) {
  42613. __extends(PlaneGeometry, _super);
  42614. /**
  42615. * Creates a plane geometry
  42616. * @param id defines the unique ID of the geometry
  42617. * @param scene defines the hosting scene
  42618. * @param size defines the size of the plane (width === height)
  42619. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42620. * @param mesh defines the hosting mesh (can be null)
  42621. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42622. */
  42623. function PlaneGeometry(id, scene,
  42624. /**
  42625. * Defines the size of the plane (width === height)
  42626. */
  42627. size, canBeRegenerated, mesh,
  42628. /**
  42629. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42630. */
  42631. side) {
  42632. if (mesh === void 0) { mesh = null; }
  42633. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42634. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42635. _this.size = size;
  42636. _this.side = side;
  42637. return _this;
  42638. }
  42639. /** @hidden */
  42640. PlaneGeometry.prototype._regenerateVertexData = function () {
  42641. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42642. };
  42643. PlaneGeometry.prototype.copy = function (id) {
  42644. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42645. };
  42646. PlaneGeometry.prototype.serialize = function () {
  42647. var serializationObject = _super.prototype.serialize.call(this);
  42648. serializationObject.size = this.size;
  42649. return serializationObject;
  42650. };
  42651. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42652. if (scene.getGeometryByID(parsedPlane.id)) {
  42653. return null; // null since geometry could be something else than a ground...
  42654. }
  42655. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42656. if (BABYLON.Tags) {
  42657. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42658. }
  42659. scene.pushGeometry(plane, true);
  42660. return plane;
  42661. };
  42662. return PlaneGeometry;
  42663. }(_PrimitiveGeometry));
  42664. BABYLON.PlaneGeometry = PlaneGeometry;
  42665. /**
  42666. * Creates a torus knot geometry
  42667. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42668. */
  42669. var TorusKnotGeometry = /** @class */ (function (_super) {
  42670. __extends(TorusKnotGeometry, _super);
  42671. /**
  42672. * Creates a torus knot geometry
  42673. * @param id defines the unique ID of the geometry
  42674. * @param scene defines the hosting scene
  42675. * @param radius defines the radius of the torus knot
  42676. * @param tube defines the thickness of the torus knot tube
  42677. * @param radialSegments defines the number of radial segments
  42678. * @param tubularSegments defines the number of tubular segments
  42679. * @param p defines the first number of windings
  42680. * @param q defines the second number of windings
  42681. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42682. * @param mesh defines the hosting mesh (can be null)
  42683. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42684. */
  42685. function TorusKnotGeometry(id, scene,
  42686. /**
  42687. * Defines the radius of the torus knot
  42688. */
  42689. radius,
  42690. /**
  42691. * Defines the thickness of the torus knot tube
  42692. */
  42693. tube,
  42694. /**
  42695. * Defines the number of radial segments
  42696. */
  42697. radialSegments,
  42698. /**
  42699. * Defines the number of tubular segments
  42700. */
  42701. tubularSegments,
  42702. /**
  42703. * Defines the first number of windings
  42704. */
  42705. p,
  42706. /**
  42707. * Defines the second number of windings
  42708. */
  42709. q, canBeRegenerated, mesh,
  42710. /**
  42711. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42712. */
  42713. side) {
  42714. if (mesh === void 0) { mesh = null; }
  42715. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42716. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42717. _this.radius = radius;
  42718. _this.tube = tube;
  42719. _this.radialSegments = radialSegments;
  42720. _this.tubularSegments = tubularSegments;
  42721. _this.p = p;
  42722. _this.q = q;
  42723. _this.side = side;
  42724. return _this;
  42725. }
  42726. /** @hidden */
  42727. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42728. 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 });
  42729. };
  42730. TorusKnotGeometry.prototype.copy = function (id) {
  42731. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42732. };
  42733. TorusKnotGeometry.prototype.serialize = function () {
  42734. var serializationObject = _super.prototype.serialize.call(this);
  42735. serializationObject.radius = this.radius;
  42736. serializationObject.tube = this.tube;
  42737. serializationObject.radialSegments = this.radialSegments;
  42738. serializationObject.tubularSegments = this.tubularSegments;
  42739. serializationObject.p = this.p;
  42740. serializationObject.q = this.q;
  42741. return serializationObject;
  42742. };
  42743. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42744. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42745. return null; // null since geometry could be something else than a ground...
  42746. }
  42747. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42748. if (BABYLON.Tags) {
  42749. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42750. }
  42751. scene.pushGeometry(torusKnot, true);
  42752. return torusKnot;
  42753. };
  42754. return TorusKnotGeometry;
  42755. }(_PrimitiveGeometry));
  42756. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42757. //}
  42758. })(BABYLON || (BABYLON = {}));
  42759. //# sourceMappingURL=geometry.js.map
  42760. var BABYLON;
  42761. (function (BABYLON) {
  42762. /**
  42763. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42764. */
  42765. var PerformanceMonitor = /** @class */ (function () {
  42766. /**
  42767. * constructor
  42768. * @param frameSampleSize The number of samples required to saturate the sliding window
  42769. */
  42770. function PerformanceMonitor(frameSampleSize) {
  42771. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42772. this._enabled = true;
  42773. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42774. }
  42775. /**
  42776. * Samples current frame
  42777. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42778. */
  42779. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42780. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42781. if (!this._enabled) {
  42782. return;
  42783. }
  42784. if (this._lastFrameTimeMs != null) {
  42785. var dt = timeMs - this._lastFrameTimeMs;
  42786. this._rollingFrameTime.add(dt);
  42787. }
  42788. this._lastFrameTimeMs = timeMs;
  42789. };
  42790. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42791. /**
  42792. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42793. */
  42794. get: function () {
  42795. return this._rollingFrameTime.average;
  42796. },
  42797. enumerable: true,
  42798. configurable: true
  42799. });
  42800. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42801. /**
  42802. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42803. */
  42804. get: function () {
  42805. return this._rollingFrameTime.variance;
  42806. },
  42807. enumerable: true,
  42808. configurable: true
  42809. });
  42810. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42811. /**
  42812. * Returns the frame time of the most recent frame
  42813. */
  42814. get: function () {
  42815. return this._rollingFrameTime.history(0);
  42816. },
  42817. enumerable: true,
  42818. configurable: true
  42819. });
  42820. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42821. /**
  42822. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42823. */
  42824. get: function () {
  42825. return 1000.0 / this._rollingFrameTime.average;
  42826. },
  42827. enumerable: true,
  42828. configurable: true
  42829. });
  42830. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42831. /**
  42832. * Returns the average framerate in frames per second using the most recent frame time
  42833. */
  42834. get: function () {
  42835. var history = this._rollingFrameTime.history(0);
  42836. if (history === 0) {
  42837. return 0;
  42838. }
  42839. return 1000.0 / history;
  42840. },
  42841. enumerable: true,
  42842. configurable: true
  42843. });
  42844. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42845. /**
  42846. * Returns true if enough samples have been taken to completely fill the sliding window
  42847. */
  42848. get: function () {
  42849. return this._rollingFrameTime.isSaturated();
  42850. },
  42851. enumerable: true,
  42852. configurable: true
  42853. });
  42854. /**
  42855. * Enables contributions to the sliding window sample set
  42856. */
  42857. PerformanceMonitor.prototype.enable = function () {
  42858. this._enabled = true;
  42859. };
  42860. /**
  42861. * Disables contributions to the sliding window sample set
  42862. * Samples will not be interpolated over the disabled period
  42863. */
  42864. PerformanceMonitor.prototype.disable = function () {
  42865. this._enabled = false;
  42866. //clear last sample to avoid interpolating over the disabled period when next enabled
  42867. this._lastFrameTimeMs = null;
  42868. };
  42869. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42870. /**
  42871. * Returns true if sampling is enabled
  42872. */
  42873. get: function () {
  42874. return this._enabled;
  42875. },
  42876. enumerable: true,
  42877. configurable: true
  42878. });
  42879. /**
  42880. * Resets performance monitor
  42881. */
  42882. PerformanceMonitor.prototype.reset = function () {
  42883. //clear last sample to avoid interpolating over the disabled period when next enabled
  42884. this._lastFrameTimeMs = null;
  42885. //wipe record
  42886. this._rollingFrameTime.reset();
  42887. };
  42888. return PerformanceMonitor;
  42889. }());
  42890. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42891. /**
  42892. * RollingAverage
  42893. *
  42894. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42895. */
  42896. var RollingAverage = /** @class */ (function () {
  42897. /**
  42898. * constructor
  42899. * @param length The number of samples required to saturate the sliding window
  42900. */
  42901. function RollingAverage(length) {
  42902. this._samples = new Array(length);
  42903. this.reset();
  42904. }
  42905. /**
  42906. * Adds a sample to the sample set
  42907. * @param v The sample value
  42908. */
  42909. RollingAverage.prototype.add = function (v) {
  42910. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42911. var delta;
  42912. //we need to check if we've already wrapped round
  42913. if (this.isSaturated()) {
  42914. //remove bottom of stack from mean
  42915. var bottomValue = this._samples[this._pos];
  42916. delta = bottomValue - this.average;
  42917. this.average -= delta / (this._sampleCount - 1);
  42918. this._m2 -= delta * (bottomValue - this.average);
  42919. }
  42920. else {
  42921. this._sampleCount++;
  42922. }
  42923. //add new value to mean
  42924. delta = v - this.average;
  42925. this.average += delta / (this._sampleCount);
  42926. this._m2 += delta * (v - this.average);
  42927. //set the new variance
  42928. this.variance = this._m2 / (this._sampleCount - 1);
  42929. this._samples[this._pos] = v;
  42930. this._pos++;
  42931. this._pos %= this._samples.length; //positive wrap around
  42932. };
  42933. /**
  42934. * Returns previously added values or null if outside of history or outside the sliding window domain
  42935. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42936. * @return Value previously recorded with add() or null if outside of range
  42937. */
  42938. RollingAverage.prototype.history = function (i) {
  42939. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42940. return 0;
  42941. }
  42942. var i0 = this._wrapPosition(this._pos - 1.0);
  42943. return this._samples[this._wrapPosition(i0 - i)];
  42944. };
  42945. /**
  42946. * Returns true if enough samples have been taken to completely fill the sliding window
  42947. * @return true if sample-set saturated
  42948. */
  42949. RollingAverage.prototype.isSaturated = function () {
  42950. return this._sampleCount >= this._samples.length;
  42951. };
  42952. /**
  42953. * Resets the rolling average (equivalent to 0 samples taken so far)
  42954. */
  42955. RollingAverage.prototype.reset = function () {
  42956. this.average = 0;
  42957. this.variance = 0;
  42958. this._sampleCount = 0;
  42959. this._pos = 0;
  42960. this._m2 = 0;
  42961. };
  42962. /**
  42963. * Wraps a value around the sample range boundaries
  42964. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42965. * @return Wrapped position in sample range
  42966. */
  42967. RollingAverage.prototype._wrapPosition = function (i) {
  42968. var max = this._samples.length;
  42969. return ((i % max) + max) % max;
  42970. };
  42971. return RollingAverage;
  42972. }());
  42973. BABYLON.RollingAverage = RollingAverage;
  42974. })(BABYLON || (BABYLON = {}));
  42975. //# sourceMappingURL=performanceMonitor.js.map
  42976. var BABYLON;
  42977. (function (BABYLON) {
  42978. /**
  42979. * "Static Class" containing the most commonly used helper while dealing with material for
  42980. * rendering purpose.
  42981. *
  42982. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42983. *
  42984. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42985. */
  42986. var MaterialHelper = /** @class */ (function () {
  42987. function MaterialHelper() {
  42988. }
  42989. /**
  42990. * Bind the current view position to an effect.
  42991. * @param effect The effect to be bound
  42992. * @param scene The scene the eyes position is used from
  42993. */
  42994. MaterialHelper.BindEyePosition = function (effect, scene) {
  42995. if (scene._forcedViewPosition) {
  42996. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42997. return;
  42998. }
  42999. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43000. };
  43001. /**
  43002. * Helps preparing the defines values about the UVs in used in the effect.
  43003. * UVs are shared as much as we can accross channels in the shaders.
  43004. * @param texture The texture we are preparing the UVs for
  43005. * @param defines The defines to update
  43006. * @param key The channel key "diffuse", "specular"... used in the shader
  43007. */
  43008. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43009. defines._needUVs = true;
  43010. defines[key] = true;
  43011. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43012. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43013. if (texture.coordinatesIndex === 0) {
  43014. defines["MAINUV1"] = true;
  43015. }
  43016. else {
  43017. defines["MAINUV2"] = true;
  43018. }
  43019. }
  43020. else {
  43021. defines[key + "DIRECTUV"] = 0;
  43022. }
  43023. };
  43024. /**
  43025. * Binds a texture matrix value to its corrsponding uniform
  43026. * @param texture The texture to bind the matrix for
  43027. * @param uniformBuffer The uniform buffer receivin the data
  43028. * @param key The channel key "diffuse", "specular"... used in the shader
  43029. */
  43030. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43031. var matrix = texture.getTextureMatrix();
  43032. if (!matrix.isIdentityAs3x2()) {
  43033. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43034. }
  43035. };
  43036. /**
  43037. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43038. * @param mesh defines the current mesh
  43039. * @param scene defines the current scene
  43040. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43041. * @param pointsCloud defines if point cloud rendering has to be turned on
  43042. * @param fogEnabled defines if fog has to be turned on
  43043. * @param alphaTest defines if alpha testing has to be turned on
  43044. * @param defines defines the current list of defines
  43045. */
  43046. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43047. if (defines._areMiscDirty) {
  43048. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43049. defines["POINTSIZE"] = pointsCloud;
  43050. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43051. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43052. defines["ALPHATEST"] = alphaTest;
  43053. }
  43054. };
  43055. /**
  43056. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43057. * @param scene defines the current scene
  43058. * @param engine defines the current engine
  43059. * @param defines specifies the list of active defines
  43060. * @param useInstances defines if instances have to be turned on
  43061. * @param useClipPlane defines if clip plane have to be turned on
  43062. */
  43063. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43064. if (useClipPlane === void 0) { useClipPlane = null; }
  43065. var changed = false;
  43066. var useClipPlane1 = false;
  43067. var useClipPlane2 = false;
  43068. var useClipPlane3 = false;
  43069. var useClipPlane4 = false;
  43070. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43071. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43072. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43073. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43074. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43075. defines["CLIPPLANE"] = useClipPlane1;
  43076. changed = true;
  43077. }
  43078. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43079. defines["CLIPPLANE2"] = useClipPlane2;
  43080. changed = true;
  43081. }
  43082. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43083. defines["CLIPPLANE3"] = useClipPlane3;
  43084. changed = true;
  43085. }
  43086. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43087. defines["CLIPPLANE4"] = useClipPlane4;
  43088. changed = true;
  43089. }
  43090. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43091. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43092. changed = true;
  43093. }
  43094. if (defines["INSTANCES"] !== useInstances) {
  43095. defines["INSTANCES"] = useInstances;
  43096. changed = true;
  43097. }
  43098. if (changed) {
  43099. defines.markAsUnprocessed();
  43100. }
  43101. };
  43102. /**
  43103. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43104. * @param mesh The mesh containing the geometry data we will draw
  43105. * @param defines The defines to update
  43106. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43107. * @param useBones Precise whether bones should be used or not (override mesh info)
  43108. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43109. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43110. * @returns false if defines are considered not dirty and have not been checked
  43111. */
  43112. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43113. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43114. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43115. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43116. return false;
  43117. }
  43118. defines._normals = defines._needNormals;
  43119. defines._uvs = defines._needUVs;
  43120. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43121. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43122. defines["TANGENT"] = true;
  43123. }
  43124. if (defines._needUVs) {
  43125. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43126. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43127. }
  43128. else {
  43129. defines["UV1"] = false;
  43130. defines["UV2"] = false;
  43131. }
  43132. if (useVertexColor) {
  43133. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43134. defines["VERTEXCOLOR"] = hasVertexColors;
  43135. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43136. }
  43137. if (useBones) {
  43138. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43139. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43140. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43141. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43142. defines["BONETEXTURE"] = true;
  43143. }
  43144. else {
  43145. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43146. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43147. }
  43148. }
  43149. else {
  43150. defines["NUM_BONE_INFLUENCERS"] = 0;
  43151. defines["BonesPerMesh"] = 0;
  43152. }
  43153. }
  43154. if (useMorphTargets) {
  43155. var manager = mesh.morphTargetManager;
  43156. if (manager) {
  43157. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43158. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43159. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43160. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43161. }
  43162. else {
  43163. defines["MORPHTARGETS_TANGENT"] = false;
  43164. defines["MORPHTARGETS_NORMAL"] = false;
  43165. defines["MORPHTARGETS"] = false;
  43166. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43167. }
  43168. }
  43169. return true;
  43170. };
  43171. /**
  43172. * Prepares the defines related to the light information passed in parameter
  43173. * @param scene The scene we are intending to draw
  43174. * @param mesh The mesh the effect is compiling for
  43175. * @param defines The defines to update
  43176. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43177. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43178. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43179. * @returns true if normals will be required for the rest of the effect
  43180. */
  43181. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43182. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43183. if (disableLighting === void 0) { disableLighting = false; }
  43184. if (!defines._areLightsDirty) {
  43185. return defines._needNormals;
  43186. }
  43187. var lightIndex = 0;
  43188. var needNormals = false;
  43189. var needRebuild = false;
  43190. var lightmapMode = false;
  43191. var shadowEnabled = false;
  43192. var specularEnabled = false;
  43193. if (scene.lightsEnabled && !disableLighting) {
  43194. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43195. var light = _a[_i];
  43196. needNormals = true;
  43197. if (defines["LIGHT" + lightIndex] === undefined) {
  43198. needRebuild = true;
  43199. }
  43200. defines["LIGHT" + lightIndex] = true;
  43201. defines["SPOTLIGHT" + lightIndex] = false;
  43202. defines["HEMILIGHT" + lightIndex] = false;
  43203. defines["POINTLIGHT" + lightIndex] = false;
  43204. defines["DIRLIGHT" + lightIndex] = false;
  43205. light.prepareLightSpecificDefines(defines, lightIndex);
  43206. // FallOff.
  43207. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43208. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43209. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43210. switch (light.falloffType) {
  43211. case BABYLON.Light.FALLOFF_GLTF:
  43212. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43213. break;
  43214. case BABYLON.Light.FALLOFF_PHYSICAL:
  43215. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43216. break;
  43217. case BABYLON.Light.FALLOFF_STANDARD:
  43218. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43219. break;
  43220. }
  43221. // Specular
  43222. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43223. specularEnabled = true;
  43224. }
  43225. // Shadows
  43226. defines["SHADOW" + lightIndex] = false;
  43227. defines["SHADOWPCF" + lightIndex] = false;
  43228. defines["SHADOWPCSS" + lightIndex] = false;
  43229. defines["SHADOWPOISSON" + lightIndex] = false;
  43230. defines["SHADOWESM" + lightIndex] = false;
  43231. defines["SHADOWCUBE" + lightIndex] = false;
  43232. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43233. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43234. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43235. var shadowGenerator = light.getShadowGenerator();
  43236. if (shadowGenerator) {
  43237. var shadowMap = shadowGenerator.getShadowMap();
  43238. if (shadowMap) {
  43239. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43240. shadowEnabled = true;
  43241. shadowGenerator.prepareDefines(defines, lightIndex);
  43242. }
  43243. }
  43244. }
  43245. }
  43246. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43247. lightmapMode = true;
  43248. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43249. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43250. }
  43251. else {
  43252. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43253. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43254. }
  43255. lightIndex++;
  43256. if (lightIndex === maxSimultaneousLights) {
  43257. break;
  43258. }
  43259. }
  43260. }
  43261. defines["SPECULARTERM"] = specularEnabled;
  43262. defines["SHADOWS"] = shadowEnabled;
  43263. // Resetting all other lights if any
  43264. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43265. if (defines["LIGHT" + index] !== undefined) {
  43266. defines["LIGHT" + index] = false;
  43267. defines["HEMILIGHT" + lightIndex] = false;
  43268. defines["POINTLIGHT" + lightIndex] = false;
  43269. defines["DIRLIGHT" + lightIndex] = false;
  43270. defines["SPOTLIGHT" + lightIndex] = false;
  43271. defines["SHADOW" + lightIndex] = false;
  43272. }
  43273. }
  43274. var caps = scene.getEngine().getCaps();
  43275. if (defines["SHADOWFLOAT"] === undefined) {
  43276. needRebuild = true;
  43277. }
  43278. defines["SHADOWFLOAT"] = shadowEnabled &&
  43279. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43280. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43281. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43282. if (needRebuild) {
  43283. defines.rebuild();
  43284. }
  43285. return needNormals;
  43286. };
  43287. /**
  43288. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43289. * that won t be acctive due to defines being turned off.
  43290. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43291. * @param samplersList The samplers list
  43292. * @param defines The defines helping in the list generation
  43293. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43294. */
  43295. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43296. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43297. var uniformsList;
  43298. var uniformBuffersList = null;
  43299. if (uniformsListOrOptions.uniformsNames) {
  43300. var options = uniformsListOrOptions;
  43301. uniformsList = options.uniformsNames;
  43302. uniformBuffersList = options.uniformBuffersNames;
  43303. samplersList = options.samplers;
  43304. defines = options.defines;
  43305. maxSimultaneousLights = options.maxSimultaneousLights;
  43306. }
  43307. else {
  43308. uniformsList = uniformsListOrOptions;
  43309. if (!samplersList) {
  43310. samplersList = [];
  43311. }
  43312. }
  43313. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43314. if (!defines["LIGHT" + lightIndex]) {
  43315. break;
  43316. }
  43317. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43318. if (uniformBuffersList) {
  43319. uniformBuffersList.push("Light" + lightIndex);
  43320. }
  43321. samplersList.push("shadowSampler" + lightIndex);
  43322. samplersList.push("depthSampler" + lightIndex);
  43323. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43324. samplersList.push("projectionLightSampler" + lightIndex);
  43325. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43326. }
  43327. }
  43328. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43329. uniformsList.push("morphTargetInfluences");
  43330. }
  43331. };
  43332. /**
  43333. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43334. * @param defines The defines to update while falling back
  43335. * @param fallbacks The authorized effect fallbacks
  43336. * @param maxSimultaneousLights The maximum number of lights allowed
  43337. * @param rank the current rank of the Effect
  43338. * @returns The newly affected rank
  43339. */
  43340. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43341. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43342. if (rank === void 0) { rank = 0; }
  43343. var lightFallbackRank = 0;
  43344. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43345. if (!defines["LIGHT" + lightIndex]) {
  43346. break;
  43347. }
  43348. if (lightIndex > 0) {
  43349. lightFallbackRank = rank + lightIndex;
  43350. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43351. }
  43352. if (!defines["SHADOWS"]) {
  43353. if (defines["SHADOW" + lightIndex]) {
  43354. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43355. }
  43356. if (defines["SHADOWPCF" + lightIndex]) {
  43357. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43358. }
  43359. if (defines["SHADOWPCSS" + lightIndex]) {
  43360. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43361. }
  43362. if (defines["SHADOWPOISSON" + lightIndex]) {
  43363. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43364. }
  43365. if (defines["SHADOWESM" + lightIndex]) {
  43366. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43367. }
  43368. }
  43369. }
  43370. return lightFallbackRank++;
  43371. };
  43372. /**
  43373. * Prepares the list of attributes required for morph targets according to the effect defines.
  43374. * @param attribs The current list of supported attribs
  43375. * @param mesh The mesh to prepare the morph targets attributes for
  43376. * @param defines The current Defines of the effect
  43377. */
  43378. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43379. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43380. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43381. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43382. var manager = mesh.morphTargetManager;
  43383. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43384. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43385. for (var index = 0; index < influencers; index++) {
  43386. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43387. if (normal) {
  43388. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43389. }
  43390. if (tangent) {
  43391. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43392. }
  43393. if (attribs.length > maxAttributesCount) {
  43394. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43395. }
  43396. }
  43397. }
  43398. };
  43399. /**
  43400. * Prepares the list of attributes required for bones according to the effect defines.
  43401. * @param attribs The current list of supported attribs
  43402. * @param mesh The mesh to prepare the bones attributes for
  43403. * @param defines The current Defines of the effect
  43404. * @param fallbacks The current efffect fallback strategy
  43405. */
  43406. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43407. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43408. fallbacks.addCPUSkinningFallback(0, mesh);
  43409. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43410. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43411. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43412. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43413. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43414. }
  43415. }
  43416. };
  43417. /**
  43418. * Prepares the list of attributes required for instances according to the effect defines.
  43419. * @param attribs The current list of supported attribs
  43420. * @param defines The current Defines of the effect
  43421. */
  43422. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43423. if (defines["INSTANCES"]) {
  43424. attribs.push("world0");
  43425. attribs.push("world1");
  43426. attribs.push("world2");
  43427. attribs.push("world3");
  43428. }
  43429. };
  43430. /**
  43431. * Binds the light shadow information to the effect for the given mesh.
  43432. * @param light The light containing the generator
  43433. * @param scene The scene the lights belongs to
  43434. * @param mesh The mesh we are binding the information to render
  43435. * @param lightIndex The light index in the effect used to render the mesh
  43436. * @param effect The effect we are binding the data to
  43437. */
  43438. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43439. if (light.shadowEnabled && mesh.receiveShadows) {
  43440. var shadowGenerator = light.getShadowGenerator();
  43441. if (shadowGenerator) {
  43442. shadowGenerator.bindShadowLight(lightIndex, effect);
  43443. }
  43444. }
  43445. };
  43446. /**
  43447. * Binds the light information to the effect.
  43448. * @param light The light containing the generator
  43449. * @param effect The effect we are binding the data to
  43450. * @param lightIndex The light index in the effect used to render
  43451. */
  43452. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43453. light.transferToEffect(effect, lightIndex + "");
  43454. };
  43455. /**
  43456. * Binds the lights information from the scene to the effect for the given mesh.
  43457. * @param scene The scene the lights belongs to
  43458. * @param mesh The mesh we are binding the information to render
  43459. * @param effect The effect we are binding the data to
  43460. * @param defines The generated defines for the effect
  43461. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43462. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43463. */
  43464. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43465. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43466. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43467. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43468. for (var i = 0; i < len; i++) {
  43469. var light = mesh._lightSources[i];
  43470. var iAsString = i.toString();
  43471. var scaledIntensity = light.getScaledIntensity();
  43472. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43473. MaterialHelper.BindLightProperties(light, effect, i);
  43474. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43475. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43476. if (defines["SPECULARTERM"]) {
  43477. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43478. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43479. }
  43480. // Shadows
  43481. if (scene.shadowsEnabled) {
  43482. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43483. }
  43484. light._uniformBuffer.update();
  43485. }
  43486. };
  43487. /**
  43488. * Binds the fog information from the scene to the effect for the given mesh.
  43489. * @param scene The scene the lights belongs to
  43490. * @param mesh The mesh we are binding the information to render
  43491. * @param effect The effect we are binding the data to
  43492. * @param linearSpace Defines if the fog effect is applied in linear space
  43493. */
  43494. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43495. if (linearSpace === void 0) { linearSpace = false; }
  43496. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43497. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43498. // Convert fog color to linear space if used in a linear space computed shader.
  43499. if (linearSpace) {
  43500. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43501. effect.setColor3("vFogColor", this._tempFogColor);
  43502. }
  43503. else {
  43504. effect.setColor3("vFogColor", scene.fogColor);
  43505. }
  43506. }
  43507. };
  43508. /**
  43509. * Binds the bones information from the mesh to the effect.
  43510. * @param mesh The mesh we are binding the information to render
  43511. * @param effect The effect we are binding the data to
  43512. */
  43513. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43514. if (!effect || !mesh) {
  43515. return;
  43516. }
  43517. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43518. mesh.computeBonesUsingShaders = false;
  43519. }
  43520. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43521. var skeleton = mesh.skeleton;
  43522. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43523. var boneTexture = skeleton.getTransformMatrixTexture();
  43524. effect.setTexture("boneSampler", boneTexture);
  43525. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43526. }
  43527. else {
  43528. var matrices = skeleton.getTransformMatrices(mesh);
  43529. if (matrices) {
  43530. effect.setMatrices("mBones", matrices);
  43531. }
  43532. }
  43533. }
  43534. };
  43535. /**
  43536. * Binds the morph targets information from the mesh to the effect.
  43537. * @param abstractMesh The mesh we are binding the information to render
  43538. * @param effect The effect we are binding the data to
  43539. */
  43540. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43541. var manager = abstractMesh.morphTargetManager;
  43542. if (!abstractMesh || !manager) {
  43543. return;
  43544. }
  43545. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43546. };
  43547. /**
  43548. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43549. * @param defines The generated defines used in the effect
  43550. * @param effect The effect we are binding the data to
  43551. * @param scene The scene we are willing to render with logarithmic scale for
  43552. */
  43553. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43554. if (defines["LOGARITHMICDEPTH"]) {
  43555. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43556. }
  43557. };
  43558. /**
  43559. * Binds the clip plane information from the scene to the effect.
  43560. * @param scene The scene the clip plane information are extracted from
  43561. * @param effect The effect we are binding the data to
  43562. */
  43563. MaterialHelper.BindClipPlane = function (effect, scene) {
  43564. if (scene.clipPlane) {
  43565. var clipPlane = scene.clipPlane;
  43566. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43567. }
  43568. if (scene.clipPlane2) {
  43569. var clipPlane = scene.clipPlane2;
  43570. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43571. }
  43572. if (scene.clipPlane3) {
  43573. var clipPlane = scene.clipPlane3;
  43574. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43575. }
  43576. if (scene.clipPlane4) {
  43577. var clipPlane = scene.clipPlane4;
  43578. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43579. }
  43580. };
  43581. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43582. return MaterialHelper;
  43583. }());
  43584. BABYLON.MaterialHelper = MaterialHelper;
  43585. })(BABYLON || (BABYLON = {}));
  43586. //# sourceMappingURL=materialHelper.js.map
  43587. var BABYLON;
  43588. (function (BABYLON) {
  43589. /**
  43590. * Base class of materials working in push mode in babylon JS
  43591. * @hidden
  43592. */
  43593. var PushMaterial = /** @class */ (function (_super) {
  43594. __extends(PushMaterial, _super);
  43595. function PushMaterial(name, scene) {
  43596. var _this = _super.call(this, name, scene) || this;
  43597. _this._normalMatrix = new BABYLON.Matrix();
  43598. /**
  43599. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43600. * This means that the material can keep using a previous shader while a new one is being compiled.
  43601. * This is mostly used when shader parallel compilation is supported (true by default)
  43602. */
  43603. _this.allowShaderHotSwapping = true;
  43604. _this._storeEffectOnSubMeshes = true;
  43605. return _this;
  43606. }
  43607. PushMaterial.prototype.getEffect = function () {
  43608. return this._activeEffect;
  43609. };
  43610. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43611. if (!mesh) {
  43612. return false;
  43613. }
  43614. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43615. return true;
  43616. }
  43617. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43618. };
  43619. /**
  43620. * Binds the given world matrix to the active effect
  43621. *
  43622. * @param world the matrix to bind
  43623. */
  43624. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43625. this._activeEffect.setMatrix("world", world);
  43626. };
  43627. /**
  43628. * Binds the given normal matrix to the active effect
  43629. *
  43630. * @param normalMatrix the matrix to bind
  43631. */
  43632. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43633. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43634. };
  43635. PushMaterial.prototype.bind = function (world, mesh) {
  43636. if (!mesh) {
  43637. return;
  43638. }
  43639. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43640. };
  43641. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43642. if (effect === void 0) { effect = null; }
  43643. _super.prototype._afterBind.call(this, mesh);
  43644. this.getScene()._cachedEffect = effect;
  43645. };
  43646. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43647. if (visibility === void 0) { visibility = 1; }
  43648. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43649. };
  43650. return PushMaterial;
  43651. }(BABYLON.Material));
  43652. BABYLON.PushMaterial = PushMaterial;
  43653. })(BABYLON || (BABYLON = {}));
  43654. //# sourceMappingURL=pushMaterial.js.map
  43655. var BABYLON;
  43656. (function (BABYLON) {
  43657. /** @hidden */
  43658. var StandardMaterialDefines = /** @class */ (function (_super) {
  43659. __extends(StandardMaterialDefines, _super);
  43660. function StandardMaterialDefines() {
  43661. var _this = _super.call(this) || this;
  43662. _this.MAINUV1 = false;
  43663. _this.MAINUV2 = false;
  43664. _this.DIFFUSE = false;
  43665. _this.DIFFUSEDIRECTUV = 0;
  43666. _this.AMBIENT = false;
  43667. _this.AMBIENTDIRECTUV = 0;
  43668. _this.OPACITY = false;
  43669. _this.OPACITYDIRECTUV = 0;
  43670. _this.OPACITYRGB = false;
  43671. _this.REFLECTION = false;
  43672. _this.EMISSIVE = false;
  43673. _this.EMISSIVEDIRECTUV = 0;
  43674. _this.SPECULAR = false;
  43675. _this.SPECULARDIRECTUV = 0;
  43676. _this.BUMP = false;
  43677. _this.BUMPDIRECTUV = 0;
  43678. _this.PARALLAX = false;
  43679. _this.PARALLAXOCCLUSION = false;
  43680. _this.SPECULAROVERALPHA = false;
  43681. _this.CLIPPLANE = false;
  43682. _this.CLIPPLANE2 = false;
  43683. _this.CLIPPLANE3 = false;
  43684. _this.CLIPPLANE4 = false;
  43685. _this.ALPHATEST = false;
  43686. _this.DEPTHPREPASS = false;
  43687. _this.ALPHAFROMDIFFUSE = false;
  43688. _this.POINTSIZE = false;
  43689. _this.FOG = false;
  43690. _this.SPECULARTERM = false;
  43691. _this.DIFFUSEFRESNEL = false;
  43692. _this.OPACITYFRESNEL = false;
  43693. _this.REFLECTIONFRESNEL = false;
  43694. _this.REFRACTIONFRESNEL = false;
  43695. _this.EMISSIVEFRESNEL = false;
  43696. _this.FRESNEL = false;
  43697. _this.NORMAL = false;
  43698. _this.UV1 = false;
  43699. _this.UV2 = false;
  43700. _this.VERTEXCOLOR = false;
  43701. _this.VERTEXALPHA = false;
  43702. _this.NUM_BONE_INFLUENCERS = 0;
  43703. _this.BonesPerMesh = 0;
  43704. _this.BONETEXTURE = false;
  43705. _this.INSTANCES = false;
  43706. _this.GLOSSINESS = false;
  43707. _this.ROUGHNESS = false;
  43708. _this.EMISSIVEASILLUMINATION = false;
  43709. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43710. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43711. _this.LIGHTMAP = false;
  43712. _this.LIGHTMAPDIRECTUV = 0;
  43713. _this.OBJECTSPACE_NORMALMAP = false;
  43714. _this.USELIGHTMAPASSHADOWMAP = false;
  43715. _this.REFLECTIONMAP_3D = false;
  43716. _this.REFLECTIONMAP_SPHERICAL = false;
  43717. _this.REFLECTIONMAP_PLANAR = false;
  43718. _this.REFLECTIONMAP_CUBIC = false;
  43719. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43720. _this.REFLECTIONMAP_PROJECTION = false;
  43721. _this.REFLECTIONMAP_SKYBOX = false;
  43722. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43723. _this.REFLECTIONMAP_EXPLICIT = false;
  43724. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43725. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43726. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43727. _this.INVERTCUBICMAP = false;
  43728. _this.LOGARITHMICDEPTH = false;
  43729. _this.REFRACTION = false;
  43730. _this.REFRACTIONMAP_3D = false;
  43731. _this.REFLECTIONOVERALPHA = false;
  43732. _this.TWOSIDEDLIGHTING = false;
  43733. _this.SHADOWFLOAT = false;
  43734. _this.MORPHTARGETS = false;
  43735. _this.MORPHTARGETS_NORMAL = false;
  43736. _this.MORPHTARGETS_TANGENT = false;
  43737. _this.NUM_MORPH_INFLUENCERS = 0;
  43738. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43739. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43740. _this.IMAGEPROCESSING = false;
  43741. _this.VIGNETTE = false;
  43742. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43743. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43744. _this.TONEMAPPING = false;
  43745. _this.TONEMAPPING_ACES = false;
  43746. _this.CONTRAST = false;
  43747. _this.COLORCURVES = false;
  43748. _this.COLORGRADING = false;
  43749. _this.COLORGRADING3D = false;
  43750. _this.SAMPLER3DGREENDEPTH = false;
  43751. _this.SAMPLER3DBGRMAP = false;
  43752. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43753. /**
  43754. * If the reflection texture on this material is in linear color space
  43755. * @hidden
  43756. */
  43757. _this.IS_REFLECTION_LINEAR = false;
  43758. /**
  43759. * If the refraction texture on this material is in linear color space
  43760. * @hidden
  43761. */
  43762. _this.IS_REFRACTION_LINEAR = false;
  43763. _this.EXPOSURE = false;
  43764. _this.rebuild();
  43765. return _this;
  43766. }
  43767. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43768. var modes = [
  43769. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43770. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43771. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43772. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43773. ];
  43774. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43775. var mode = modes_1[_i];
  43776. this[mode] = (mode === modeToEnable);
  43777. }
  43778. };
  43779. return StandardMaterialDefines;
  43780. }(BABYLON.MaterialDefines));
  43781. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43782. /**
  43783. * This is the default material used in Babylon. It is the best trade off between quality
  43784. * and performances.
  43785. * @see http://doc.babylonjs.com/babylon101/materials
  43786. */
  43787. var StandardMaterial = /** @class */ (function (_super) {
  43788. __extends(StandardMaterial, _super);
  43789. /**
  43790. * Instantiates a new standard material.
  43791. * This is the default material used in Babylon. It is the best trade off between quality
  43792. * and performances.
  43793. * @see http://doc.babylonjs.com/babylon101/materials
  43794. * @param name Define the name of the material in the scene
  43795. * @param scene Define the scene the material belong to
  43796. */
  43797. function StandardMaterial(name, scene) {
  43798. var _this = _super.call(this, name, scene) || this;
  43799. /**
  43800. * The color of the material lit by the environmental background lighting.
  43801. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43802. */
  43803. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43804. /**
  43805. * The basic color of the material as viewed under a light.
  43806. */
  43807. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43808. /**
  43809. * Define how the color and intensity of the highlight given by the light in the material.
  43810. */
  43811. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43812. /**
  43813. * Define the color of the material as if self lit.
  43814. * This will be mixed in the final result even in the absence of light.
  43815. */
  43816. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43817. /**
  43818. * Defines how sharp are the highlights in the material.
  43819. * The bigger the value the sharper giving a more glossy feeling to the result.
  43820. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43821. */
  43822. _this.specularPower = 64;
  43823. _this._useAlphaFromDiffuseTexture = false;
  43824. _this._useEmissiveAsIllumination = false;
  43825. _this._linkEmissiveWithDiffuse = false;
  43826. _this._useSpecularOverAlpha = false;
  43827. _this._useReflectionOverAlpha = false;
  43828. _this._disableLighting = false;
  43829. _this._useObjectSpaceNormalMap = false;
  43830. _this._useParallax = false;
  43831. _this._useParallaxOcclusion = false;
  43832. /**
  43833. * 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.
  43834. */
  43835. _this.parallaxScaleBias = 0.05;
  43836. _this._roughness = 0;
  43837. /**
  43838. * In case of refraction, define the value of the indice of refraction.
  43839. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43840. */
  43841. _this.indexOfRefraction = 0.98;
  43842. /**
  43843. * Invert the refraction texture alongside the y axis.
  43844. * It can be usefull with procedural textures or probe for instance.
  43845. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43846. */
  43847. _this.invertRefractionY = true;
  43848. /**
  43849. * Defines the alpha limits in alpha test mode.
  43850. */
  43851. _this.alphaCutOff = 0.4;
  43852. _this._useLightmapAsShadowmap = false;
  43853. _this._useReflectionFresnelFromSpecular = false;
  43854. _this._useGlossinessFromSpecularMapAlpha = false;
  43855. _this._maxSimultaneousLights = 4;
  43856. _this._invertNormalMapX = false;
  43857. _this._invertNormalMapY = false;
  43858. _this._twoSidedLighting = false;
  43859. _this._renderTargets = new BABYLON.SmartArray(16);
  43860. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43861. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43862. // Setup the default processing configuration to the scene.
  43863. _this._attachImageProcessingConfiguration(null);
  43864. _this.getRenderTargetTextures = function () {
  43865. _this._renderTargets.reset();
  43866. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43867. _this._renderTargets.push(_this._reflectionTexture);
  43868. }
  43869. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43870. _this._renderTargets.push(_this._refractionTexture);
  43871. }
  43872. return _this._renderTargets;
  43873. };
  43874. return _this;
  43875. }
  43876. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43877. /**
  43878. * Gets the image processing configuration used either in this material.
  43879. */
  43880. get: function () {
  43881. return this._imageProcessingConfiguration;
  43882. },
  43883. /**
  43884. * Sets the Default image processing configuration used either in the this material.
  43885. *
  43886. * If sets to null, the scene one is in use.
  43887. */
  43888. set: function (value) {
  43889. this._attachImageProcessingConfiguration(value);
  43890. // Ensure the effect will be rebuilt.
  43891. this._markAllSubMeshesAsTexturesDirty();
  43892. },
  43893. enumerable: true,
  43894. configurable: true
  43895. });
  43896. /**
  43897. * Attaches a new image processing configuration to the Standard Material.
  43898. * @param configuration
  43899. */
  43900. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43901. var _this = this;
  43902. if (configuration === this._imageProcessingConfiguration) {
  43903. return;
  43904. }
  43905. // Detaches observer.
  43906. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43907. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43908. }
  43909. // Pick the scene configuration if needed.
  43910. if (!configuration) {
  43911. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43912. }
  43913. else {
  43914. this._imageProcessingConfiguration = configuration;
  43915. }
  43916. // Attaches observer.
  43917. if (this._imageProcessingConfiguration) {
  43918. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43919. _this._markAllSubMeshesAsImageProcessingDirty();
  43920. });
  43921. }
  43922. };
  43923. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43924. /**
  43925. * Gets wether the color curves effect is enabled.
  43926. */
  43927. get: function () {
  43928. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43929. },
  43930. /**
  43931. * Sets wether the color curves effect is enabled.
  43932. */
  43933. set: function (value) {
  43934. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43935. },
  43936. enumerable: true,
  43937. configurable: true
  43938. });
  43939. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43940. /**
  43941. * Gets wether the color grading effect is enabled.
  43942. */
  43943. get: function () {
  43944. return this.imageProcessingConfiguration.colorGradingEnabled;
  43945. },
  43946. /**
  43947. * Gets wether the color grading effect is enabled.
  43948. */
  43949. set: function (value) {
  43950. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43951. },
  43952. enumerable: true,
  43953. configurable: true
  43954. });
  43955. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43956. /**
  43957. * Gets wether tonemapping is enabled or not.
  43958. */
  43959. get: function () {
  43960. return this._imageProcessingConfiguration.toneMappingEnabled;
  43961. },
  43962. /**
  43963. * Sets wether tonemapping is enabled or not
  43964. */
  43965. set: function (value) {
  43966. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43967. },
  43968. enumerable: true,
  43969. configurable: true
  43970. });
  43971. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43972. /**
  43973. * The camera exposure used on this material.
  43974. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43975. * This corresponds to a photographic exposure.
  43976. */
  43977. get: function () {
  43978. return this._imageProcessingConfiguration.exposure;
  43979. },
  43980. /**
  43981. * The camera exposure used on this material.
  43982. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43983. * This corresponds to a photographic exposure.
  43984. */
  43985. set: function (value) {
  43986. this._imageProcessingConfiguration.exposure = value;
  43987. },
  43988. enumerable: true,
  43989. configurable: true
  43990. });
  43991. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43992. /**
  43993. * Gets The camera contrast used on this material.
  43994. */
  43995. get: function () {
  43996. return this._imageProcessingConfiguration.contrast;
  43997. },
  43998. /**
  43999. * Sets The camera contrast used on this material.
  44000. */
  44001. set: function (value) {
  44002. this._imageProcessingConfiguration.contrast = value;
  44003. },
  44004. enumerable: true,
  44005. configurable: true
  44006. });
  44007. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44008. /**
  44009. * Gets the Color Grading 2D Lookup Texture.
  44010. */
  44011. get: function () {
  44012. return this._imageProcessingConfiguration.colorGradingTexture;
  44013. },
  44014. /**
  44015. * Sets the Color Grading 2D Lookup Texture.
  44016. */
  44017. set: function (value) {
  44018. this._imageProcessingConfiguration.colorGradingTexture = value;
  44019. },
  44020. enumerable: true,
  44021. configurable: true
  44022. });
  44023. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44024. /**
  44025. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44026. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44027. * 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;
  44028. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44029. */
  44030. get: function () {
  44031. return this._imageProcessingConfiguration.colorCurves;
  44032. },
  44033. /**
  44034. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44035. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44036. * 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;
  44037. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44038. */
  44039. set: function (value) {
  44040. this._imageProcessingConfiguration.colorCurves = value;
  44041. },
  44042. enumerable: true,
  44043. configurable: true
  44044. });
  44045. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44046. /**
  44047. * Gets a boolean indicating that current material needs to register RTT
  44048. */
  44049. get: function () {
  44050. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44051. return true;
  44052. }
  44053. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44054. return true;
  44055. }
  44056. return false;
  44057. },
  44058. enumerable: true,
  44059. configurable: true
  44060. });
  44061. /**
  44062. * Gets the current class name of the material e.g. "StandardMaterial"
  44063. * Mainly use in serialization.
  44064. * @returns the class name
  44065. */
  44066. StandardMaterial.prototype.getClassName = function () {
  44067. return "StandardMaterial";
  44068. };
  44069. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44070. /**
  44071. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44072. * You can try switching to logarithmic depth.
  44073. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44074. */
  44075. get: function () {
  44076. return this._useLogarithmicDepth;
  44077. },
  44078. set: function (value) {
  44079. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44080. this._markAllSubMeshesAsMiscDirty();
  44081. },
  44082. enumerable: true,
  44083. configurable: true
  44084. });
  44085. /**
  44086. * Specifies if the material will require alpha blending
  44087. * @returns a boolean specifying if alpha blending is needed
  44088. */
  44089. StandardMaterial.prototype.needAlphaBlending = function () {
  44090. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44091. };
  44092. /**
  44093. * Specifies if this material should be rendered in alpha test mode
  44094. * @returns a boolean specifying if an alpha test is needed.
  44095. */
  44096. StandardMaterial.prototype.needAlphaTesting = function () {
  44097. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44098. };
  44099. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44100. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44101. };
  44102. /**
  44103. * Get the texture used for alpha test purpose.
  44104. * @returns the diffuse texture in case of the standard material.
  44105. */
  44106. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44107. return this._diffuseTexture;
  44108. };
  44109. /**
  44110. * Get if the submesh is ready to be used and all its information available.
  44111. * Child classes can use it to update shaders
  44112. * @param mesh defines the mesh to check
  44113. * @param subMesh defines which submesh to check
  44114. * @param useInstances specifies that instances should be used
  44115. * @returns a boolean indicating that the submesh is ready or not
  44116. */
  44117. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44118. if (useInstances === void 0) { useInstances = false; }
  44119. if (subMesh.effect && this.isFrozen) {
  44120. if (this._wasPreviouslyReady) {
  44121. return true;
  44122. }
  44123. }
  44124. if (!subMesh._materialDefines) {
  44125. subMesh._materialDefines = new StandardMaterialDefines();
  44126. }
  44127. var scene = this.getScene();
  44128. var defines = subMesh._materialDefines;
  44129. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44130. if (defines._renderId === scene.getRenderId()) {
  44131. return true;
  44132. }
  44133. }
  44134. var engine = scene.getEngine();
  44135. // Lights
  44136. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44137. // Textures
  44138. if (defines._areTexturesDirty) {
  44139. defines._needUVs = false;
  44140. defines.MAINUV1 = false;
  44141. defines.MAINUV2 = false;
  44142. if (scene.texturesEnabled) {
  44143. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44144. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44145. return false;
  44146. }
  44147. else {
  44148. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44149. }
  44150. }
  44151. else {
  44152. defines.DIFFUSE = false;
  44153. }
  44154. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44155. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44156. return false;
  44157. }
  44158. else {
  44159. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44160. }
  44161. }
  44162. else {
  44163. defines.AMBIENT = false;
  44164. }
  44165. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44166. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44167. return false;
  44168. }
  44169. else {
  44170. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44171. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44172. }
  44173. }
  44174. else {
  44175. defines.OPACITY = false;
  44176. }
  44177. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44178. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44179. return false;
  44180. }
  44181. else {
  44182. defines._needNormals = true;
  44183. defines.REFLECTION = true;
  44184. defines.ROUGHNESS = (this._roughness > 0);
  44185. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44186. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44187. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44188. switch (this._reflectionTexture.coordinatesMode) {
  44189. case BABYLON.Texture.EXPLICIT_MODE:
  44190. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44191. break;
  44192. case BABYLON.Texture.PLANAR_MODE:
  44193. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44194. break;
  44195. case BABYLON.Texture.PROJECTION_MODE:
  44196. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44197. break;
  44198. case BABYLON.Texture.SKYBOX_MODE:
  44199. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44200. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44201. break;
  44202. case BABYLON.Texture.SPHERICAL_MODE:
  44203. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44204. break;
  44205. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44206. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44207. break;
  44208. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44209. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44210. break;
  44211. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44212. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44213. break;
  44214. case BABYLON.Texture.CUBIC_MODE:
  44215. case BABYLON.Texture.INVCUBIC_MODE:
  44216. default:
  44217. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44218. break;
  44219. }
  44220. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44221. }
  44222. }
  44223. else {
  44224. defines.REFLECTION = false;
  44225. }
  44226. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44227. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44228. return false;
  44229. }
  44230. else {
  44231. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44232. }
  44233. }
  44234. else {
  44235. defines.EMISSIVE = false;
  44236. }
  44237. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44238. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44239. return false;
  44240. }
  44241. else {
  44242. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44243. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44244. }
  44245. }
  44246. else {
  44247. defines.LIGHTMAP = false;
  44248. }
  44249. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44250. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44251. return false;
  44252. }
  44253. else {
  44254. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44255. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44256. }
  44257. }
  44258. else {
  44259. defines.SPECULAR = false;
  44260. }
  44261. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44262. // Bump texure can not be not blocking.
  44263. if (!this._bumpTexture.isReady()) {
  44264. return false;
  44265. }
  44266. else {
  44267. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44268. defines.PARALLAX = this._useParallax;
  44269. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44270. }
  44271. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44272. }
  44273. else {
  44274. defines.BUMP = false;
  44275. }
  44276. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44277. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44278. return false;
  44279. }
  44280. else {
  44281. defines._needUVs = true;
  44282. defines.REFRACTION = true;
  44283. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44284. }
  44285. }
  44286. else {
  44287. defines.REFRACTION = false;
  44288. }
  44289. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44290. }
  44291. else {
  44292. defines.DIFFUSE = false;
  44293. defines.AMBIENT = false;
  44294. defines.OPACITY = false;
  44295. defines.REFLECTION = false;
  44296. defines.EMISSIVE = false;
  44297. defines.LIGHTMAP = false;
  44298. defines.BUMP = false;
  44299. defines.REFRACTION = false;
  44300. }
  44301. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44302. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44303. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44304. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44305. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44306. }
  44307. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44308. if (!this._imageProcessingConfiguration.isReady()) {
  44309. return false;
  44310. }
  44311. this._imageProcessingConfiguration.prepareDefines(defines);
  44312. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44313. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44314. }
  44315. if (defines._areFresnelDirty) {
  44316. if (StandardMaterial.FresnelEnabled) {
  44317. // Fresnel
  44318. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44319. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44320. this._reflectionFresnelParameters) {
  44321. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44322. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44323. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44324. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44325. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44326. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44327. defines._needNormals = true;
  44328. defines.FRESNEL = true;
  44329. }
  44330. }
  44331. else {
  44332. defines.FRESNEL = false;
  44333. }
  44334. }
  44335. // Misc.
  44336. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44337. // Attribs
  44338. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44339. // Values that need to be evaluated on every frame
  44340. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44341. // Get correct effect
  44342. if (defines.isDirty) {
  44343. defines.markAsProcessed();
  44344. // Fallbacks
  44345. var fallbacks = new BABYLON.EffectFallbacks();
  44346. if (defines.REFLECTION) {
  44347. fallbacks.addFallback(0, "REFLECTION");
  44348. }
  44349. if (defines.SPECULAR) {
  44350. fallbacks.addFallback(0, "SPECULAR");
  44351. }
  44352. if (defines.BUMP) {
  44353. fallbacks.addFallback(0, "BUMP");
  44354. }
  44355. if (defines.PARALLAX) {
  44356. fallbacks.addFallback(1, "PARALLAX");
  44357. }
  44358. if (defines.PARALLAXOCCLUSION) {
  44359. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44360. }
  44361. if (defines.SPECULAROVERALPHA) {
  44362. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44363. }
  44364. if (defines.FOG) {
  44365. fallbacks.addFallback(1, "FOG");
  44366. }
  44367. if (defines.POINTSIZE) {
  44368. fallbacks.addFallback(0, "POINTSIZE");
  44369. }
  44370. if (defines.LOGARITHMICDEPTH) {
  44371. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44372. }
  44373. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44374. if (defines.SPECULARTERM) {
  44375. fallbacks.addFallback(0, "SPECULARTERM");
  44376. }
  44377. if (defines.DIFFUSEFRESNEL) {
  44378. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44379. }
  44380. if (defines.OPACITYFRESNEL) {
  44381. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44382. }
  44383. if (defines.REFLECTIONFRESNEL) {
  44384. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44385. }
  44386. if (defines.EMISSIVEFRESNEL) {
  44387. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44388. }
  44389. if (defines.FRESNEL) {
  44390. fallbacks.addFallback(4, "FRESNEL");
  44391. }
  44392. //Attributes
  44393. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44394. if (defines.NORMAL) {
  44395. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44396. }
  44397. if (defines.UV1) {
  44398. attribs.push(BABYLON.VertexBuffer.UVKind);
  44399. }
  44400. if (defines.UV2) {
  44401. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44402. }
  44403. if (defines.VERTEXCOLOR) {
  44404. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44405. }
  44406. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44407. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44408. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44409. var shaderName = "default";
  44410. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44411. "vFogInfos", "vFogColor", "pointSize",
  44412. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44413. "mBones",
  44414. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44415. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44416. "vReflectionPosition", "vReflectionSize",
  44417. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44418. ];
  44419. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44420. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44421. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44422. var uniformBuffers = ["Material", "Scene"];
  44423. if (BABYLON.ImageProcessingConfiguration) {
  44424. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44425. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44426. }
  44427. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44428. uniformsNames: uniforms,
  44429. uniformBuffersNames: uniformBuffers,
  44430. samplers: samplers,
  44431. defines: defines,
  44432. maxSimultaneousLights: this._maxSimultaneousLights
  44433. });
  44434. if (this.customShaderNameResolve) {
  44435. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44436. }
  44437. var join = defines.toString();
  44438. var previousEffect = subMesh.effect;
  44439. var effect = scene.getEngine().createEffect(shaderName, {
  44440. attributes: attribs,
  44441. uniformsNames: uniforms,
  44442. uniformBuffersNames: uniformBuffers,
  44443. samplers: samplers,
  44444. defines: join,
  44445. fallbacks: fallbacks,
  44446. onCompiled: this.onCompiled,
  44447. onError: this.onError,
  44448. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44449. }, engine);
  44450. if (effect) {
  44451. // Use previous effect while new one is compiling
  44452. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44453. effect = previousEffect;
  44454. defines.markAsUnprocessed();
  44455. }
  44456. else {
  44457. scene.resetCachedMaterial();
  44458. subMesh.setEffect(effect, defines);
  44459. this.buildUniformLayout();
  44460. }
  44461. }
  44462. }
  44463. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44464. return false;
  44465. }
  44466. defines._renderId = scene.getRenderId();
  44467. this._wasPreviouslyReady = true;
  44468. return true;
  44469. };
  44470. /**
  44471. * Builds the material UBO layouts.
  44472. * Used internally during the effect preparation.
  44473. */
  44474. StandardMaterial.prototype.buildUniformLayout = function () {
  44475. // Order is important !
  44476. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44477. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44478. this._uniformBuffer.addUniform("opacityParts", 4);
  44479. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44480. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44481. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44482. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44483. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44484. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44485. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44486. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44487. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44488. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44489. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44490. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44491. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44492. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44493. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44494. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44495. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44496. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44497. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44498. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44499. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44500. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44501. this._uniformBuffer.addUniform("specularMatrix", 16);
  44502. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44503. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44504. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44505. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44506. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44507. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44508. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44509. this._uniformBuffer.addUniform("pointSize", 1);
  44510. this._uniformBuffer.create();
  44511. };
  44512. /**
  44513. * Unbinds the material from the mesh
  44514. */
  44515. StandardMaterial.prototype.unbind = function () {
  44516. if (this._activeEffect) {
  44517. var needFlag = false;
  44518. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44519. this._activeEffect.setTexture("reflection2DSampler", null);
  44520. needFlag = true;
  44521. }
  44522. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44523. this._activeEffect.setTexture("refraction2DSampler", null);
  44524. needFlag = true;
  44525. }
  44526. if (needFlag) {
  44527. this._markAllSubMeshesAsTexturesDirty();
  44528. }
  44529. }
  44530. _super.prototype.unbind.call(this);
  44531. };
  44532. /**
  44533. * Binds the submesh to this material by preparing the effect and shader to draw
  44534. * @param world defines the world transformation matrix
  44535. * @param mesh defines the mesh containing the submesh
  44536. * @param subMesh defines the submesh to bind the material to
  44537. */
  44538. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44539. var scene = this.getScene();
  44540. var defines = subMesh._materialDefines;
  44541. if (!defines) {
  44542. return;
  44543. }
  44544. var effect = subMesh.effect;
  44545. if (!effect) {
  44546. return;
  44547. }
  44548. this._activeEffect = effect;
  44549. // Matrices
  44550. this.bindOnlyWorldMatrix(world);
  44551. // Normal Matrix
  44552. if (defines.OBJECTSPACE_NORMALMAP) {
  44553. world.toNormalMatrix(this._normalMatrix);
  44554. this.bindOnlyNormalMatrix(this._normalMatrix);
  44555. }
  44556. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44557. // Bones
  44558. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44559. if (mustRebind) {
  44560. this._uniformBuffer.bindToEffect(effect, "Material");
  44561. this.bindViewProjection(effect);
  44562. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44563. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44564. // Fresnel
  44565. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44566. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44567. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44568. }
  44569. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44570. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44571. }
  44572. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44573. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44574. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44575. }
  44576. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44577. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44578. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44579. }
  44580. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44581. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44582. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44583. }
  44584. }
  44585. // Textures
  44586. if (scene.texturesEnabled) {
  44587. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44588. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44589. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44590. if (this._diffuseTexture.hasAlpha) {
  44591. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44592. }
  44593. }
  44594. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44595. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44596. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44597. }
  44598. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44599. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44600. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44601. }
  44602. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44603. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44604. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44605. if (this._reflectionTexture.boundingBoxSize) {
  44606. var cubeTexture = this._reflectionTexture;
  44607. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44608. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44609. }
  44610. }
  44611. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44612. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44613. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44614. }
  44615. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44616. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44617. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44618. }
  44619. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44620. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44621. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44622. }
  44623. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44624. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44625. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44626. if (scene._mirroredCameraPosition) {
  44627. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44628. }
  44629. else {
  44630. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44631. }
  44632. }
  44633. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44634. var depth = 1.0;
  44635. if (!this._refractionTexture.isCube) {
  44636. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44637. if (this._refractionTexture.depth) {
  44638. depth = this._refractionTexture.depth;
  44639. }
  44640. }
  44641. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44642. }
  44643. }
  44644. // Point size
  44645. if (this.pointsCloud) {
  44646. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44647. }
  44648. if (defines.SPECULARTERM) {
  44649. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44650. }
  44651. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44652. // Diffuse
  44653. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44654. }
  44655. // Textures
  44656. if (scene.texturesEnabled) {
  44657. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44658. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44659. }
  44660. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44661. effect.setTexture("ambientSampler", this._ambientTexture);
  44662. }
  44663. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44664. effect.setTexture("opacitySampler", this._opacityTexture);
  44665. }
  44666. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44667. if (this._reflectionTexture.isCube) {
  44668. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44669. }
  44670. else {
  44671. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44672. }
  44673. }
  44674. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44675. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44676. }
  44677. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44678. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44679. }
  44680. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44681. effect.setTexture("specularSampler", this._specularTexture);
  44682. }
  44683. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44684. effect.setTexture("bumpSampler", this._bumpTexture);
  44685. }
  44686. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44687. var depth = 1.0;
  44688. if (this._refractionTexture.isCube) {
  44689. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44690. }
  44691. else {
  44692. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44693. }
  44694. }
  44695. }
  44696. // Clip plane
  44697. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44698. // Colors
  44699. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44700. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44701. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44702. }
  44703. if (mustRebind || !this.isFrozen) {
  44704. // Lights
  44705. if (scene.lightsEnabled && !this._disableLighting) {
  44706. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44707. }
  44708. // View
  44709. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44710. this.bindView(effect);
  44711. }
  44712. // Fog
  44713. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44714. // Morph targets
  44715. if (defines.NUM_MORPH_INFLUENCERS) {
  44716. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44717. }
  44718. // Log. depth
  44719. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44720. // image processing
  44721. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44722. this._imageProcessingConfiguration.bind(this._activeEffect);
  44723. }
  44724. }
  44725. this._uniformBuffer.update();
  44726. this._afterBind(mesh, this._activeEffect);
  44727. };
  44728. /**
  44729. * Get the list of animatables in the material.
  44730. * @returns the list of animatables object used in the material
  44731. */
  44732. StandardMaterial.prototype.getAnimatables = function () {
  44733. var results = [];
  44734. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44735. results.push(this._diffuseTexture);
  44736. }
  44737. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44738. results.push(this._ambientTexture);
  44739. }
  44740. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44741. results.push(this._opacityTexture);
  44742. }
  44743. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44744. results.push(this._reflectionTexture);
  44745. }
  44746. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44747. results.push(this._emissiveTexture);
  44748. }
  44749. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44750. results.push(this._specularTexture);
  44751. }
  44752. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44753. results.push(this._bumpTexture);
  44754. }
  44755. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44756. results.push(this._lightmapTexture);
  44757. }
  44758. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44759. results.push(this._refractionTexture);
  44760. }
  44761. return results;
  44762. };
  44763. /**
  44764. * Gets the active textures from the material
  44765. * @returns an array of textures
  44766. */
  44767. StandardMaterial.prototype.getActiveTextures = function () {
  44768. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44769. if (this._diffuseTexture) {
  44770. activeTextures.push(this._diffuseTexture);
  44771. }
  44772. if (this._ambientTexture) {
  44773. activeTextures.push(this._ambientTexture);
  44774. }
  44775. if (this._opacityTexture) {
  44776. activeTextures.push(this._opacityTexture);
  44777. }
  44778. if (this._reflectionTexture) {
  44779. activeTextures.push(this._reflectionTexture);
  44780. }
  44781. if (this._emissiveTexture) {
  44782. activeTextures.push(this._emissiveTexture);
  44783. }
  44784. if (this._specularTexture) {
  44785. activeTextures.push(this._specularTexture);
  44786. }
  44787. if (this._bumpTexture) {
  44788. activeTextures.push(this._bumpTexture);
  44789. }
  44790. if (this._lightmapTexture) {
  44791. activeTextures.push(this._lightmapTexture);
  44792. }
  44793. if (this._refractionTexture) {
  44794. activeTextures.push(this._refractionTexture);
  44795. }
  44796. return activeTextures;
  44797. };
  44798. /**
  44799. * Specifies if the material uses a texture
  44800. * @param texture defines the texture to check against the material
  44801. * @returns a boolean specifying if the material uses the texture
  44802. */
  44803. StandardMaterial.prototype.hasTexture = function (texture) {
  44804. if (_super.prototype.hasTexture.call(this, texture)) {
  44805. return true;
  44806. }
  44807. if (this._diffuseTexture === texture) {
  44808. return true;
  44809. }
  44810. if (this._ambientTexture === texture) {
  44811. return true;
  44812. }
  44813. if (this._opacityTexture === texture) {
  44814. return true;
  44815. }
  44816. if (this._reflectionTexture === texture) {
  44817. return true;
  44818. }
  44819. if (this._emissiveTexture === texture) {
  44820. return true;
  44821. }
  44822. if (this._specularTexture === texture) {
  44823. return true;
  44824. }
  44825. if (this._bumpTexture === texture) {
  44826. return true;
  44827. }
  44828. if (this._lightmapTexture === texture) {
  44829. return true;
  44830. }
  44831. if (this._refractionTexture === texture) {
  44832. return true;
  44833. }
  44834. return false;
  44835. };
  44836. /**
  44837. * Disposes the material
  44838. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44839. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44840. */
  44841. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44842. if (forceDisposeTextures) {
  44843. if (this._diffuseTexture) {
  44844. this._diffuseTexture.dispose();
  44845. }
  44846. if (this._ambientTexture) {
  44847. this._ambientTexture.dispose();
  44848. }
  44849. if (this._opacityTexture) {
  44850. this._opacityTexture.dispose();
  44851. }
  44852. if (this._reflectionTexture) {
  44853. this._reflectionTexture.dispose();
  44854. }
  44855. if (this._emissiveTexture) {
  44856. this._emissiveTexture.dispose();
  44857. }
  44858. if (this._specularTexture) {
  44859. this._specularTexture.dispose();
  44860. }
  44861. if (this._bumpTexture) {
  44862. this._bumpTexture.dispose();
  44863. }
  44864. if (this._lightmapTexture) {
  44865. this._lightmapTexture.dispose();
  44866. }
  44867. if (this._refractionTexture) {
  44868. this._refractionTexture.dispose();
  44869. }
  44870. }
  44871. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44872. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44873. }
  44874. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44875. };
  44876. /**
  44877. * Makes a duplicate of the material, and gives it a new name
  44878. * @param name defines the new name for the duplicated material
  44879. * @returns the cloned material
  44880. */
  44881. StandardMaterial.prototype.clone = function (name) {
  44882. var _this = this;
  44883. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44884. result.name = name;
  44885. result.id = name;
  44886. return result;
  44887. };
  44888. /**
  44889. * Serializes this material in a JSON representation
  44890. * @returns the serialized material object
  44891. */
  44892. StandardMaterial.prototype.serialize = function () {
  44893. return BABYLON.SerializationHelper.Serialize(this);
  44894. };
  44895. /**
  44896. * Creates a standard material from parsed material data
  44897. * @param source defines the JSON represnetation of the material
  44898. * @param scene defines the hosting scene
  44899. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44900. * @returns a new material
  44901. */
  44902. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44903. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44904. };
  44905. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44906. /**
  44907. * Are diffuse textures enabled in the application.
  44908. */
  44909. get: function () {
  44910. return StandardMaterial._DiffuseTextureEnabled;
  44911. },
  44912. set: function (value) {
  44913. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44914. return;
  44915. }
  44916. StandardMaterial._DiffuseTextureEnabled = value;
  44917. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44918. },
  44919. enumerable: true,
  44920. configurable: true
  44921. });
  44922. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44923. /**
  44924. * Are ambient textures enabled in the application.
  44925. */
  44926. get: function () {
  44927. return StandardMaterial._AmbientTextureEnabled;
  44928. },
  44929. set: function (value) {
  44930. if (StandardMaterial._AmbientTextureEnabled === value) {
  44931. return;
  44932. }
  44933. StandardMaterial._AmbientTextureEnabled = value;
  44934. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44935. },
  44936. enumerable: true,
  44937. configurable: true
  44938. });
  44939. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44940. /**
  44941. * Are opacity textures enabled in the application.
  44942. */
  44943. get: function () {
  44944. return StandardMaterial._OpacityTextureEnabled;
  44945. },
  44946. set: function (value) {
  44947. if (StandardMaterial._OpacityTextureEnabled === value) {
  44948. return;
  44949. }
  44950. StandardMaterial._OpacityTextureEnabled = value;
  44951. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44952. },
  44953. enumerable: true,
  44954. configurable: true
  44955. });
  44956. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44957. /**
  44958. * Are reflection textures enabled in the application.
  44959. */
  44960. get: function () {
  44961. return StandardMaterial._ReflectionTextureEnabled;
  44962. },
  44963. set: function (value) {
  44964. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44965. return;
  44966. }
  44967. StandardMaterial._ReflectionTextureEnabled = value;
  44968. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44969. },
  44970. enumerable: true,
  44971. configurable: true
  44972. });
  44973. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44974. /**
  44975. * Are emissive textures enabled in the application.
  44976. */
  44977. get: function () {
  44978. return StandardMaterial._EmissiveTextureEnabled;
  44979. },
  44980. set: function (value) {
  44981. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44982. return;
  44983. }
  44984. StandardMaterial._EmissiveTextureEnabled = value;
  44985. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44986. },
  44987. enumerable: true,
  44988. configurable: true
  44989. });
  44990. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44991. /**
  44992. * Are specular textures enabled in the application.
  44993. */
  44994. get: function () {
  44995. return StandardMaterial._SpecularTextureEnabled;
  44996. },
  44997. set: function (value) {
  44998. if (StandardMaterial._SpecularTextureEnabled === value) {
  44999. return;
  45000. }
  45001. StandardMaterial._SpecularTextureEnabled = value;
  45002. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45003. },
  45004. enumerable: true,
  45005. configurable: true
  45006. });
  45007. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45008. /**
  45009. * Are bump textures enabled in the application.
  45010. */
  45011. get: function () {
  45012. return StandardMaterial._BumpTextureEnabled;
  45013. },
  45014. set: function (value) {
  45015. if (StandardMaterial._BumpTextureEnabled === value) {
  45016. return;
  45017. }
  45018. StandardMaterial._BumpTextureEnabled = value;
  45019. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45020. },
  45021. enumerable: true,
  45022. configurable: true
  45023. });
  45024. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45025. /**
  45026. * Are lightmap textures enabled in the application.
  45027. */
  45028. get: function () {
  45029. return StandardMaterial._LightmapTextureEnabled;
  45030. },
  45031. set: function (value) {
  45032. if (StandardMaterial._LightmapTextureEnabled === value) {
  45033. return;
  45034. }
  45035. StandardMaterial._LightmapTextureEnabled = value;
  45036. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45037. },
  45038. enumerable: true,
  45039. configurable: true
  45040. });
  45041. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45042. /**
  45043. * Are refraction textures enabled in the application.
  45044. */
  45045. get: function () {
  45046. return StandardMaterial._RefractionTextureEnabled;
  45047. },
  45048. set: function (value) {
  45049. if (StandardMaterial._RefractionTextureEnabled === value) {
  45050. return;
  45051. }
  45052. StandardMaterial._RefractionTextureEnabled = value;
  45053. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45054. },
  45055. enumerable: true,
  45056. configurable: true
  45057. });
  45058. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45059. /**
  45060. * Are color grading textures enabled in the application.
  45061. */
  45062. get: function () {
  45063. return StandardMaterial._ColorGradingTextureEnabled;
  45064. },
  45065. set: function (value) {
  45066. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45067. return;
  45068. }
  45069. StandardMaterial._ColorGradingTextureEnabled = value;
  45070. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45071. },
  45072. enumerable: true,
  45073. configurable: true
  45074. });
  45075. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45076. /**
  45077. * Are fresnels enabled in the application.
  45078. */
  45079. get: function () {
  45080. return StandardMaterial._FresnelEnabled;
  45081. },
  45082. set: function (value) {
  45083. if (StandardMaterial._FresnelEnabled === value) {
  45084. return;
  45085. }
  45086. StandardMaterial._FresnelEnabled = value;
  45087. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45088. },
  45089. enumerable: true,
  45090. configurable: true
  45091. });
  45092. // Flags used to enable or disable a type of texture for all Standard Materials
  45093. StandardMaterial._DiffuseTextureEnabled = true;
  45094. StandardMaterial._AmbientTextureEnabled = true;
  45095. StandardMaterial._OpacityTextureEnabled = true;
  45096. StandardMaterial._ReflectionTextureEnabled = true;
  45097. StandardMaterial._EmissiveTextureEnabled = true;
  45098. StandardMaterial._SpecularTextureEnabled = true;
  45099. StandardMaterial._BumpTextureEnabled = true;
  45100. StandardMaterial._LightmapTextureEnabled = true;
  45101. StandardMaterial._RefractionTextureEnabled = true;
  45102. StandardMaterial._ColorGradingTextureEnabled = true;
  45103. StandardMaterial._FresnelEnabled = true;
  45104. __decorate([
  45105. BABYLON.serializeAsTexture("diffuseTexture")
  45106. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45107. __decorate([
  45108. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45109. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45110. __decorate([
  45111. BABYLON.serializeAsTexture("ambientTexture")
  45112. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45113. __decorate([
  45114. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45115. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45116. __decorate([
  45117. BABYLON.serializeAsTexture("opacityTexture")
  45118. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45119. __decorate([
  45120. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45121. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45122. __decorate([
  45123. BABYLON.serializeAsTexture("reflectionTexture")
  45124. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45125. __decorate([
  45126. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45127. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45128. __decorate([
  45129. BABYLON.serializeAsTexture("emissiveTexture")
  45130. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45131. __decorate([
  45132. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45133. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45134. __decorate([
  45135. BABYLON.serializeAsTexture("specularTexture")
  45136. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45137. __decorate([
  45138. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45139. ], StandardMaterial.prototype, "specularTexture", void 0);
  45140. __decorate([
  45141. BABYLON.serializeAsTexture("bumpTexture")
  45142. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45143. __decorate([
  45144. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45145. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45146. __decorate([
  45147. BABYLON.serializeAsTexture("lightmapTexture")
  45148. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45149. __decorate([
  45150. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45151. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45152. __decorate([
  45153. BABYLON.serializeAsTexture("refractionTexture")
  45154. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45155. __decorate([
  45156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45157. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45158. __decorate([
  45159. BABYLON.serializeAsColor3("ambient")
  45160. ], StandardMaterial.prototype, "ambientColor", void 0);
  45161. __decorate([
  45162. BABYLON.serializeAsColor3("diffuse")
  45163. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45164. __decorate([
  45165. BABYLON.serializeAsColor3("specular")
  45166. ], StandardMaterial.prototype, "specularColor", void 0);
  45167. __decorate([
  45168. BABYLON.serializeAsColor3("emissive")
  45169. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45170. __decorate([
  45171. BABYLON.serialize()
  45172. ], StandardMaterial.prototype, "specularPower", void 0);
  45173. __decorate([
  45174. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45175. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45176. __decorate([
  45177. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45178. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45179. __decorate([
  45180. BABYLON.serialize("useEmissiveAsIllumination")
  45181. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45182. __decorate([
  45183. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45184. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45185. __decorate([
  45186. BABYLON.serialize("linkEmissiveWithDiffuse")
  45187. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45188. __decorate([
  45189. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45190. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45191. __decorate([
  45192. BABYLON.serialize("useSpecularOverAlpha")
  45193. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45194. __decorate([
  45195. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45196. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45197. __decorate([
  45198. BABYLON.serialize("useReflectionOverAlpha")
  45199. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45200. __decorate([
  45201. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45202. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45203. __decorate([
  45204. BABYLON.serialize("disableLighting")
  45205. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45206. __decorate([
  45207. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45208. ], StandardMaterial.prototype, "disableLighting", void 0);
  45209. __decorate([
  45210. BABYLON.serialize("useObjectSpaceNormalMap")
  45211. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45212. __decorate([
  45213. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45214. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45215. __decorate([
  45216. BABYLON.serialize("useParallax")
  45217. ], StandardMaterial.prototype, "_useParallax", void 0);
  45218. __decorate([
  45219. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45220. ], StandardMaterial.prototype, "useParallax", void 0);
  45221. __decorate([
  45222. BABYLON.serialize("useParallaxOcclusion")
  45223. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45224. __decorate([
  45225. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45226. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45227. __decorate([
  45228. BABYLON.serialize()
  45229. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45230. __decorate([
  45231. BABYLON.serialize("roughness")
  45232. ], StandardMaterial.prototype, "_roughness", void 0);
  45233. __decorate([
  45234. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45235. ], StandardMaterial.prototype, "roughness", void 0);
  45236. __decorate([
  45237. BABYLON.serialize()
  45238. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45239. __decorate([
  45240. BABYLON.serialize()
  45241. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45242. __decorate([
  45243. BABYLON.serialize()
  45244. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45245. __decorate([
  45246. BABYLON.serialize("useLightmapAsShadowmap")
  45247. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45248. __decorate([
  45249. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45250. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45251. __decorate([
  45252. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45253. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45254. __decorate([
  45255. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45256. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45257. __decorate([
  45258. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45259. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45260. __decorate([
  45261. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45262. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45263. __decorate([
  45264. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45265. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45266. __decorate([
  45267. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45268. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45269. __decorate([
  45270. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45271. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45272. __decorate([
  45273. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45274. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45275. __decorate([
  45276. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45277. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45278. __decorate([
  45279. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45280. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45281. __decorate([
  45282. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45283. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45284. __decorate([
  45285. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45286. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45287. __decorate([
  45288. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45289. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45290. __decorate([
  45291. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45292. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45293. __decorate([
  45294. BABYLON.serialize("maxSimultaneousLights")
  45295. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45296. __decorate([
  45297. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45298. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45299. __decorate([
  45300. BABYLON.serialize("invertNormalMapX")
  45301. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45302. __decorate([
  45303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45304. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45305. __decorate([
  45306. BABYLON.serialize("invertNormalMapY")
  45307. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45308. __decorate([
  45309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45310. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45311. __decorate([
  45312. BABYLON.serialize("twoSidedLighting")
  45313. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45314. __decorate([
  45315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45316. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45317. __decorate([
  45318. BABYLON.serialize()
  45319. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45320. return StandardMaterial;
  45321. }(BABYLON.PushMaterial));
  45322. BABYLON.StandardMaterial = StandardMaterial;
  45323. })(BABYLON || (BABYLON = {}));
  45324. //# sourceMappingURL=standardMaterial.js.map
  45325. var BABYLON;
  45326. (function (BABYLON) {
  45327. /**
  45328. * Class representing spherical polynomial coefficients to the 3rd degree
  45329. */
  45330. var SphericalPolynomial = /** @class */ (function () {
  45331. function SphericalPolynomial() {
  45332. /**
  45333. * The x coefficients of the spherical polynomial
  45334. */
  45335. this.x = BABYLON.Vector3.Zero();
  45336. /**
  45337. * The y coefficients of the spherical polynomial
  45338. */
  45339. this.y = BABYLON.Vector3.Zero();
  45340. /**
  45341. * The z coefficients of the spherical polynomial
  45342. */
  45343. this.z = BABYLON.Vector3.Zero();
  45344. /**
  45345. * The xx coefficients of the spherical polynomial
  45346. */
  45347. this.xx = BABYLON.Vector3.Zero();
  45348. /**
  45349. * The yy coefficients of the spherical polynomial
  45350. */
  45351. this.yy = BABYLON.Vector3.Zero();
  45352. /**
  45353. * The zz coefficients of the spherical polynomial
  45354. */
  45355. this.zz = BABYLON.Vector3.Zero();
  45356. /**
  45357. * The xy coefficients of the spherical polynomial
  45358. */
  45359. this.xy = BABYLON.Vector3.Zero();
  45360. /**
  45361. * The yz coefficients of the spherical polynomial
  45362. */
  45363. this.yz = BABYLON.Vector3.Zero();
  45364. /**
  45365. * The zx coefficients of the spherical polynomial
  45366. */
  45367. this.zx = BABYLON.Vector3.Zero();
  45368. }
  45369. /**
  45370. * Adds an ambient color to the spherical polynomial
  45371. * @param color the color to add
  45372. */
  45373. SphericalPolynomial.prototype.addAmbient = function (color) {
  45374. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45375. this.xx = this.xx.add(colorVector);
  45376. this.yy = this.yy.add(colorVector);
  45377. this.zz = this.zz.add(colorVector);
  45378. };
  45379. /**
  45380. * Scales the spherical polynomial by the given amount
  45381. * @param scale the amount to scale
  45382. */
  45383. SphericalPolynomial.prototype.scale = function (scale) {
  45384. this.x = this.x.scale(scale);
  45385. this.y = this.y.scale(scale);
  45386. this.z = this.z.scale(scale);
  45387. this.xx = this.xx.scale(scale);
  45388. this.yy = this.yy.scale(scale);
  45389. this.zz = this.zz.scale(scale);
  45390. this.yz = this.yz.scale(scale);
  45391. this.zx = this.zx.scale(scale);
  45392. this.xy = this.xy.scale(scale);
  45393. };
  45394. /**
  45395. * Gets the spherical polynomial from harmonics
  45396. * @param harmonics the spherical harmonics
  45397. * @returns the spherical polynomial
  45398. */
  45399. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45400. var result = new SphericalPolynomial();
  45401. result.x = harmonics.l11.scale(1.02333);
  45402. result.y = harmonics.l1_1.scale(1.02333);
  45403. result.z = harmonics.l10.scale(1.02333);
  45404. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45405. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45406. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45407. result.yz = harmonics.l2_1.scale(0.858086);
  45408. result.zx = harmonics.l21.scale(0.858086);
  45409. result.xy = harmonics.l2_2.scale(0.858086);
  45410. result.scale(1.0 / Math.PI);
  45411. return result;
  45412. };
  45413. /**
  45414. * Constructs a spherical polynomial from an array.
  45415. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45416. * @returns the spherical polynomial
  45417. */
  45418. SphericalPolynomial.FromArray = function (data) {
  45419. var sp = new SphericalPolynomial();
  45420. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45421. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45422. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45423. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45424. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45425. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45426. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45427. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45428. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45429. return sp;
  45430. };
  45431. return SphericalPolynomial;
  45432. }());
  45433. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45434. /**
  45435. * Class representing spherical harmonics coefficients to the 3rd degree
  45436. */
  45437. var SphericalHarmonics = /** @class */ (function () {
  45438. function SphericalHarmonics() {
  45439. /**
  45440. * The l0,0 coefficients of the spherical harmonics
  45441. */
  45442. this.l00 = BABYLON.Vector3.Zero();
  45443. /**
  45444. * The l1,-1 coefficients of the spherical harmonics
  45445. */
  45446. this.l1_1 = BABYLON.Vector3.Zero();
  45447. /**
  45448. * The l1,0 coefficients of the spherical harmonics
  45449. */
  45450. this.l10 = BABYLON.Vector3.Zero();
  45451. /**
  45452. * The l1,1 coefficients of the spherical harmonics
  45453. */
  45454. this.l11 = BABYLON.Vector3.Zero();
  45455. /**
  45456. * The l2,-2 coefficients of the spherical harmonics
  45457. */
  45458. this.l2_2 = BABYLON.Vector3.Zero();
  45459. /**
  45460. * The l2,-1 coefficients of the spherical harmonics
  45461. */
  45462. this.l2_1 = BABYLON.Vector3.Zero();
  45463. /**
  45464. * The l2,0 coefficients of the spherical harmonics
  45465. */
  45466. this.l20 = BABYLON.Vector3.Zero();
  45467. /**
  45468. * The l2,1 coefficients of the spherical harmonics
  45469. */
  45470. this.l21 = BABYLON.Vector3.Zero();
  45471. /**
  45472. * The l2,2 coefficients of the spherical harmonics
  45473. */
  45474. this.lL22 = BABYLON.Vector3.Zero();
  45475. }
  45476. /**
  45477. * Adds a light to the spherical harmonics
  45478. * @param direction the direction of the light
  45479. * @param color the color of the light
  45480. * @param deltaSolidAngle the delta solid angle of the light
  45481. */
  45482. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45483. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45484. var c = colorVector.scale(deltaSolidAngle);
  45485. this.l00 = this.l00.add(c.scale(0.282095));
  45486. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45487. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45488. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45489. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45490. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45491. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45492. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45493. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45494. };
  45495. /**
  45496. * Scales the spherical harmonics by the given amount
  45497. * @param scale the amount to scale
  45498. */
  45499. SphericalHarmonics.prototype.scale = function (scale) {
  45500. this.l00 = this.l00.scale(scale);
  45501. this.l1_1 = this.l1_1.scale(scale);
  45502. this.l10 = this.l10.scale(scale);
  45503. this.l11 = this.l11.scale(scale);
  45504. this.l2_2 = this.l2_2.scale(scale);
  45505. this.l2_1 = this.l2_1.scale(scale);
  45506. this.l20 = this.l20.scale(scale);
  45507. this.l21 = this.l21.scale(scale);
  45508. this.lL22 = this.lL22.scale(scale);
  45509. };
  45510. /**
  45511. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45512. *
  45513. * ```
  45514. * E_lm = A_l * L_lm
  45515. * ```
  45516. *
  45517. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45518. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45519. * the scaling factors are given in equation 9.
  45520. */
  45521. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45522. // Constant (Band 0)
  45523. this.l00 = this.l00.scale(3.141593);
  45524. // Linear (Band 1)
  45525. this.l1_1 = this.l1_1.scale(2.094395);
  45526. this.l10 = this.l10.scale(2.094395);
  45527. this.l11 = this.l11.scale(2.094395);
  45528. // Quadratic (Band 2)
  45529. this.l2_2 = this.l2_2.scale(0.785398);
  45530. this.l2_1 = this.l2_1.scale(0.785398);
  45531. this.l20 = this.l20.scale(0.785398);
  45532. this.l21 = this.l21.scale(0.785398);
  45533. this.lL22 = this.lL22.scale(0.785398);
  45534. };
  45535. /**
  45536. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45537. *
  45538. * ```
  45539. * L = (1/pi) * E * rho
  45540. * ```
  45541. *
  45542. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45543. */
  45544. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45545. this.scale(1.0 / Math.PI);
  45546. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45547. // (The pixel shader must apply albedo after texture fetches, etc).
  45548. };
  45549. /**
  45550. * Gets the spherical harmonics from polynomial
  45551. * @param polynomial the spherical polynomial
  45552. * @returns the spherical harmonics
  45553. */
  45554. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45555. var result = new SphericalHarmonics();
  45556. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45557. result.l1_1 = polynomial.y.scale(0.977204);
  45558. result.l10 = polynomial.z.scale(0.977204);
  45559. result.l11 = polynomial.x.scale(0.977204);
  45560. result.l2_2 = polynomial.xy.scale(1.16538);
  45561. result.l2_1 = polynomial.yz.scale(1.16538);
  45562. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45563. result.l21 = polynomial.zx.scale(1.16538);
  45564. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45565. result.scale(Math.PI);
  45566. return result;
  45567. };
  45568. /**
  45569. * Constructs a spherical harmonics from an array.
  45570. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45571. * @returns the spherical harmonics
  45572. */
  45573. SphericalHarmonics.FromArray = function (data) {
  45574. var sh = new SphericalHarmonics();
  45575. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45576. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45577. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45578. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45579. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45580. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45581. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45582. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45583. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45584. return sh;
  45585. };
  45586. return SphericalHarmonics;
  45587. }());
  45588. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45589. })(BABYLON || (BABYLON = {}));
  45590. //# sourceMappingURL=sphericalPolynomial.js.map
  45591. var BABYLON;
  45592. (function (BABYLON) {
  45593. var FileFaceOrientation = /** @class */ (function () {
  45594. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45595. this.name = name;
  45596. this.worldAxisForNormal = worldAxisForNormal;
  45597. this.worldAxisForFileX = worldAxisForFileX;
  45598. this.worldAxisForFileY = worldAxisForFileY;
  45599. }
  45600. return FileFaceOrientation;
  45601. }());
  45602. /**
  45603. * Helper class dealing with the extraction of spherical polynomial dataArray
  45604. * from a cube map.
  45605. */
  45606. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45607. function CubeMapToSphericalPolynomialTools() {
  45608. }
  45609. /**
  45610. * Converts a texture to the according Spherical Polynomial data.
  45611. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45612. *
  45613. * @param texture The texture to extract the information from.
  45614. * @return The Spherical Polynomial data.
  45615. */
  45616. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45617. if (!texture.isCube) {
  45618. // Only supports cube Textures currently.
  45619. return null;
  45620. }
  45621. var size = texture.getSize().width;
  45622. var right = texture.readPixels(0);
  45623. var left = texture.readPixels(1);
  45624. var up;
  45625. var down;
  45626. if (texture.isRenderTarget) {
  45627. up = texture.readPixels(3);
  45628. down = texture.readPixels(2);
  45629. }
  45630. else {
  45631. up = texture.readPixels(2);
  45632. down = texture.readPixels(3);
  45633. }
  45634. var front = texture.readPixels(4);
  45635. var back = texture.readPixels(5);
  45636. var gammaSpace = texture.gammaSpace;
  45637. // Always read as RGBA.
  45638. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45639. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45640. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45641. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45642. }
  45643. var cubeInfo = {
  45644. size: size,
  45645. right: right,
  45646. left: left,
  45647. up: up,
  45648. down: down,
  45649. front: front,
  45650. back: back,
  45651. format: format,
  45652. type: type,
  45653. gammaSpace: gammaSpace,
  45654. };
  45655. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45656. };
  45657. /**
  45658. * Converts a cubemap to the according Spherical Polynomial data.
  45659. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45660. *
  45661. * @param cubeInfo The Cube map to extract the information from.
  45662. * @return The Spherical Polynomial data.
  45663. */
  45664. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45665. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45666. var totalSolidAngle = 0.0;
  45667. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45668. var du = 2.0 / cubeInfo.size;
  45669. var dv = du;
  45670. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45671. var minUV = du * 0.5 - 1.0;
  45672. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45673. var fileFace = this.FileFaces[faceIndex];
  45674. var dataArray = cubeInfo[fileFace.name];
  45675. var v = minUV;
  45676. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45677. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45678. // Because SP is still linear, so summation is fine in that basis.
  45679. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45680. for (var y = 0; y < cubeInfo.size; y++) {
  45681. var u = minUV;
  45682. for (var x = 0; x < cubeInfo.size; x++) {
  45683. // World direction (not normalised)
  45684. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45685. worldDirection.normalize();
  45686. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45687. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45688. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45689. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45690. // Handle Integer types.
  45691. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45692. r /= 255;
  45693. g /= 255;
  45694. b /= 255;
  45695. }
  45696. // Handle Gamma space textures.
  45697. if (cubeInfo.gammaSpace) {
  45698. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45699. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45700. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45701. }
  45702. var color = new BABYLON.Color3(r, g, b);
  45703. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45704. totalSolidAngle += deltaSolidAngle;
  45705. u += du;
  45706. }
  45707. v += dv;
  45708. }
  45709. }
  45710. // Solid angle for entire sphere is 4*pi
  45711. var sphereSolidAngle = 4.0 * Math.PI;
  45712. // Adjust the solid angle to allow for how many faces we processed.
  45713. var facesProcessed = 6.0;
  45714. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45715. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45716. // This is needed because the numerical integration over the cube uses a
  45717. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45718. // and also to compensate for accumulative error due to float precision in the summation.
  45719. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45720. sphericalHarmonics.scale(correctionFactor);
  45721. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45722. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45723. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45724. };
  45725. CubeMapToSphericalPolynomialTools.FileFaces = [
  45726. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45727. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45728. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45729. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45730. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45731. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45732. ];
  45733. return CubeMapToSphericalPolynomialTools;
  45734. }());
  45735. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45736. })(BABYLON || (BABYLON = {}));
  45737. //# sourceMappingURL=cubemapToSphericalPolynomial.js.map
  45738. var BABYLON;
  45739. (function (BABYLON) {
  45740. /**
  45741. * Manages the defines for the PBR Material.
  45742. * @hiddenChildren
  45743. */
  45744. var PBRMaterialDefines = /** @class */ (function (_super) {
  45745. __extends(PBRMaterialDefines, _super);
  45746. /**
  45747. * Initializes the PBR Material defines.
  45748. */
  45749. function PBRMaterialDefines() {
  45750. var _this = _super.call(this) || this;
  45751. _this.PBR = true;
  45752. _this.MAINUV1 = false;
  45753. _this.MAINUV2 = false;
  45754. _this.UV1 = false;
  45755. _this.UV2 = false;
  45756. _this.ALBEDO = false;
  45757. _this.ALBEDODIRECTUV = 0;
  45758. _this.VERTEXCOLOR = false;
  45759. _this.AMBIENT = false;
  45760. _this.AMBIENTDIRECTUV = 0;
  45761. _this.AMBIENTINGRAYSCALE = false;
  45762. _this.OPACITY = false;
  45763. _this.VERTEXALPHA = false;
  45764. _this.OPACITYDIRECTUV = 0;
  45765. _this.OPACITYRGB = false;
  45766. _this.ALPHATEST = false;
  45767. _this.DEPTHPREPASS = false;
  45768. _this.ALPHABLEND = false;
  45769. _this.ALPHAFROMALBEDO = false;
  45770. _this.ALPHATESTVALUE = "0.5";
  45771. _this.SPECULAROVERALPHA = false;
  45772. _this.RADIANCEOVERALPHA = false;
  45773. _this.ALPHAFRESNEL = false;
  45774. _this.LINEARALPHAFRESNEL = false;
  45775. _this.PREMULTIPLYALPHA = false;
  45776. _this.EMISSIVE = false;
  45777. _this.EMISSIVEDIRECTUV = 0;
  45778. _this.REFLECTIVITY = false;
  45779. _this.REFLECTIVITYDIRECTUV = 0;
  45780. _this.SPECULARTERM = false;
  45781. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45782. _this.MICROSURFACEAUTOMATIC = false;
  45783. _this.LODBASEDMICROSFURACE = false;
  45784. _this.MICROSURFACEMAP = false;
  45785. _this.MICROSURFACEMAPDIRECTUV = 0;
  45786. _this.METALLICWORKFLOW = false;
  45787. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45788. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45789. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45790. _this.AOSTOREINMETALMAPRED = false;
  45791. _this.ENVIRONMENTBRDF = false;
  45792. _this.NORMAL = false;
  45793. _this.TANGENT = false;
  45794. _this.BUMP = false;
  45795. _this.BUMPDIRECTUV = 0;
  45796. _this.OBJECTSPACE_NORMALMAP = false;
  45797. _this.PARALLAX = false;
  45798. _this.PARALLAXOCCLUSION = false;
  45799. _this.NORMALXYSCALE = true;
  45800. _this.LIGHTMAP = false;
  45801. _this.LIGHTMAPDIRECTUV = 0;
  45802. _this.USELIGHTMAPASSHADOWMAP = false;
  45803. _this.GAMMALIGHTMAP = false;
  45804. _this.REFLECTION = false;
  45805. _this.REFLECTIONMAP_3D = false;
  45806. _this.REFLECTIONMAP_SPHERICAL = false;
  45807. _this.REFLECTIONMAP_PLANAR = false;
  45808. _this.REFLECTIONMAP_CUBIC = false;
  45809. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45810. _this.REFLECTIONMAP_PROJECTION = false;
  45811. _this.REFLECTIONMAP_SKYBOX = false;
  45812. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45813. _this.REFLECTIONMAP_EXPLICIT = false;
  45814. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45815. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45816. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45817. _this.INVERTCUBICMAP = false;
  45818. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45819. _this.USESPHERICALINVERTEX = false;
  45820. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45821. _this.LODINREFLECTIONALPHA = false;
  45822. _this.GAMMAREFLECTION = false;
  45823. _this.RGBDREFLECTION = false;
  45824. _this.RADIANCEOCCLUSION = false;
  45825. _this.HORIZONOCCLUSION = false;
  45826. _this.REFRACTION = false;
  45827. _this.REFRACTIONMAP_3D = false;
  45828. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45829. _this.LODINREFRACTIONALPHA = false;
  45830. _this.GAMMAREFRACTION = false;
  45831. _this.RGBDREFRACTION = false;
  45832. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45833. _this.INSTANCES = false;
  45834. _this.NUM_BONE_INFLUENCERS = 0;
  45835. _this.BonesPerMesh = 0;
  45836. _this.BONETEXTURE = false;
  45837. _this.NONUNIFORMSCALING = false;
  45838. _this.MORPHTARGETS = false;
  45839. _this.MORPHTARGETS_NORMAL = false;
  45840. _this.MORPHTARGETS_TANGENT = false;
  45841. _this.NUM_MORPH_INFLUENCERS = 0;
  45842. _this.IMAGEPROCESSING = false;
  45843. _this.VIGNETTE = false;
  45844. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45845. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45846. _this.TONEMAPPING = false;
  45847. _this.TONEMAPPING_ACES = false;
  45848. _this.CONTRAST = false;
  45849. _this.COLORCURVES = false;
  45850. _this.COLORGRADING = false;
  45851. _this.COLORGRADING3D = false;
  45852. _this.SAMPLER3DGREENDEPTH = false;
  45853. _this.SAMPLER3DBGRMAP = false;
  45854. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45855. _this.EXPOSURE = false;
  45856. _this.USEPHYSICALLIGHTFALLOFF = false;
  45857. _this.USEGLTFLIGHTFALLOFF = false;
  45858. _this.TWOSIDEDLIGHTING = false;
  45859. _this.SHADOWFLOAT = false;
  45860. _this.CLIPPLANE = false;
  45861. _this.CLIPPLANE2 = false;
  45862. _this.CLIPPLANE3 = false;
  45863. _this.CLIPPLANE4 = false;
  45864. _this.POINTSIZE = false;
  45865. _this.FOG = false;
  45866. _this.LOGARITHMICDEPTH = false;
  45867. _this.FORCENORMALFORWARD = false;
  45868. _this.SPECULARAA = false;
  45869. _this.UNLIT = false;
  45870. _this.rebuild();
  45871. return _this;
  45872. }
  45873. /**
  45874. * Resets the PBR Material defines.
  45875. */
  45876. PBRMaterialDefines.prototype.reset = function () {
  45877. _super.prototype.reset.call(this);
  45878. this.ALPHATESTVALUE = "0.5";
  45879. this.PBR = true;
  45880. };
  45881. return PBRMaterialDefines;
  45882. }(BABYLON.MaterialDefines));
  45883. /**
  45884. * The Physically based material base class of BJS.
  45885. *
  45886. * This offers the main features of a standard PBR material.
  45887. * For more information, please refer to the documentation :
  45888. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45889. */
  45890. var PBRBaseMaterial = /** @class */ (function (_super) {
  45891. __extends(PBRBaseMaterial, _super);
  45892. /**
  45893. * Instantiates a new PBRMaterial instance.
  45894. *
  45895. * @param name The material name
  45896. * @param scene The scene the material will be use in.
  45897. */
  45898. function PBRBaseMaterial(name, scene) {
  45899. var _this = _super.call(this, name, scene) || this;
  45900. /**
  45901. * Intensity of the direct lights e.g. the four lights available in your scene.
  45902. * This impacts both the direct diffuse and specular highlights.
  45903. */
  45904. _this._directIntensity = 1.0;
  45905. /**
  45906. * Intensity of the emissive part of the material.
  45907. * This helps controlling the emissive effect without modifying the emissive color.
  45908. */
  45909. _this._emissiveIntensity = 1.0;
  45910. /**
  45911. * Intensity of the environment e.g. how much the environment will light the object
  45912. * either through harmonics for rough material or through the refelction for shiny ones.
  45913. */
  45914. _this._environmentIntensity = 1.0;
  45915. /**
  45916. * This is a special control allowing the reduction of the specular highlights coming from the
  45917. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45918. */
  45919. _this._specularIntensity = 1.0;
  45920. /**
  45921. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45922. */
  45923. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45924. /**
  45925. * Debug Control allowing disabling the bump map on this material.
  45926. */
  45927. _this._disableBumpMap = false;
  45928. /**
  45929. * AKA Occlusion Texture Intensity in other nomenclature.
  45930. */
  45931. _this._ambientTextureStrength = 1.0;
  45932. /**
  45933. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45934. * 1 means it completely occludes it
  45935. * 0 mean it has no impact
  45936. */
  45937. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45938. /**
  45939. * The color of a material in ambient lighting.
  45940. */
  45941. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45942. /**
  45943. * AKA Diffuse Color in other nomenclature.
  45944. */
  45945. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45946. /**
  45947. * AKA Specular Color in other nomenclature.
  45948. */
  45949. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45950. /**
  45951. * The color applied when light is reflected from a material.
  45952. */
  45953. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45954. /**
  45955. * The color applied when light is emitted from a material.
  45956. */
  45957. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45958. /**
  45959. * AKA Glossiness in other nomenclature.
  45960. */
  45961. _this._microSurface = 0.9;
  45962. /**
  45963. * source material index of refraction (IOR)' / 'destination material IOR.
  45964. */
  45965. _this._indexOfRefraction = 0.66;
  45966. /**
  45967. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45968. */
  45969. _this._invertRefractionY = false;
  45970. /**
  45971. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45972. * Materials half opaque for instance using refraction could benefit from this control.
  45973. */
  45974. _this._linkRefractionWithTransparency = false;
  45975. /**
  45976. * Specifies that the material will use the light map as a show map.
  45977. */
  45978. _this._useLightmapAsShadowmap = false;
  45979. /**
  45980. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45981. * makes the reflect vector face the model (under horizon).
  45982. */
  45983. _this._useHorizonOcclusion = true;
  45984. /**
  45985. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45986. * too much the area relying on ambient texture to define their ambient occlusion.
  45987. */
  45988. _this._useRadianceOcclusion = true;
  45989. /**
  45990. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45991. */
  45992. _this._useAlphaFromAlbedoTexture = false;
  45993. /**
  45994. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45995. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45996. */
  45997. _this._useSpecularOverAlpha = true;
  45998. /**
  45999. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46000. */
  46001. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46002. /**
  46003. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46004. */
  46005. _this._useRoughnessFromMetallicTextureAlpha = true;
  46006. /**
  46007. * Specifies if the metallic texture contains the roughness information in its green channel.
  46008. */
  46009. _this._useRoughnessFromMetallicTextureGreen = false;
  46010. /**
  46011. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46012. */
  46013. _this._useMetallnessFromMetallicTextureBlue = false;
  46014. /**
  46015. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46016. */
  46017. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46018. /**
  46019. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46020. */
  46021. _this._useAmbientInGrayScale = false;
  46022. /**
  46023. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46024. * The material will try to infer what glossiness each pixel should be.
  46025. */
  46026. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46027. /**
  46028. * Defines the falloff type used in this material.
  46029. * It by default is Physical.
  46030. */
  46031. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46032. /**
  46033. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46034. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46035. */
  46036. _this._useRadianceOverAlpha = true;
  46037. /**
  46038. * Allows using an object space normal map (instead of tangent space).
  46039. */
  46040. _this._useObjectSpaceNormalMap = false;
  46041. /**
  46042. * Allows using the bump map in parallax mode.
  46043. */
  46044. _this._useParallax = false;
  46045. /**
  46046. * Allows using the bump map in parallax occlusion mode.
  46047. */
  46048. _this._useParallaxOcclusion = false;
  46049. /**
  46050. * Controls the scale bias of the parallax mode.
  46051. */
  46052. _this._parallaxScaleBias = 0.05;
  46053. /**
  46054. * If sets to true, disables all the lights affecting the material.
  46055. */
  46056. _this._disableLighting = false;
  46057. /**
  46058. * Number of Simultaneous lights allowed on the material.
  46059. */
  46060. _this._maxSimultaneousLights = 4;
  46061. /**
  46062. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46063. */
  46064. _this._invertNormalMapX = false;
  46065. /**
  46066. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46067. */
  46068. _this._invertNormalMapY = false;
  46069. /**
  46070. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46071. */
  46072. _this._twoSidedLighting = false;
  46073. /**
  46074. * Defines the alpha limits in alpha test mode.
  46075. */
  46076. _this._alphaCutOff = 0.4;
  46077. /**
  46078. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46079. */
  46080. _this._forceAlphaTest = false;
  46081. /**
  46082. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46083. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46084. */
  46085. _this._useAlphaFresnel = false;
  46086. /**
  46087. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46088. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46089. */
  46090. _this._useLinearAlphaFresnel = false;
  46091. /**
  46092. * The transparency mode of the material.
  46093. */
  46094. _this._transparencyMode = null;
  46095. /**
  46096. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46097. * from cos thetav and roughness:
  46098. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46099. */
  46100. _this._environmentBRDFTexture = null;
  46101. /**
  46102. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46103. */
  46104. _this._forceIrradianceInFragment = false;
  46105. /**
  46106. * Force normal to face away from face.
  46107. */
  46108. _this._forceNormalForward = false;
  46109. /**
  46110. * Enables specular anti aliasing in the PBR shader.
  46111. * It will both interacts on the Geometry for analytical and IBL lighting.
  46112. * It also prefilter the roughness map based on the bump values.
  46113. */
  46114. _this._enableSpecularAntiAliasing = false;
  46115. /**
  46116. * Stores the available render targets.
  46117. */
  46118. _this._renderTargets = new BABYLON.SmartArray(16);
  46119. /**
  46120. * Sets the global ambient color for the material used in lighting calculations.
  46121. */
  46122. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46123. /**
  46124. * If set to true, no lighting calculations will be applied.
  46125. */
  46126. _this._unlit = false;
  46127. // Setup the default processing configuration to the scene.
  46128. _this._attachImageProcessingConfiguration(null);
  46129. _this.getRenderTargetTextures = function () {
  46130. _this._renderTargets.reset();
  46131. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46132. _this._renderTargets.push(_this._reflectionTexture);
  46133. }
  46134. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46135. _this._renderTargets.push(_this._refractionTexture);
  46136. }
  46137. return _this._renderTargets;
  46138. };
  46139. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46140. return _this;
  46141. }
  46142. /**
  46143. * Attaches a new image processing configuration to the PBR Material.
  46144. * @param configuration
  46145. */
  46146. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46147. var _this = this;
  46148. if (configuration === this._imageProcessingConfiguration) {
  46149. return;
  46150. }
  46151. // Detaches observer.
  46152. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46153. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46154. }
  46155. // Pick the scene configuration if needed.
  46156. if (!configuration) {
  46157. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46158. }
  46159. else {
  46160. this._imageProcessingConfiguration = configuration;
  46161. }
  46162. // Attaches observer.
  46163. if (this._imageProcessingConfiguration) {
  46164. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46165. _this._markAllSubMeshesAsImageProcessingDirty();
  46166. });
  46167. }
  46168. };
  46169. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46170. /**
  46171. * Gets a boolean indicating that current material needs to register RTT
  46172. */
  46173. get: function () {
  46174. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46175. return true;
  46176. }
  46177. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46178. return true;
  46179. }
  46180. return false;
  46181. },
  46182. enumerable: true,
  46183. configurable: true
  46184. });
  46185. /**
  46186. * Gets the name of the material class.
  46187. */
  46188. PBRBaseMaterial.prototype.getClassName = function () {
  46189. return "PBRBaseMaterial";
  46190. };
  46191. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46192. /**
  46193. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46194. */
  46195. get: function () {
  46196. return this._useLogarithmicDepth;
  46197. },
  46198. /**
  46199. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46200. */
  46201. set: function (value) {
  46202. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46203. },
  46204. enumerable: true,
  46205. configurable: true
  46206. });
  46207. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46208. /**
  46209. * Gets the current transparency mode.
  46210. */
  46211. get: function () {
  46212. return this._transparencyMode;
  46213. },
  46214. /**
  46215. * Sets the transparency mode of the material.
  46216. *
  46217. * | Value | Type | Description |
  46218. * | ----- | ----------------------------------- | ----------- |
  46219. * | 0 | OPAQUE | |
  46220. * | 1 | ALPHATEST | |
  46221. * | 2 | ALPHABLEND | |
  46222. * | 3 | ALPHATESTANDBLEND | |
  46223. *
  46224. */
  46225. set: function (value) {
  46226. if (this._transparencyMode === value) {
  46227. return;
  46228. }
  46229. this._transparencyMode = value;
  46230. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46231. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46232. },
  46233. enumerable: true,
  46234. configurable: true
  46235. });
  46236. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46237. /**
  46238. * Returns true if alpha blending should be disabled.
  46239. */
  46240. get: function () {
  46241. return (this._linkRefractionWithTransparency ||
  46242. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46243. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46244. },
  46245. enumerable: true,
  46246. configurable: true
  46247. });
  46248. /**
  46249. * Specifies whether or not this material should be rendered in alpha blend mode.
  46250. */
  46251. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46252. if (this._disableAlphaBlending) {
  46253. return false;
  46254. }
  46255. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46256. };
  46257. /**
  46258. * Specifies if the mesh will require alpha blending.
  46259. * @param mesh - BJS mesh.
  46260. */
  46261. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46262. if (this._disableAlphaBlending) {
  46263. return false;
  46264. }
  46265. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46266. };
  46267. /**
  46268. * Specifies whether or not this material should be rendered in alpha test mode.
  46269. */
  46270. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46271. if (this._forceAlphaTest) {
  46272. return true;
  46273. }
  46274. if (this._linkRefractionWithTransparency) {
  46275. return false;
  46276. }
  46277. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46278. };
  46279. /**
  46280. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46281. */
  46282. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46283. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46284. };
  46285. /**
  46286. * Gets the texture used for the alpha test.
  46287. */
  46288. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46289. return this._albedoTexture;
  46290. };
  46291. /**
  46292. * Specifies that the submesh is ready to be used.
  46293. * @param mesh - BJS mesh.
  46294. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46295. * @param useInstances - Specifies that instances should be used.
  46296. * @returns - boolean indicating that the submesh is ready or not.
  46297. */
  46298. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46299. if (subMesh.effect && this.isFrozen) {
  46300. if (this._wasPreviouslyReady) {
  46301. return true;
  46302. }
  46303. }
  46304. if (!subMesh._materialDefines) {
  46305. subMesh._materialDefines = new PBRMaterialDefines();
  46306. }
  46307. var defines = subMesh._materialDefines;
  46308. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46309. if (defines._renderId === this.getScene().getRenderId()) {
  46310. return true;
  46311. }
  46312. }
  46313. var scene = this.getScene();
  46314. var engine = scene.getEngine();
  46315. if (defines._areTexturesDirty) {
  46316. if (scene.texturesEnabled) {
  46317. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46318. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46319. return false;
  46320. }
  46321. }
  46322. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46323. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46324. return false;
  46325. }
  46326. }
  46327. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46328. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46329. return false;
  46330. }
  46331. }
  46332. var reflectionTexture = this._getReflectionTexture();
  46333. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46334. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46335. return false;
  46336. }
  46337. }
  46338. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46339. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46340. return false;
  46341. }
  46342. }
  46343. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46344. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46345. return false;
  46346. }
  46347. }
  46348. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46349. if (this._metallicTexture) {
  46350. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46351. return false;
  46352. }
  46353. }
  46354. else if (this._reflectivityTexture) {
  46355. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46356. return false;
  46357. }
  46358. }
  46359. if (this._microSurfaceTexture) {
  46360. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46361. return false;
  46362. }
  46363. }
  46364. }
  46365. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46366. // Bump texture cannot be not blocking.
  46367. if (!this._bumpTexture.isReady()) {
  46368. return false;
  46369. }
  46370. }
  46371. var refractionTexture = this._getRefractionTexture();
  46372. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46373. if (!refractionTexture.isReadyOrNotBlocking()) {
  46374. return false;
  46375. }
  46376. }
  46377. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46378. // This is blocking.
  46379. if (!this._environmentBRDFTexture.isReady()) {
  46380. return false;
  46381. }
  46382. }
  46383. }
  46384. }
  46385. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46386. if (!this._imageProcessingConfiguration.isReady()) {
  46387. return false;
  46388. }
  46389. }
  46390. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46391. mesh.createNormals(true);
  46392. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46393. }
  46394. var previousEffect = subMesh.effect;
  46395. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46396. if (effect) {
  46397. // Use previous effect while new one is compiling
  46398. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46399. effect = previousEffect;
  46400. defines.markAsUnprocessed();
  46401. }
  46402. else {
  46403. scene.resetCachedMaterial();
  46404. subMesh.setEffect(effect, defines);
  46405. this.buildUniformLayout();
  46406. }
  46407. }
  46408. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46409. return false;
  46410. }
  46411. defines._renderId = scene.getRenderId();
  46412. this._wasPreviouslyReady = true;
  46413. return true;
  46414. };
  46415. /**
  46416. * Specifies if the material uses metallic roughness workflow.
  46417. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46418. */
  46419. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46420. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46421. return true;
  46422. }
  46423. return false;
  46424. };
  46425. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46426. if (onCompiled === void 0) { onCompiled = null; }
  46427. if (onError === void 0) { onError = null; }
  46428. if (useInstances === void 0) { useInstances = null; }
  46429. if (useClipPlane === void 0) { useClipPlane = null; }
  46430. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46431. if (!defines.isDirty) {
  46432. return null;
  46433. }
  46434. defines.markAsProcessed();
  46435. var scene = this.getScene();
  46436. var engine = scene.getEngine();
  46437. // Fallbacks
  46438. var fallbacks = new BABYLON.EffectFallbacks();
  46439. var fallbackRank = 0;
  46440. if (defines.USESPHERICALINVERTEX) {
  46441. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46442. }
  46443. if (defines.FOG) {
  46444. fallbacks.addFallback(fallbackRank, "FOG");
  46445. }
  46446. if (defines.SPECULARAA) {
  46447. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46448. }
  46449. if (defines.POINTSIZE) {
  46450. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46451. }
  46452. if (defines.LOGARITHMICDEPTH) {
  46453. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46454. }
  46455. if (defines.PARALLAX) {
  46456. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46457. }
  46458. if (defines.PARALLAXOCCLUSION) {
  46459. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46460. }
  46461. if (defines.ENVIRONMENTBRDF) {
  46462. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46463. }
  46464. if (defines.TANGENT) {
  46465. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46466. }
  46467. if (defines.BUMP) {
  46468. fallbacks.addFallback(fallbackRank++, "BUMP");
  46469. }
  46470. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46471. if (defines.SPECULARTERM) {
  46472. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46473. }
  46474. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46475. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46476. }
  46477. if (defines.LIGHTMAP) {
  46478. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46479. }
  46480. if (defines.NORMAL) {
  46481. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46482. }
  46483. if (defines.AMBIENT) {
  46484. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46485. }
  46486. if (defines.EMISSIVE) {
  46487. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46488. }
  46489. if (defines.VERTEXCOLOR) {
  46490. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46491. }
  46492. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46493. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46494. }
  46495. if (defines.MORPHTARGETS) {
  46496. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46497. }
  46498. //Attributes
  46499. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46500. if (defines.NORMAL) {
  46501. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46502. }
  46503. if (defines.TANGENT) {
  46504. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46505. }
  46506. if (defines.UV1) {
  46507. attribs.push(BABYLON.VertexBuffer.UVKind);
  46508. }
  46509. if (defines.UV2) {
  46510. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46511. }
  46512. if (defines.VERTEXCOLOR) {
  46513. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46514. }
  46515. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46516. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46517. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46518. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46519. "vFogInfos", "vFogColor", "pointSize",
  46520. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46521. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46522. "mBones",
  46523. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46524. "vLightingIntensity",
  46525. "logarithmicDepthConstant",
  46526. "vSphericalX", "vSphericalY", "vSphericalZ",
  46527. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46528. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46529. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46530. "vTangentSpaceParams", "boneTextureWidth"
  46531. ];
  46532. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46533. "bumpSampler", "lightmapSampler", "opacitySampler",
  46534. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46535. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46536. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46537. var uniformBuffers = ["Material", "Scene"];
  46538. if (BABYLON.ImageProcessingConfiguration) {
  46539. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46540. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46541. }
  46542. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46543. uniformsNames: uniforms,
  46544. uniformBuffersNames: uniformBuffers,
  46545. samplers: samplers,
  46546. defines: defines,
  46547. maxSimultaneousLights: this._maxSimultaneousLights
  46548. });
  46549. var join = defines.toString();
  46550. return engine.createEffect("pbr", {
  46551. attributes: attribs,
  46552. uniformsNames: uniforms,
  46553. uniformBuffersNames: uniformBuffers,
  46554. samplers: samplers,
  46555. defines: join,
  46556. fallbacks: fallbacks,
  46557. onCompiled: onCompiled,
  46558. onError: onError,
  46559. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46560. }, engine);
  46561. };
  46562. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46563. if (useInstances === void 0) { useInstances = null; }
  46564. if (useClipPlane === void 0) { useClipPlane = null; }
  46565. var scene = this.getScene();
  46566. var engine = scene.getEngine();
  46567. // Lights
  46568. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46569. defines._needNormals = true;
  46570. // Textures
  46571. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46572. if (defines._areTexturesDirty) {
  46573. defines._needUVs = false;
  46574. if (scene.texturesEnabled) {
  46575. if (scene.getEngine().getCaps().textureLOD) {
  46576. defines.LODBASEDMICROSFURACE = true;
  46577. }
  46578. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46579. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46580. }
  46581. else {
  46582. defines.ALBEDO = false;
  46583. }
  46584. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46585. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46586. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46587. }
  46588. else {
  46589. defines.AMBIENT = false;
  46590. }
  46591. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46592. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46593. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46594. }
  46595. else {
  46596. defines.OPACITY = false;
  46597. }
  46598. var reflectionTexture = this._getReflectionTexture();
  46599. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46600. defines.REFLECTION = true;
  46601. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46602. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46603. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46604. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46605. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46606. defines.INVERTCUBICMAP = true;
  46607. }
  46608. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46609. switch (reflectionTexture.coordinatesMode) {
  46610. case BABYLON.Texture.EXPLICIT_MODE:
  46611. defines.REFLECTIONMAP_EXPLICIT = true;
  46612. break;
  46613. case BABYLON.Texture.PLANAR_MODE:
  46614. defines.REFLECTIONMAP_PLANAR = true;
  46615. break;
  46616. case BABYLON.Texture.PROJECTION_MODE:
  46617. defines.REFLECTIONMAP_PROJECTION = true;
  46618. break;
  46619. case BABYLON.Texture.SKYBOX_MODE:
  46620. defines.REFLECTIONMAP_SKYBOX = true;
  46621. break;
  46622. case BABYLON.Texture.SPHERICAL_MODE:
  46623. defines.REFLECTIONMAP_SPHERICAL = true;
  46624. break;
  46625. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46626. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46627. break;
  46628. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46629. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46630. break;
  46631. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46632. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46633. break;
  46634. case BABYLON.Texture.CUBIC_MODE:
  46635. case BABYLON.Texture.INVCUBIC_MODE:
  46636. default:
  46637. defines.REFLECTIONMAP_CUBIC = true;
  46638. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46639. break;
  46640. }
  46641. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46642. if (reflectionTexture.sphericalPolynomial) {
  46643. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46644. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46645. defines.USESPHERICALINVERTEX = false;
  46646. }
  46647. else {
  46648. defines.USESPHERICALINVERTEX = true;
  46649. }
  46650. }
  46651. }
  46652. else {
  46653. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46654. }
  46655. }
  46656. else {
  46657. defines.REFLECTION = false;
  46658. defines.REFLECTIONMAP_3D = false;
  46659. defines.REFLECTIONMAP_SPHERICAL = false;
  46660. defines.REFLECTIONMAP_PLANAR = false;
  46661. defines.REFLECTIONMAP_CUBIC = false;
  46662. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46663. defines.REFLECTIONMAP_PROJECTION = false;
  46664. defines.REFLECTIONMAP_SKYBOX = false;
  46665. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46666. defines.REFLECTIONMAP_EXPLICIT = false;
  46667. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46668. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46669. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46670. defines.INVERTCUBICMAP = false;
  46671. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46672. defines.USESPHERICALINVERTEX = false;
  46673. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46674. defines.LODINREFLECTIONALPHA = false;
  46675. defines.GAMMAREFLECTION = false;
  46676. defines.RGBDREFLECTION = false;
  46677. }
  46678. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46679. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46680. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46681. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46682. }
  46683. else {
  46684. defines.LIGHTMAP = false;
  46685. }
  46686. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46687. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46688. }
  46689. else {
  46690. defines.EMISSIVE = false;
  46691. }
  46692. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46693. if (this._metallicTexture) {
  46694. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46695. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46696. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46697. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46698. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46699. }
  46700. else if (this._reflectivityTexture) {
  46701. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46702. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46703. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46704. }
  46705. else {
  46706. defines.REFLECTIVITY = false;
  46707. }
  46708. if (this._microSurfaceTexture) {
  46709. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46710. }
  46711. else {
  46712. defines.MICROSURFACEMAP = false;
  46713. }
  46714. }
  46715. else {
  46716. defines.REFLECTIVITY = false;
  46717. defines.MICROSURFACEMAP = false;
  46718. }
  46719. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46720. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46721. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46722. defines.PARALLAX = true;
  46723. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46724. }
  46725. else {
  46726. defines.PARALLAX = false;
  46727. }
  46728. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46729. }
  46730. else {
  46731. defines.BUMP = false;
  46732. }
  46733. var refractionTexture = this._getRefractionTexture();
  46734. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46735. defines.REFRACTION = true;
  46736. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46737. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46738. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46739. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46740. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46741. if (this._linkRefractionWithTransparency) {
  46742. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46743. }
  46744. }
  46745. else {
  46746. defines.REFRACTION = false;
  46747. }
  46748. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46749. defines.ENVIRONMENTBRDF = true;
  46750. }
  46751. else {
  46752. defines.ENVIRONMENTBRDF = false;
  46753. }
  46754. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46755. defines.ALPHAFROMALBEDO = true;
  46756. }
  46757. else {
  46758. defines.ALPHAFROMALBEDO = false;
  46759. }
  46760. }
  46761. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46762. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46763. defines.USEPHYSICALLIGHTFALLOFF = false;
  46764. defines.USEGLTFLIGHTFALLOFF = false;
  46765. }
  46766. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46767. defines.USEPHYSICALLIGHTFALLOFF = false;
  46768. defines.USEGLTFLIGHTFALLOFF = true;
  46769. }
  46770. else {
  46771. defines.USEPHYSICALLIGHTFALLOFF = true;
  46772. defines.USEGLTFLIGHTFALLOFF = false;
  46773. }
  46774. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46775. if (!this.backFaceCulling && this._twoSidedLighting) {
  46776. defines.TWOSIDEDLIGHTING = true;
  46777. }
  46778. else {
  46779. defines.TWOSIDEDLIGHTING = false;
  46780. }
  46781. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46782. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46783. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46784. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46785. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46786. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46787. }
  46788. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46789. this._imageProcessingConfiguration.prepareDefines(defines);
  46790. }
  46791. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46792. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46793. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46794. // Misc.
  46795. if (defines._areMiscDirty) {
  46796. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46797. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46798. }
  46799. // Values that need to be evaluated on every frame
  46800. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46801. // Attribs
  46802. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46803. };
  46804. /**
  46805. * Force shader compilation
  46806. */
  46807. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46808. var _this = this;
  46809. var localOptions = __assign({ clipPlane: false }, options);
  46810. var defines = new PBRMaterialDefines();
  46811. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46812. if (effect.isReady()) {
  46813. if (onCompiled) {
  46814. onCompiled(this);
  46815. }
  46816. }
  46817. else {
  46818. effect.onCompileObservable.add(function () {
  46819. if (onCompiled) {
  46820. onCompiled(_this);
  46821. }
  46822. });
  46823. }
  46824. };
  46825. /**
  46826. * Initializes the uniform buffer layout for the shader.
  46827. */
  46828. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46829. // Order is important !
  46830. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46831. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46832. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46833. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46834. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46835. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46836. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46837. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46838. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46839. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46840. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46841. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46842. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46843. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46844. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46845. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46846. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46847. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46848. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46849. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46850. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46851. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46852. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46853. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46854. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46855. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46856. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46857. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46858. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46859. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46860. this._uniformBuffer.addUniform("pointSize", 1);
  46861. this._uniformBuffer.create();
  46862. };
  46863. /**
  46864. * Unbinds the textures.
  46865. */
  46866. PBRBaseMaterial.prototype.unbind = function () {
  46867. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46868. this._uniformBuffer.setTexture("reflectionSampler", null);
  46869. }
  46870. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46871. this._uniformBuffer.setTexture("refractionSampler", null);
  46872. }
  46873. _super.prototype.unbind.call(this);
  46874. };
  46875. /**
  46876. * Binds the submesh data.
  46877. * @param world - The world matrix.
  46878. * @param mesh - The BJS mesh.
  46879. * @param subMesh - A submesh of the BJS mesh.
  46880. */
  46881. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46882. var scene = this.getScene();
  46883. var defines = subMesh._materialDefines;
  46884. if (!defines) {
  46885. return;
  46886. }
  46887. var effect = subMesh.effect;
  46888. if (!effect) {
  46889. return;
  46890. }
  46891. this._activeEffect = effect;
  46892. // Matrices
  46893. this.bindOnlyWorldMatrix(world);
  46894. // Normal Matrix
  46895. if (defines.OBJECTSPACE_NORMALMAP) {
  46896. world.toNormalMatrix(this._normalMatrix);
  46897. this.bindOnlyNormalMatrix(this._normalMatrix);
  46898. }
  46899. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46900. // Bones
  46901. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46902. var reflectionTexture = null;
  46903. if (mustRebind) {
  46904. this._uniformBuffer.bindToEffect(effect, "Material");
  46905. this.bindViewProjection(effect);
  46906. reflectionTexture = this._getReflectionTexture();
  46907. var refractionTexture = this._getRefractionTexture();
  46908. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46909. // Texture uniforms
  46910. if (scene.texturesEnabled) {
  46911. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46912. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46913. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46914. }
  46915. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46916. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46917. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46918. }
  46919. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46920. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46921. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46922. }
  46923. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46924. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46925. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46926. if (reflectionTexture.boundingBoxSize) {
  46927. var cubeTexture = reflectionTexture;
  46928. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46929. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46930. }
  46931. var polynomials = reflectionTexture.sphericalPolynomial;
  46932. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46933. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46934. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46935. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46936. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46937. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46938. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46939. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46940. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46941. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46942. }
  46943. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46944. }
  46945. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46946. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46947. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46948. }
  46949. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46950. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46951. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46952. }
  46953. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46954. if (this._metallicTexture) {
  46955. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46956. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46957. }
  46958. else if (this._reflectivityTexture) {
  46959. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46960. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46961. }
  46962. if (this._microSurfaceTexture) {
  46963. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46964. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46965. }
  46966. }
  46967. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46968. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46969. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46970. if (scene._mirroredCameraPosition) {
  46971. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46972. }
  46973. else {
  46974. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46975. }
  46976. }
  46977. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46978. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46979. var depth = 1.0;
  46980. if (!refractionTexture.isCube) {
  46981. if (refractionTexture.depth) {
  46982. depth = refractionTexture.depth;
  46983. }
  46984. }
  46985. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46986. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46987. }
  46988. }
  46989. // Point size
  46990. if (this.pointsCloud) {
  46991. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46992. }
  46993. // Colors
  46994. if (defines.METALLICWORKFLOW) {
  46995. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46996. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46997. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46998. }
  46999. else {
  47000. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47001. }
  47002. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47003. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47004. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47005. // Misc
  47006. this._lightingInfos.x = this._directIntensity;
  47007. this._lightingInfos.y = this._emissiveIntensity;
  47008. this._lightingInfos.z = this._environmentIntensity;
  47009. this._lightingInfos.w = this._specularIntensity;
  47010. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47011. }
  47012. // Textures
  47013. if (scene.texturesEnabled) {
  47014. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47015. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47016. }
  47017. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47018. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47019. }
  47020. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47021. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47022. }
  47023. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47024. if (defines.LODBASEDMICROSFURACE) {
  47025. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47026. }
  47027. else {
  47028. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47029. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47030. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47031. }
  47032. }
  47033. if (defines.ENVIRONMENTBRDF) {
  47034. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47035. }
  47036. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47037. if (defines.LODBASEDMICROSFURACE) {
  47038. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47039. }
  47040. else {
  47041. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47042. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47043. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47044. }
  47045. }
  47046. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47047. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47048. }
  47049. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47050. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47051. }
  47052. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47053. if (this._metallicTexture) {
  47054. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47055. }
  47056. else if (this._reflectivityTexture) {
  47057. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47058. }
  47059. if (this._microSurfaceTexture) {
  47060. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47061. }
  47062. }
  47063. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47064. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47065. }
  47066. }
  47067. // Clip plane
  47068. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47069. // Colors
  47070. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47071. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47072. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47073. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47074. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47075. }
  47076. if (mustRebind || !this.isFrozen) {
  47077. // Lights
  47078. if (scene.lightsEnabled && !this._disableLighting) {
  47079. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47080. }
  47081. // View
  47082. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47083. this.bindView(effect);
  47084. }
  47085. // Fog
  47086. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47087. // Morph targets
  47088. if (defines.NUM_MORPH_INFLUENCERS) {
  47089. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47090. }
  47091. // image processing
  47092. this._imageProcessingConfiguration.bind(this._activeEffect);
  47093. // Log. depth
  47094. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47095. }
  47096. this._uniformBuffer.update();
  47097. this._afterBind(mesh, this._activeEffect);
  47098. };
  47099. /**
  47100. * Returns the animatable textures.
  47101. * @returns - Array of animatable textures.
  47102. */
  47103. PBRBaseMaterial.prototype.getAnimatables = function () {
  47104. var results = [];
  47105. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47106. results.push(this._albedoTexture);
  47107. }
  47108. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47109. results.push(this._ambientTexture);
  47110. }
  47111. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47112. results.push(this._opacityTexture);
  47113. }
  47114. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47115. results.push(this._reflectionTexture);
  47116. }
  47117. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47118. results.push(this._emissiveTexture);
  47119. }
  47120. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47121. results.push(this._metallicTexture);
  47122. }
  47123. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47124. results.push(this._reflectivityTexture);
  47125. }
  47126. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47127. results.push(this._bumpTexture);
  47128. }
  47129. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47130. results.push(this._lightmapTexture);
  47131. }
  47132. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47133. results.push(this._refractionTexture);
  47134. }
  47135. return results;
  47136. };
  47137. /**
  47138. * Returns the texture used for reflections.
  47139. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47140. */
  47141. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47142. if (this._reflectionTexture) {
  47143. return this._reflectionTexture;
  47144. }
  47145. return this.getScene().environmentTexture;
  47146. };
  47147. /**
  47148. * Returns the texture used for refraction or null if none is used.
  47149. * @returns - Refection texture if present. If no refraction texture and refraction
  47150. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47151. */
  47152. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47153. if (this._refractionTexture) {
  47154. return this._refractionTexture;
  47155. }
  47156. if (this._linkRefractionWithTransparency) {
  47157. return this.getScene().environmentTexture;
  47158. }
  47159. return null;
  47160. };
  47161. /**
  47162. * Disposes the resources of the material.
  47163. * @param forceDisposeEffect - Forces the disposal of effects.
  47164. * @param forceDisposeTextures - Forces the disposal of all textures.
  47165. */
  47166. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47167. if (forceDisposeTextures) {
  47168. if (this._albedoTexture) {
  47169. this._albedoTexture.dispose();
  47170. }
  47171. if (this._ambientTexture) {
  47172. this._ambientTexture.dispose();
  47173. }
  47174. if (this._opacityTexture) {
  47175. this._opacityTexture.dispose();
  47176. }
  47177. if (this._reflectionTexture) {
  47178. this._reflectionTexture.dispose();
  47179. }
  47180. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47181. this._environmentBRDFTexture.dispose();
  47182. }
  47183. if (this._emissiveTexture) {
  47184. this._emissiveTexture.dispose();
  47185. }
  47186. if (this._metallicTexture) {
  47187. this._metallicTexture.dispose();
  47188. }
  47189. if (this._reflectivityTexture) {
  47190. this._reflectivityTexture.dispose();
  47191. }
  47192. if (this._bumpTexture) {
  47193. this._bumpTexture.dispose();
  47194. }
  47195. if (this._lightmapTexture) {
  47196. this._lightmapTexture.dispose();
  47197. }
  47198. if (this._refractionTexture) {
  47199. this._refractionTexture.dispose();
  47200. }
  47201. }
  47202. this._renderTargets.dispose();
  47203. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47204. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47205. }
  47206. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47207. };
  47208. /**
  47209. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47210. */
  47211. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47212. /**
  47213. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47214. * to enhance interoperability with other engines.
  47215. */
  47216. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47217. /**
  47218. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47219. * to enhance interoperability with other materials.
  47220. */
  47221. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47222. /**
  47223. * Stores the reflectivity values based on metallic roughness workflow.
  47224. */
  47225. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47226. __decorate([
  47227. BABYLON.serializeAsImageProcessingConfiguration()
  47228. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47229. __decorate([
  47230. BABYLON.serialize()
  47231. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47232. __decorate([
  47233. BABYLON.serialize()
  47234. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47235. return PBRBaseMaterial;
  47236. }(BABYLON.PushMaterial));
  47237. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47238. })(BABYLON || (BABYLON = {}));
  47239. //# sourceMappingURL=pbrBaseMaterial.js.map
  47240. var BABYLON;
  47241. (function (BABYLON) {
  47242. /**
  47243. * The Physically based simple base material of BJS.
  47244. *
  47245. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47246. * It is used as the base class for both the specGloss and metalRough conventions.
  47247. */
  47248. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47249. __extends(PBRBaseSimpleMaterial, _super);
  47250. /**
  47251. * Instantiates a new PBRMaterial instance.
  47252. *
  47253. * @param name The material name
  47254. * @param scene The scene the material will be use in.
  47255. */
  47256. function PBRBaseSimpleMaterial(name, scene) {
  47257. var _this = _super.call(this, name, scene) || this;
  47258. /**
  47259. * Number of Simultaneous lights allowed on the material.
  47260. */
  47261. _this.maxSimultaneousLights = 4;
  47262. /**
  47263. * If sets to true, disables all the lights affecting the material.
  47264. */
  47265. _this.disableLighting = false;
  47266. /**
  47267. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47268. */
  47269. _this.invertNormalMapX = false;
  47270. /**
  47271. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47272. */
  47273. _this.invertNormalMapY = false;
  47274. /**
  47275. * Emissivie color used to self-illuminate the model.
  47276. */
  47277. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47278. /**
  47279. * Occlusion Channel Strenght.
  47280. */
  47281. _this.occlusionStrength = 1.0;
  47282. /**
  47283. * If true, the light map contains occlusion information instead of lighting info.
  47284. */
  47285. _this.useLightmapAsShadowmap = false;
  47286. _this._useAlphaFromAlbedoTexture = true;
  47287. _this._useAmbientInGrayScale = true;
  47288. return _this;
  47289. }
  47290. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47291. /**
  47292. * Gets the current double sided mode.
  47293. */
  47294. get: function () {
  47295. return this._twoSidedLighting;
  47296. },
  47297. /**
  47298. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47299. */
  47300. set: function (value) {
  47301. if (this._twoSidedLighting === value) {
  47302. return;
  47303. }
  47304. this._twoSidedLighting = value;
  47305. this.backFaceCulling = !value;
  47306. this._markAllSubMeshesAsTexturesDirty();
  47307. },
  47308. enumerable: true,
  47309. configurable: true
  47310. });
  47311. /**
  47312. * Return the active textures of the material.
  47313. */
  47314. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47315. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47316. if (this.environmentTexture) {
  47317. activeTextures.push(this.environmentTexture);
  47318. }
  47319. if (this.normalTexture) {
  47320. activeTextures.push(this.normalTexture);
  47321. }
  47322. if (this.emissiveTexture) {
  47323. activeTextures.push(this.emissiveTexture);
  47324. }
  47325. if (this.occlusionTexture) {
  47326. activeTextures.push(this.occlusionTexture);
  47327. }
  47328. if (this.lightmapTexture) {
  47329. activeTextures.push(this.lightmapTexture);
  47330. }
  47331. return activeTextures;
  47332. };
  47333. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47334. if (_super.prototype.hasTexture.call(this, texture)) {
  47335. return true;
  47336. }
  47337. if (this.lightmapTexture === texture) {
  47338. return true;
  47339. }
  47340. return false;
  47341. };
  47342. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47343. return "PBRBaseSimpleMaterial";
  47344. };
  47345. __decorate([
  47346. BABYLON.serialize(),
  47347. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47348. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47349. __decorate([
  47350. BABYLON.serialize(),
  47351. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47352. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47353. __decorate([
  47354. BABYLON.serializeAsTexture(),
  47355. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47356. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47357. __decorate([
  47358. BABYLON.serialize(),
  47359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47360. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47361. __decorate([
  47362. BABYLON.serialize(),
  47363. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47364. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47365. __decorate([
  47366. BABYLON.serializeAsTexture(),
  47367. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47368. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47369. __decorate([
  47370. BABYLON.serializeAsColor3("emissive"),
  47371. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47372. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47373. __decorate([
  47374. BABYLON.serializeAsTexture(),
  47375. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47376. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47377. __decorate([
  47378. BABYLON.serialize(),
  47379. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47380. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47381. __decorate([
  47382. BABYLON.serializeAsTexture(),
  47383. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47384. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47385. __decorate([
  47386. BABYLON.serialize(),
  47387. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47388. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47389. __decorate([
  47390. BABYLON.serialize()
  47391. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47392. __decorate([
  47393. BABYLON.serializeAsTexture(),
  47394. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47395. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47396. __decorate([
  47397. BABYLON.serialize(),
  47398. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47399. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47400. return PBRBaseSimpleMaterial;
  47401. }(BABYLON.PBRBaseMaterial));
  47402. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47403. })(BABYLON || (BABYLON = {}));
  47404. //# sourceMappingURL=pbrBaseSimpleMaterial.js.map
  47405. var BABYLON;
  47406. (function (BABYLON) {
  47407. /**
  47408. * The Physically based material of BJS.
  47409. *
  47410. * This offers the main features of a standard PBR material.
  47411. * For more information, please refer to the documentation :
  47412. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47413. */
  47414. var PBRMaterial = /** @class */ (function (_super) {
  47415. __extends(PBRMaterial, _super);
  47416. /**
  47417. * Instantiates a new PBRMaterial instance.
  47418. *
  47419. * @param name The material name
  47420. * @param scene The scene the material will be use in.
  47421. */
  47422. function PBRMaterial(name, scene) {
  47423. var _this = _super.call(this, name, scene) || this;
  47424. /**
  47425. * Intensity of the direct lights e.g. the four lights available in your scene.
  47426. * This impacts both the direct diffuse and specular highlights.
  47427. */
  47428. _this.directIntensity = 1.0;
  47429. /**
  47430. * Intensity of the emissive part of the material.
  47431. * This helps controlling the emissive effect without modifying the emissive color.
  47432. */
  47433. _this.emissiveIntensity = 1.0;
  47434. /**
  47435. * Intensity of the environment e.g. how much the environment will light the object
  47436. * either through harmonics for rough material or through the refelction for shiny ones.
  47437. */
  47438. _this.environmentIntensity = 1.0;
  47439. /**
  47440. * This is a special control allowing the reduction of the specular highlights coming from the
  47441. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47442. */
  47443. _this.specularIntensity = 1.0;
  47444. /**
  47445. * Debug Control allowing disabling the bump map on this material.
  47446. */
  47447. _this.disableBumpMap = false;
  47448. /**
  47449. * AKA Occlusion Texture Intensity in other nomenclature.
  47450. */
  47451. _this.ambientTextureStrength = 1.0;
  47452. /**
  47453. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47454. * 1 means it completely occludes it
  47455. * 0 mean it has no impact
  47456. */
  47457. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47458. /**
  47459. * The color of a material in ambient lighting.
  47460. */
  47461. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47462. /**
  47463. * AKA Diffuse Color in other nomenclature.
  47464. */
  47465. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47466. /**
  47467. * AKA Specular Color in other nomenclature.
  47468. */
  47469. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47470. /**
  47471. * The color reflected from the material.
  47472. */
  47473. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47474. /**
  47475. * The color emitted from the material.
  47476. */
  47477. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47478. /**
  47479. * AKA Glossiness in other nomenclature.
  47480. */
  47481. _this.microSurface = 1.0;
  47482. /**
  47483. * source material index of refraction (IOR)' / 'destination material IOR.
  47484. */
  47485. _this.indexOfRefraction = 0.66;
  47486. /**
  47487. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  47488. */
  47489. _this.invertRefractionY = false;
  47490. /**
  47491. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47492. * Materials half opaque for instance using refraction could benefit from this control.
  47493. */
  47494. _this.linkRefractionWithTransparency = false;
  47495. /**
  47496. * If true, the light map contains occlusion information instead of lighting info.
  47497. */
  47498. _this.useLightmapAsShadowmap = false;
  47499. /**
  47500. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47501. */
  47502. _this.useAlphaFromAlbedoTexture = false;
  47503. /**
  47504. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47505. */
  47506. _this.forceAlphaTest = false;
  47507. /**
  47508. * Defines the alpha limits in alpha test mode.
  47509. */
  47510. _this.alphaCutOff = 0.4;
  47511. /**
  47512. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47513. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47514. */
  47515. _this.useSpecularOverAlpha = true;
  47516. /**
  47517. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47518. */
  47519. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47520. /**
  47521. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47522. */
  47523. _this.useRoughnessFromMetallicTextureAlpha = true;
  47524. /**
  47525. * Specifies if the metallic texture contains the roughness information in its green channel.
  47526. */
  47527. _this.useRoughnessFromMetallicTextureGreen = false;
  47528. /**
  47529. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47530. */
  47531. _this.useMetallnessFromMetallicTextureBlue = false;
  47532. /**
  47533. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47534. */
  47535. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47536. /**
  47537. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47538. */
  47539. _this.useAmbientInGrayScale = false;
  47540. /**
  47541. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47542. * The material will try to infer what glossiness each pixel should be.
  47543. */
  47544. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47545. /**
  47546. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47547. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47548. */
  47549. _this.useRadianceOverAlpha = true;
  47550. /**
  47551. * Allows using an object space normal map (instead of tangent space).
  47552. */
  47553. _this.useObjectSpaceNormalMap = false;
  47554. /**
  47555. * Allows using the bump map in parallax mode.
  47556. */
  47557. _this.useParallax = false;
  47558. /**
  47559. * Allows using the bump map in parallax occlusion mode.
  47560. */
  47561. _this.useParallaxOcclusion = false;
  47562. /**
  47563. * Controls the scale bias of the parallax mode.
  47564. */
  47565. _this.parallaxScaleBias = 0.05;
  47566. /**
  47567. * If sets to true, disables all the lights affecting the material.
  47568. */
  47569. _this.disableLighting = false;
  47570. /**
  47571. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47572. */
  47573. _this.forceIrradianceInFragment = false;
  47574. /**
  47575. * Number of Simultaneous lights allowed on the material.
  47576. */
  47577. _this.maxSimultaneousLights = 4;
  47578. /**
  47579. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47580. */
  47581. _this.invertNormalMapX = false;
  47582. /**
  47583. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47584. */
  47585. _this.invertNormalMapY = false;
  47586. /**
  47587. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47588. */
  47589. _this.twoSidedLighting = false;
  47590. /**
  47591. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47592. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47593. */
  47594. _this.useAlphaFresnel = false;
  47595. /**
  47596. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47597. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47598. */
  47599. _this.useLinearAlphaFresnel = false;
  47600. /**
  47601. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47602. * And/Or occlude the blended part.
  47603. */
  47604. _this.environmentBRDFTexture = null;
  47605. /**
  47606. * Force normal to face away from face.
  47607. */
  47608. _this.forceNormalForward = false;
  47609. /**
  47610. * Enables specular anti aliasing in the PBR shader.
  47611. * It will both interacts on the Geometry for analytical and IBL lighting.
  47612. * It also prefilter the roughness map based on the bump values.
  47613. */
  47614. _this.enableSpecularAntiAliasing = false;
  47615. /**
  47616. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47617. * makes the reflect vector face the model (under horizon).
  47618. */
  47619. _this.useHorizonOcclusion = true;
  47620. /**
  47621. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47622. * too much the area relying on ambient texture to define their ambient occlusion.
  47623. */
  47624. _this.useRadianceOcclusion = true;
  47625. /**
  47626. * If set to true, no lighting calculations will be applied.
  47627. */
  47628. _this.unlit = false;
  47629. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47630. return _this;
  47631. }
  47632. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47633. /**
  47634. * BJS is using an harcoded light falloff based on a manually sets up range.
  47635. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47636. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47637. */
  47638. get: function () {
  47639. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47640. },
  47641. /**
  47642. * BJS is using an harcoded light falloff based on a manually sets up range.
  47643. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47644. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47645. */
  47646. set: function (value) {
  47647. if (value !== this.usePhysicalLightFalloff) {
  47648. // Ensure the effect will be rebuilt.
  47649. this._markAllSubMeshesAsTexturesDirty();
  47650. if (value) {
  47651. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47652. }
  47653. else {
  47654. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47655. }
  47656. }
  47657. },
  47658. enumerable: true,
  47659. configurable: true
  47660. });
  47661. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47662. /**
  47663. * In order to support the falloff compatibility with gltf, a special mode has been added
  47664. * to reproduce the gltf light falloff.
  47665. */
  47666. get: function () {
  47667. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47668. },
  47669. /**
  47670. * In order to support the falloff compatibility with gltf, a special mode has been added
  47671. * to reproduce the gltf light falloff.
  47672. */
  47673. set: function (value) {
  47674. if (value !== this.useGLTFLightFalloff) {
  47675. // Ensure the effect will be rebuilt.
  47676. this._markAllSubMeshesAsTexturesDirty();
  47677. if (value) {
  47678. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47679. }
  47680. else {
  47681. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47682. }
  47683. }
  47684. },
  47685. enumerable: true,
  47686. configurable: true
  47687. });
  47688. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47689. /**
  47690. * Gets the image processing configuration used either in this material.
  47691. */
  47692. get: function () {
  47693. return this._imageProcessingConfiguration;
  47694. },
  47695. /**
  47696. * Sets the Default image processing configuration used either in the this material.
  47697. *
  47698. * If sets to null, the scene one is in use.
  47699. */
  47700. set: function (value) {
  47701. this._attachImageProcessingConfiguration(value);
  47702. // Ensure the effect will be rebuilt.
  47703. this._markAllSubMeshesAsTexturesDirty();
  47704. },
  47705. enumerable: true,
  47706. configurable: true
  47707. });
  47708. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47709. /**
  47710. * Gets wether the color curves effect is enabled.
  47711. */
  47712. get: function () {
  47713. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47714. },
  47715. /**
  47716. * Sets wether the color curves effect is enabled.
  47717. */
  47718. set: function (value) {
  47719. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47720. },
  47721. enumerable: true,
  47722. configurable: true
  47723. });
  47724. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47725. /**
  47726. * Gets wether the color grading effect is enabled.
  47727. */
  47728. get: function () {
  47729. return this.imageProcessingConfiguration.colorGradingEnabled;
  47730. },
  47731. /**
  47732. * Gets wether the color grading effect is enabled.
  47733. */
  47734. set: function (value) {
  47735. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47736. },
  47737. enumerable: true,
  47738. configurable: true
  47739. });
  47740. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47741. /**
  47742. * Gets wether tonemapping is enabled or not.
  47743. */
  47744. get: function () {
  47745. return this._imageProcessingConfiguration.toneMappingEnabled;
  47746. },
  47747. /**
  47748. * Sets wether tonemapping is enabled or not
  47749. */
  47750. set: function (value) {
  47751. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47752. },
  47753. enumerable: true,
  47754. configurable: true
  47755. });
  47756. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47757. /**
  47758. * The camera exposure used on this material.
  47759. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47760. * This corresponds to a photographic exposure.
  47761. */
  47762. get: function () {
  47763. return this._imageProcessingConfiguration.exposure;
  47764. },
  47765. /**
  47766. * The camera exposure used on this material.
  47767. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47768. * This corresponds to a photographic exposure.
  47769. */
  47770. set: function (value) {
  47771. this._imageProcessingConfiguration.exposure = value;
  47772. },
  47773. enumerable: true,
  47774. configurable: true
  47775. });
  47776. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47777. /**
  47778. * Gets The camera contrast used on this material.
  47779. */
  47780. get: function () {
  47781. return this._imageProcessingConfiguration.contrast;
  47782. },
  47783. /**
  47784. * Sets The camera contrast used on this material.
  47785. */
  47786. set: function (value) {
  47787. this._imageProcessingConfiguration.contrast = value;
  47788. },
  47789. enumerable: true,
  47790. configurable: true
  47791. });
  47792. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47793. /**
  47794. * Gets the Color Grading 2D Lookup Texture.
  47795. */
  47796. get: function () {
  47797. return this._imageProcessingConfiguration.colorGradingTexture;
  47798. },
  47799. /**
  47800. * Sets the Color Grading 2D Lookup Texture.
  47801. */
  47802. set: function (value) {
  47803. this._imageProcessingConfiguration.colorGradingTexture = value;
  47804. },
  47805. enumerable: true,
  47806. configurable: true
  47807. });
  47808. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47809. /**
  47810. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47811. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47812. * 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;
  47813. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47814. */
  47815. get: function () {
  47816. return this._imageProcessingConfiguration.colorCurves;
  47817. },
  47818. /**
  47819. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47820. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47821. * 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;
  47822. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47823. */
  47824. set: function (value) {
  47825. this._imageProcessingConfiguration.colorCurves = value;
  47826. },
  47827. enumerable: true,
  47828. configurable: true
  47829. });
  47830. /**
  47831. * Returns the name of this material class.
  47832. */
  47833. PBRMaterial.prototype.getClassName = function () {
  47834. return "PBRMaterial";
  47835. };
  47836. /**
  47837. * Returns an array of the actively used textures.
  47838. * @returns - Array of BaseTextures
  47839. */
  47840. PBRMaterial.prototype.getActiveTextures = function () {
  47841. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47842. if (this._albedoTexture) {
  47843. activeTextures.push(this._albedoTexture);
  47844. }
  47845. if (this._ambientTexture) {
  47846. activeTextures.push(this._ambientTexture);
  47847. }
  47848. if (this._opacityTexture) {
  47849. activeTextures.push(this._opacityTexture);
  47850. }
  47851. if (this._reflectionTexture) {
  47852. activeTextures.push(this._reflectionTexture);
  47853. }
  47854. if (this._emissiveTexture) {
  47855. activeTextures.push(this._emissiveTexture);
  47856. }
  47857. if (this._reflectivityTexture) {
  47858. activeTextures.push(this._reflectivityTexture);
  47859. }
  47860. if (this._metallicTexture) {
  47861. activeTextures.push(this._metallicTexture);
  47862. }
  47863. if (this._microSurfaceTexture) {
  47864. activeTextures.push(this._microSurfaceTexture);
  47865. }
  47866. if (this._bumpTexture) {
  47867. activeTextures.push(this._bumpTexture);
  47868. }
  47869. if (this._lightmapTexture) {
  47870. activeTextures.push(this._lightmapTexture);
  47871. }
  47872. if (this._refractionTexture) {
  47873. activeTextures.push(this._refractionTexture);
  47874. }
  47875. return activeTextures;
  47876. };
  47877. /**
  47878. * Checks to see if a texture is used in the material.
  47879. * @param texture - Base texture to use.
  47880. * @returns - Boolean specifying if a texture is used in the material.
  47881. */
  47882. PBRMaterial.prototype.hasTexture = function (texture) {
  47883. if (_super.prototype.hasTexture.call(this, texture)) {
  47884. return true;
  47885. }
  47886. if (this._albedoTexture === texture) {
  47887. return true;
  47888. }
  47889. if (this._ambientTexture === texture) {
  47890. return true;
  47891. }
  47892. if (this._opacityTexture === texture) {
  47893. return true;
  47894. }
  47895. if (this._reflectionTexture === texture) {
  47896. return true;
  47897. }
  47898. if (this._reflectivityTexture === texture) {
  47899. return true;
  47900. }
  47901. if (this._metallicTexture === texture) {
  47902. return true;
  47903. }
  47904. if (this._microSurfaceTexture === texture) {
  47905. return true;
  47906. }
  47907. if (this._bumpTexture === texture) {
  47908. return true;
  47909. }
  47910. if (this._lightmapTexture === texture) {
  47911. return true;
  47912. }
  47913. if (this._refractionTexture === texture) {
  47914. return true;
  47915. }
  47916. return false;
  47917. };
  47918. /**
  47919. * Makes a duplicate of the current material.
  47920. * @param name - name to use for the new material.
  47921. */
  47922. PBRMaterial.prototype.clone = function (name) {
  47923. var _this = this;
  47924. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47925. clone.id = name;
  47926. clone.name = name;
  47927. return clone;
  47928. };
  47929. /**
  47930. * Serializes this PBR Material.
  47931. * @returns - An object with the serialized material.
  47932. */
  47933. PBRMaterial.prototype.serialize = function () {
  47934. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47935. serializationObject.customType = "BABYLON.PBRMaterial";
  47936. return serializationObject;
  47937. };
  47938. // Statics
  47939. /**
  47940. * Parses a PBR Material from a serialized object.
  47941. * @param source - Serialized object.
  47942. * @param scene - BJS scene instance.
  47943. * @param rootUrl - url for the scene object
  47944. * @returns - PBRMaterial
  47945. */
  47946. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47947. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47948. };
  47949. /**
  47950. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47951. */
  47952. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47953. /**
  47954. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47955. */
  47956. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47957. /**
  47958. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47959. */
  47960. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47961. /**
  47962. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47963. * They are also discarded below the alpha cutoff threshold to improve performances.
  47964. */
  47965. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47966. /**
  47967. * Defines the default value of how much AO map is occluding the analytical lights
  47968. * (point spot...).
  47969. */
  47970. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47971. __decorate([
  47972. BABYLON.serialize(),
  47973. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47974. ], PBRMaterial.prototype, "directIntensity", void 0);
  47975. __decorate([
  47976. BABYLON.serialize(),
  47977. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47978. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47979. __decorate([
  47980. BABYLON.serialize(),
  47981. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47982. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47983. __decorate([
  47984. BABYLON.serialize(),
  47985. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47986. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47987. __decorate([
  47988. BABYLON.serialize(),
  47989. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47990. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47991. __decorate([
  47992. BABYLON.serializeAsTexture(),
  47993. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47994. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47995. __decorate([
  47996. BABYLON.serializeAsTexture(),
  47997. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47998. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47999. __decorate([
  48000. BABYLON.serialize(),
  48001. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48002. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48003. __decorate([
  48004. BABYLON.serialize(),
  48005. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48006. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48007. __decorate([
  48008. BABYLON.serializeAsTexture(),
  48009. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48010. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48011. __decorate([
  48012. BABYLON.serializeAsTexture(),
  48013. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48014. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48015. __decorate([
  48016. BABYLON.serializeAsTexture(),
  48017. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48018. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48019. __decorate([
  48020. BABYLON.serializeAsTexture(),
  48021. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48022. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48023. __decorate([
  48024. BABYLON.serializeAsTexture(),
  48025. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48026. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48027. __decorate([
  48028. BABYLON.serialize(),
  48029. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48030. ], PBRMaterial.prototype, "metallic", void 0);
  48031. __decorate([
  48032. BABYLON.serialize(),
  48033. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48034. ], PBRMaterial.prototype, "roughness", void 0);
  48035. __decorate([
  48036. BABYLON.serializeAsTexture(),
  48037. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48038. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48039. __decorate([
  48040. BABYLON.serializeAsTexture(),
  48041. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48042. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48043. __decorate([
  48044. BABYLON.serializeAsTexture(),
  48045. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48046. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48047. __decorate([
  48048. BABYLON.serializeAsTexture(),
  48049. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48050. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48051. __decorate([
  48052. BABYLON.serializeAsColor3("ambient"),
  48053. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48054. ], PBRMaterial.prototype, "ambientColor", void 0);
  48055. __decorate([
  48056. BABYLON.serializeAsColor3("albedo"),
  48057. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48058. ], PBRMaterial.prototype, "albedoColor", void 0);
  48059. __decorate([
  48060. BABYLON.serializeAsColor3("reflectivity"),
  48061. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48062. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48063. __decorate([
  48064. BABYLON.serializeAsColor3("reflection"),
  48065. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48066. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48067. __decorate([
  48068. BABYLON.serializeAsColor3("emissive"),
  48069. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48070. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48071. __decorate([
  48072. BABYLON.serialize(),
  48073. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48074. ], PBRMaterial.prototype, "microSurface", void 0);
  48075. __decorate([
  48076. BABYLON.serialize(),
  48077. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48078. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48079. __decorate([
  48080. BABYLON.serialize(),
  48081. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48082. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48083. __decorate([
  48084. BABYLON.serialize(),
  48085. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48086. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48087. __decorate([
  48088. BABYLON.serialize(),
  48089. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48090. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48091. __decorate([
  48092. BABYLON.serialize(),
  48093. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48094. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48095. __decorate([
  48096. BABYLON.serialize(),
  48097. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48098. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48099. __decorate([
  48100. BABYLON.serialize(),
  48101. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48102. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48103. __decorate([
  48104. BABYLON.serialize(),
  48105. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48106. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48107. __decorate([
  48108. BABYLON.serialize(),
  48109. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48110. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48111. __decorate([
  48112. BABYLON.serialize(),
  48113. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48114. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48115. __decorate([
  48116. BABYLON.serialize(),
  48117. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48118. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48119. __decorate([
  48120. BABYLON.serialize(),
  48121. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48122. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48123. __decorate([
  48124. BABYLON.serialize(),
  48125. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48126. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48127. __decorate([
  48128. BABYLON.serialize(),
  48129. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48130. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48131. __decorate([
  48132. BABYLON.serialize(),
  48133. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48134. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48135. __decorate([
  48136. BABYLON.serialize()
  48137. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48138. __decorate([
  48139. BABYLON.serialize()
  48140. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48141. __decorate([
  48142. BABYLON.serialize(),
  48143. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48144. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48145. __decorate([
  48146. BABYLON.serialize(),
  48147. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48148. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48149. __decorate([
  48150. BABYLON.serialize(),
  48151. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48152. ], PBRMaterial.prototype, "useParallax", void 0);
  48153. __decorate([
  48154. BABYLON.serialize(),
  48155. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48156. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48157. __decorate([
  48158. BABYLON.serialize(),
  48159. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48160. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48161. __decorate([
  48162. BABYLON.serialize(),
  48163. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48164. ], PBRMaterial.prototype, "disableLighting", void 0);
  48165. __decorate([
  48166. BABYLON.serialize(),
  48167. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48168. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48169. __decorate([
  48170. BABYLON.serialize(),
  48171. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48172. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48173. __decorate([
  48174. BABYLON.serialize(),
  48175. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48176. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48177. __decorate([
  48178. BABYLON.serialize(),
  48179. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48180. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48181. __decorate([
  48182. BABYLON.serialize(),
  48183. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48184. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48185. __decorate([
  48186. BABYLON.serialize(),
  48187. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48188. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48189. __decorate([
  48190. BABYLON.serialize(),
  48191. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48192. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48193. __decorate([
  48194. BABYLON.serializeAsTexture(),
  48195. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48196. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48197. __decorate([
  48198. BABYLON.serialize(),
  48199. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48200. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48201. __decorate([
  48202. BABYLON.serialize(),
  48203. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48204. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48205. __decorate([
  48206. BABYLON.serialize(),
  48207. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48208. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48209. __decorate([
  48210. BABYLON.serialize(),
  48211. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48212. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48213. __decorate([
  48214. BABYLON.serialize(),
  48215. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48216. ], PBRMaterial.prototype, "unlit", void 0);
  48217. return PBRMaterial;
  48218. }(BABYLON.PBRBaseMaterial));
  48219. BABYLON.PBRMaterial = PBRMaterial;
  48220. })(BABYLON || (BABYLON = {}));
  48221. //# sourceMappingURL=pbrMaterial.js.map
  48222. var BABYLON;
  48223. (function (BABYLON) {
  48224. /**
  48225. * The PBR material of BJS following the metal roughness convention.
  48226. *
  48227. * This fits to the PBR convention in the GLTF definition:
  48228. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48229. */
  48230. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48231. __extends(PBRMetallicRoughnessMaterial, _super);
  48232. /**
  48233. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48234. *
  48235. * @param name The material name
  48236. * @param scene The scene the material will be use in.
  48237. */
  48238. function PBRMetallicRoughnessMaterial(name, scene) {
  48239. var _this = _super.call(this, name, scene) || this;
  48240. _this._useRoughnessFromMetallicTextureAlpha = false;
  48241. _this._useRoughnessFromMetallicTextureGreen = true;
  48242. _this._useMetallnessFromMetallicTextureBlue = true;
  48243. _this.metallic = 1.0;
  48244. _this.roughness = 1.0;
  48245. return _this;
  48246. }
  48247. /**
  48248. * Return the currrent class name of the material.
  48249. */
  48250. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48251. return "PBRMetallicRoughnessMaterial";
  48252. };
  48253. /**
  48254. * Return the active textures of the material.
  48255. */
  48256. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48257. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48258. if (this.baseTexture) {
  48259. activeTextures.push(this.baseTexture);
  48260. }
  48261. if (this.metallicRoughnessTexture) {
  48262. activeTextures.push(this.metallicRoughnessTexture);
  48263. }
  48264. return activeTextures;
  48265. };
  48266. /**
  48267. * Checks to see if a texture is used in the material.
  48268. * @param texture - Base texture to use.
  48269. * @returns - Boolean specifying if a texture is used in the material.
  48270. */
  48271. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48272. if (_super.prototype.hasTexture.call(this, texture)) {
  48273. return true;
  48274. }
  48275. if (this.baseTexture === texture) {
  48276. return true;
  48277. }
  48278. if (this.metallicRoughnessTexture === texture) {
  48279. return true;
  48280. }
  48281. return false;
  48282. };
  48283. /**
  48284. * Makes a duplicate of the current material.
  48285. * @param name - name to use for the new material.
  48286. */
  48287. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48288. var _this = this;
  48289. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48290. clone.id = name;
  48291. clone.name = name;
  48292. return clone;
  48293. };
  48294. /**
  48295. * Serialize the material to a parsable JSON object.
  48296. */
  48297. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48298. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48299. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48300. return serializationObject;
  48301. };
  48302. /**
  48303. * Parses a JSON object correponding to the serialize function.
  48304. */
  48305. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48306. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48307. };
  48308. __decorate([
  48309. BABYLON.serializeAsColor3(),
  48310. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48311. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48312. __decorate([
  48313. BABYLON.serializeAsTexture(),
  48314. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48315. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48316. __decorate([
  48317. BABYLON.serialize(),
  48318. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48319. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48320. __decorate([
  48321. BABYLON.serialize(),
  48322. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48323. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48324. __decorate([
  48325. BABYLON.serializeAsTexture(),
  48326. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48327. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48328. return PBRMetallicRoughnessMaterial;
  48329. }(BABYLON.PBRBaseSimpleMaterial));
  48330. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48331. })(BABYLON || (BABYLON = {}));
  48332. //# sourceMappingURL=pbrMetallicRoughnessMaterial.js.map
  48333. var BABYLON;
  48334. (function (BABYLON) {
  48335. /**
  48336. * The PBR material of BJS following the specular glossiness convention.
  48337. *
  48338. * This fits to the PBR convention in the GLTF definition:
  48339. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48340. */
  48341. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48342. __extends(PBRSpecularGlossinessMaterial, _super);
  48343. /**
  48344. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48345. *
  48346. * @param name The material name
  48347. * @param scene The scene the material will be use in.
  48348. */
  48349. function PBRSpecularGlossinessMaterial(name, scene) {
  48350. var _this = _super.call(this, name, scene) || this;
  48351. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48352. return _this;
  48353. }
  48354. /**
  48355. * Return the currrent class name of the material.
  48356. */
  48357. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48358. return "PBRSpecularGlossinessMaterial";
  48359. };
  48360. /**
  48361. * Return the active textures of the material.
  48362. */
  48363. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48364. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48365. if (this.diffuseTexture) {
  48366. activeTextures.push(this.diffuseTexture);
  48367. }
  48368. if (this.specularGlossinessTexture) {
  48369. activeTextures.push(this.specularGlossinessTexture);
  48370. }
  48371. return activeTextures;
  48372. };
  48373. /**
  48374. * Checks to see if a texture is used in the material.
  48375. * @param texture - Base texture to use.
  48376. * @returns - Boolean specifying if a texture is used in the material.
  48377. */
  48378. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48379. if (_super.prototype.hasTexture.call(this, texture)) {
  48380. return true;
  48381. }
  48382. if (this.diffuseTexture === texture) {
  48383. return true;
  48384. }
  48385. if (this.specularGlossinessTexture === texture) {
  48386. return true;
  48387. }
  48388. return false;
  48389. };
  48390. /**
  48391. * Makes a duplicate of the current material.
  48392. * @param name - name to use for the new material.
  48393. */
  48394. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48395. var _this = this;
  48396. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48397. clone.id = name;
  48398. clone.name = name;
  48399. return clone;
  48400. };
  48401. /**
  48402. * Serialize the material to a parsable JSON object.
  48403. */
  48404. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48405. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48406. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48407. return serializationObject;
  48408. };
  48409. /**
  48410. * Parses a JSON object correponding to the serialize function.
  48411. */
  48412. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48413. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48414. };
  48415. __decorate([
  48416. BABYLON.serializeAsColor3("diffuse"),
  48417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48418. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48419. __decorate([
  48420. BABYLON.serializeAsTexture(),
  48421. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48422. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48423. __decorate([
  48424. BABYLON.serializeAsColor3("specular"),
  48425. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48426. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48427. __decorate([
  48428. BABYLON.serialize(),
  48429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48430. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48431. __decorate([
  48432. BABYLON.serializeAsTexture(),
  48433. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48434. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48435. return PBRSpecularGlossinessMaterial;
  48436. }(BABYLON.PBRBaseSimpleMaterial));
  48437. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48438. })(BABYLON || (BABYLON = {}));
  48439. //# sourceMappingURL=pbrSpecularGlossinessMaterial.js.map
  48440. var BABYLON;
  48441. (function (BABYLON) {
  48442. /**
  48443. * @ignore
  48444. * This is a list of all the different input types that are available in the application.
  48445. * Fo instance: ArcRotateCameraGamepadInput...
  48446. */
  48447. BABYLON.CameraInputTypes = {};
  48448. /**
  48449. * This represents the input manager used within a camera.
  48450. * It helps dealing with all the different kind of input attached to a camera.
  48451. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48452. */
  48453. var CameraInputsManager = /** @class */ (function () {
  48454. /**
  48455. * Instantiate a new Camera Input Manager.
  48456. * @param camera Defines the camera the input manager blongs to
  48457. */
  48458. function CameraInputsManager(camera) {
  48459. this.attached = {};
  48460. this.camera = camera;
  48461. this.checkInputs = function () { };
  48462. }
  48463. /**
  48464. * Add an input method to a camera
  48465. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48466. * @param input camera input method
  48467. */
  48468. CameraInputsManager.prototype.add = function (input) {
  48469. var type = input.getSimpleName();
  48470. if (this.attached[type]) {
  48471. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48472. return;
  48473. }
  48474. this.attached[type] = input;
  48475. input.camera = this.camera;
  48476. //for checkInputs, we are dynamically creating a function
  48477. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48478. if (input.checkInputs) {
  48479. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48480. }
  48481. if (this.attachedElement) {
  48482. input.attachControl(this.attachedElement);
  48483. }
  48484. };
  48485. /**
  48486. * Remove a specific input method from a camera
  48487. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48488. * @param inputToRemove camera input method
  48489. */
  48490. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48491. for (var cam in this.attached) {
  48492. var input = this.attached[cam];
  48493. if (input === inputToRemove) {
  48494. input.detachControl(this.attachedElement);
  48495. input.camera = null;
  48496. delete this.attached[cam];
  48497. this.rebuildInputCheck();
  48498. }
  48499. }
  48500. };
  48501. /**
  48502. * Remove a specific input type from a camera
  48503. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48504. * @param inputType the type of the input to remove
  48505. */
  48506. CameraInputsManager.prototype.removeByType = function (inputType) {
  48507. for (var cam in this.attached) {
  48508. var input = this.attached[cam];
  48509. if (input.getClassName() === inputType) {
  48510. input.detachControl(this.attachedElement);
  48511. input.camera = null;
  48512. delete this.attached[cam];
  48513. this.rebuildInputCheck();
  48514. }
  48515. }
  48516. };
  48517. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48518. var current = this.checkInputs;
  48519. return function () {
  48520. current();
  48521. fn();
  48522. };
  48523. };
  48524. /**
  48525. * Attach the input controls to the currently attached dom element to listen the events from.
  48526. * @param input Defines the input to attach
  48527. */
  48528. CameraInputsManager.prototype.attachInput = function (input) {
  48529. if (this.attachedElement) {
  48530. input.attachControl(this.attachedElement, this.noPreventDefault);
  48531. }
  48532. };
  48533. /**
  48534. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48535. * @param element Defines the dom element to collect the events from
  48536. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48537. */
  48538. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48539. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48540. if (this.attachedElement) {
  48541. return;
  48542. }
  48543. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48544. this.attachedElement = element;
  48545. this.noPreventDefault = noPreventDefault;
  48546. for (var cam in this.attached) {
  48547. this.attached[cam].attachControl(element, noPreventDefault);
  48548. }
  48549. };
  48550. /**
  48551. * Detach the current manager inputs controls from a specific dom element.
  48552. * @param element Defines the dom element to collect the events from
  48553. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48554. */
  48555. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48556. if (disconnect === void 0) { disconnect = false; }
  48557. if (this.attachedElement !== element) {
  48558. return;
  48559. }
  48560. for (var cam in this.attached) {
  48561. this.attached[cam].detachControl(element);
  48562. if (disconnect) {
  48563. this.attached[cam].camera = null;
  48564. }
  48565. }
  48566. this.attachedElement = null;
  48567. };
  48568. /**
  48569. * Rebuild the dynamic inputCheck function from the current list of
  48570. * defined inputs in the manager.
  48571. */
  48572. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48573. this.checkInputs = function () { };
  48574. for (var cam in this.attached) {
  48575. var input = this.attached[cam];
  48576. if (input.checkInputs) {
  48577. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48578. }
  48579. }
  48580. };
  48581. /**
  48582. * Remove all attached input methods from a camera
  48583. */
  48584. CameraInputsManager.prototype.clear = function () {
  48585. if (this.attachedElement) {
  48586. this.detachElement(this.attachedElement, true);
  48587. }
  48588. this.attached = {};
  48589. this.attachedElement = null;
  48590. this.checkInputs = function () { };
  48591. };
  48592. /**
  48593. * Serialize the current input manager attached to a camera.
  48594. * This ensures than once parsed,
  48595. * the input associated to the camera will be identical to the current ones
  48596. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48597. */
  48598. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48599. var inputs = {};
  48600. for (var cam in this.attached) {
  48601. var input = this.attached[cam];
  48602. var res = BABYLON.SerializationHelper.Serialize(input);
  48603. inputs[input.getClassName()] = res;
  48604. }
  48605. serializedCamera.inputsmgr = inputs;
  48606. };
  48607. /**
  48608. * Parses an input manager serialized JSON to restore the previous list of inputs
  48609. * and states associated to a camera.
  48610. * @param parsedCamera Defines the JSON to parse
  48611. */
  48612. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48613. var parsedInputs = parsedCamera.inputsmgr;
  48614. if (parsedInputs) {
  48615. this.clear();
  48616. for (var n in parsedInputs) {
  48617. var construct = BABYLON.CameraInputTypes[n];
  48618. if (construct) {
  48619. var parsedinput = parsedInputs[n];
  48620. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48621. this.add(input);
  48622. }
  48623. }
  48624. }
  48625. else {
  48626. //2016-03-08 this part is for managing backward compatibility
  48627. for (var n in this.attached) {
  48628. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48629. if (construct) {
  48630. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48631. this.remove(this.attached[n]);
  48632. this.add(input);
  48633. }
  48634. }
  48635. }
  48636. };
  48637. return CameraInputsManager;
  48638. }());
  48639. BABYLON.CameraInputsManager = CameraInputsManager;
  48640. })(BABYLON || (BABYLON = {}));
  48641. //# sourceMappingURL=cameraInputsManager.js.map
  48642. var BABYLON;
  48643. (function (BABYLON) {
  48644. /**
  48645. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48646. * This is the base of the follow, arc rotate cameras and Free camera
  48647. * @see http://doc.babylonjs.com/features/cameras
  48648. */
  48649. var TargetCamera = /** @class */ (function (_super) {
  48650. __extends(TargetCamera, _super);
  48651. /**
  48652. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48653. * This is the base of the follow, arc rotate cameras and Free camera
  48654. * @see http://doc.babylonjs.com/features/cameras
  48655. * @param name Defines the name of the camera in the scene
  48656. * @param position Defines the start position of the camera in the scene
  48657. * @param scene Defines the scene the camera belongs to
  48658. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48659. */
  48660. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48661. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48662. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48663. /**
  48664. * Define the current direction the camera is moving to
  48665. */
  48666. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48667. /**
  48668. * Define the current rotation the camera is rotating to
  48669. */
  48670. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48671. /**
  48672. * When set, the up vector of the camera will be updated by the rotation of the camera
  48673. */
  48674. _this.updateUpVectorFromRotation = false;
  48675. _this._tmpQuaternion = new BABYLON.Quaternion();
  48676. /**
  48677. * Define the current rotation of the camera
  48678. */
  48679. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48680. /**
  48681. * Define the current speed of the camera
  48682. */
  48683. _this.speed = 2.0;
  48684. /**
  48685. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48686. * around all axis.
  48687. */
  48688. _this.noRotationConstraint = false;
  48689. /**
  48690. * Define the current target of the camera as an object or a position.
  48691. */
  48692. _this.lockedTarget = null;
  48693. /** @hidden */
  48694. _this._currentTarget = BABYLON.Vector3.Zero();
  48695. /** @hidden */
  48696. _this._viewMatrix = BABYLON.Matrix.Zero();
  48697. /** @hidden */
  48698. _this._camMatrix = BABYLON.Matrix.Zero();
  48699. /** @hidden */
  48700. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48701. /** @hidden */
  48702. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48703. /** @hidden */
  48704. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48705. /** @hidden */
  48706. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48707. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48708. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48709. _this._defaultUp = BABYLON.Vector3.Up();
  48710. _this._cachedRotationZ = 0;
  48711. _this._cachedQuaternionRotationZ = 0;
  48712. return _this;
  48713. }
  48714. /**
  48715. * Gets the position in front of the camera at a given distance.
  48716. * @param distance The distance from the camera we want the position to be
  48717. * @returns the position
  48718. */
  48719. TargetCamera.prototype.getFrontPosition = function (distance) {
  48720. this.getWorldMatrix();
  48721. var direction = this.getTarget().subtract(this.position);
  48722. direction.normalize();
  48723. direction.scaleInPlace(distance);
  48724. return this.globalPosition.add(direction);
  48725. };
  48726. /** @hidden */
  48727. TargetCamera.prototype._getLockedTargetPosition = function () {
  48728. if (!this.lockedTarget) {
  48729. return null;
  48730. }
  48731. if (this.lockedTarget.absolutePosition) {
  48732. this.lockedTarget.computeWorldMatrix();
  48733. }
  48734. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48735. };
  48736. /**
  48737. * Store current camera state of the camera (fov, position, rotation, etc..)
  48738. * @returns the camera
  48739. */
  48740. TargetCamera.prototype.storeState = function () {
  48741. this._storedPosition = this.position.clone();
  48742. this._storedRotation = this.rotation.clone();
  48743. if (this.rotationQuaternion) {
  48744. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48745. }
  48746. return _super.prototype.storeState.call(this);
  48747. };
  48748. /**
  48749. * Restored camera state. You must call storeState() first
  48750. * @returns whether it was successful or not
  48751. * @hidden
  48752. */
  48753. TargetCamera.prototype._restoreStateValues = function () {
  48754. if (!_super.prototype._restoreStateValues.call(this)) {
  48755. return false;
  48756. }
  48757. this.position = this._storedPosition.clone();
  48758. this.rotation = this._storedRotation.clone();
  48759. if (this.rotationQuaternion) {
  48760. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48761. }
  48762. this.cameraDirection.copyFromFloats(0, 0, 0);
  48763. this.cameraRotation.copyFromFloats(0, 0);
  48764. return true;
  48765. };
  48766. /** @hidden */
  48767. TargetCamera.prototype._initCache = function () {
  48768. _super.prototype._initCache.call(this);
  48769. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48770. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48771. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48772. };
  48773. /** @hidden */
  48774. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48775. if (!ignoreParentClass) {
  48776. _super.prototype._updateCache.call(this);
  48777. }
  48778. var lockedTargetPosition = this._getLockedTargetPosition();
  48779. if (!lockedTargetPosition) {
  48780. this._cache.lockedTarget = null;
  48781. }
  48782. else {
  48783. if (!this._cache.lockedTarget) {
  48784. this._cache.lockedTarget = lockedTargetPosition.clone();
  48785. }
  48786. else {
  48787. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48788. }
  48789. }
  48790. this._cache.rotation.copyFrom(this.rotation);
  48791. if (this.rotationQuaternion) {
  48792. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48793. }
  48794. };
  48795. // Synchronized
  48796. /** @hidden */
  48797. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48798. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48799. return false;
  48800. }
  48801. var lockedTargetPosition = this._getLockedTargetPosition();
  48802. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48803. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48804. };
  48805. // Methods
  48806. /** @hidden */
  48807. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48808. var engine = this.getEngine();
  48809. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48810. };
  48811. // Target
  48812. /** @hidden */
  48813. TargetCamera.prototype.setTarget = function (target) {
  48814. this.upVector.normalize();
  48815. if (this.position.z === target.z) {
  48816. this.position.z += BABYLON.Epsilon;
  48817. }
  48818. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48819. this._camMatrix.invert();
  48820. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48821. var vDir = target.subtract(this.position);
  48822. if (vDir.x >= 0.0) {
  48823. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48824. }
  48825. else {
  48826. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48827. }
  48828. this.rotation.z = 0;
  48829. if (isNaN(this.rotation.x)) {
  48830. this.rotation.x = 0;
  48831. }
  48832. if (isNaN(this.rotation.y)) {
  48833. this.rotation.y = 0;
  48834. }
  48835. if (isNaN(this.rotation.z)) {
  48836. this.rotation.z = 0;
  48837. }
  48838. if (this.rotationQuaternion) {
  48839. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48840. }
  48841. };
  48842. /**
  48843. * Return the current target position of the camera. This value is expressed in local space.
  48844. * @returns the target position
  48845. */
  48846. TargetCamera.prototype.getTarget = function () {
  48847. return this._currentTarget;
  48848. };
  48849. /** @hidden */
  48850. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48851. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48852. };
  48853. /** @hidden */
  48854. TargetCamera.prototype._updatePosition = function () {
  48855. if (this.parent) {
  48856. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48857. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48858. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48859. return;
  48860. }
  48861. this.position.addInPlace(this.cameraDirection);
  48862. };
  48863. /** @hidden */
  48864. TargetCamera.prototype._checkInputs = function () {
  48865. var needToMove = this._decideIfNeedsToMove();
  48866. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48867. // Move
  48868. if (needToMove) {
  48869. this._updatePosition();
  48870. }
  48871. // Rotate
  48872. if (needToRotate) {
  48873. this.rotation.x += this.cameraRotation.x;
  48874. this.rotation.y += this.cameraRotation.y;
  48875. //rotate, if quaternion is set and rotation was used
  48876. if (this.rotationQuaternion) {
  48877. var len = this.rotation.lengthSquared();
  48878. if (len) {
  48879. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48880. }
  48881. }
  48882. if (!this.noRotationConstraint) {
  48883. var limit = (Math.PI / 2) * 0.95;
  48884. if (this.rotation.x > limit) {
  48885. this.rotation.x = limit;
  48886. }
  48887. if (this.rotation.x < -limit) {
  48888. this.rotation.x = -limit;
  48889. }
  48890. }
  48891. }
  48892. // Inertia
  48893. if (needToMove) {
  48894. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48895. this.cameraDirection.x = 0;
  48896. }
  48897. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48898. this.cameraDirection.y = 0;
  48899. }
  48900. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48901. this.cameraDirection.z = 0;
  48902. }
  48903. this.cameraDirection.scaleInPlace(this.inertia);
  48904. }
  48905. if (needToRotate) {
  48906. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48907. this.cameraRotation.x = 0;
  48908. }
  48909. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48910. this.cameraRotation.y = 0;
  48911. }
  48912. this.cameraRotation.scaleInPlace(this.inertia);
  48913. }
  48914. _super.prototype._checkInputs.call(this);
  48915. };
  48916. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48917. if (this.rotationQuaternion) {
  48918. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48919. }
  48920. else {
  48921. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48922. }
  48923. };
  48924. /**
  48925. * 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)
  48926. * @returns the current camera
  48927. */
  48928. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48929. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48930. return this;
  48931. };
  48932. /** @hidden */
  48933. TargetCamera.prototype._getViewMatrix = function () {
  48934. if (this.lockedTarget) {
  48935. this.setTarget(this._getLockedTargetPosition());
  48936. }
  48937. // Compute
  48938. this._updateCameraRotationMatrix();
  48939. // Apply the changed rotation to the upVector
  48940. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48941. this._rotateUpVectorWithCameraRotationMatrix();
  48942. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48943. }
  48944. else if (this._cachedRotationZ != this.rotation.z) {
  48945. this._rotateUpVectorWithCameraRotationMatrix();
  48946. this._cachedRotationZ = this.rotation.z;
  48947. }
  48948. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48949. // Computing target and final matrix
  48950. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48951. if (this.updateUpVectorFromRotation) {
  48952. if (this.rotationQuaternion) {
  48953. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  48954. }
  48955. else {
  48956. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  48957. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  48958. }
  48959. }
  48960. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48961. return this._viewMatrix;
  48962. };
  48963. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48964. if (this.parent) {
  48965. var parentWorldMatrix = this.parent.getWorldMatrix();
  48966. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48967. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48968. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48969. this._markSyncedWithParent();
  48970. }
  48971. else {
  48972. this._globalPosition.copyFrom(position);
  48973. this._globalCurrentTarget.copyFrom(target);
  48974. this._globalCurrentUpVector.copyFrom(up);
  48975. }
  48976. if (this.getScene().useRightHandedSystem) {
  48977. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48978. }
  48979. else {
  48980. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48981. }
  48982. };
  48983. /**
  48984. * @hidden
  48985. */
  48986. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48987. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48988. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48989. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48990. if (!this.rotationQuaternion) {
  48991. this.rotationQuaternion = new BABYLON.Quaternion();
  48992. }
  48993. rigCamera._cameraRigParams = {};
  48994. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48995. }
  48996. return rigCamera;
  48997. }
  48998. return null;
  48999. };
  49000. /**
  49001. * @hidden
  49002. */
  49003. TargetCamera.prototype._updateRigCameras = function () {
  49004. var camLeft = this._rigCameras[0];
  49005. var camRight = this._rigCameras[1];
  49006. this.computeWorldMatrix();
  49007. switch (this.cameraRigMode) {
  49008. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49009. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49010. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49011. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49012. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49013. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49014. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49015. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  49016. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  49017. camLeft.setTarget(this.getTarget());
  49018. camRight.setTarget(this.getTarget());
  49019. break;
  49020. case BABYLON.Camera.RIG_MODE_VR:
  49021. if (camLeft.rotationQuaternion) {
  49022. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49023. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49024. }
  49025. else {
  49026. camLeft.rotation.copyFrom(this.rotation);
  49027. camRight.rotation.copyFrom(this.rotation);
  49028. }
  49029. camLeft.position.copyFrom(this.position);
  49030. camRight.position.copyFrom(this.position);
  49031. break;
  49032. }
  49033. _super.prototype._updateRigCameras.call(this);
  49034. };
  49035. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  49036. var target = this.getTarget();
  49037. BABYLON.Matrix.TranslationToRef(-target.x, -target.y, -target.z, TargetCamera._TargetTransformMatrix);
  49038. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49039. BABYLON.Matrix.TranslationToRef(target.x, target.y, target.z, TargetCamera._TargetTransformMatrix);
  49040. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49041. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, result);
  49042. };
  49043. /**
  49044. * Gets the current object class name.
  49045. * @return the class name
  49046. */
  49047. TargetCamera.prototype.getClassName = function () {
  49048. return "TargetCamera";
  49049. };
  49050. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49051. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49052. __decorate([
  49053. BABYLON.serializeAsVector3()
  49054. ], TargetCamera.prototype, "rotation", void 0);
  49055. __decorate([
  49056. BABYLON.serialize()
  49057. ], TargetCamera.prototype, "speed", void 0);
  49058. __decorate([
  49059. BABYLON.serializeAsMeshReference("lockedTargetId")
  49060. ], TargetCamera.prototype, "lockedTarget", void 0);
  49061. return TargetCamera;
  49062. }(BABYLON.Camera));
  49063. BABYLON.TargetCamera = TargetCamera;
  49064. })(BABYLON || (BABYLON = {}));
  49065. //# sourceMappingURL=targetCamera.js.map
  49066. var BABYLON;
  49067. (function (BABYLON) {
  49068. /**
  49069. * Manage the mouse inputs to control the movement of a free camera.
  49070. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49071. */
  49072. var FreeCameraMouseInput = /** @class */ (function () {
  49073. /**
  49074. * Manage the mouse inputs to control the movement of a free camera.
  49075. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49076. * @param touchEnabled Defines if touch is enabled or not
  49077. */
  49078. function FreeCameraMouseInput(
  49079. /**
  49080. * Define if touch is enabled in the mouse input
  49081. */
  49082. touchEnabled) {
  49083. if (touchEnabled === void 0) { touchEnabled = true; }
  49084. this.touchEnabled = touchEnabled;
  49085. /**
  49086. * Defines the buttons associated with the input to handle camera move.
  49087. */
  49088. this.buttons = [0, 1, 2];
  49089. /**
  49090. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49091. */
  49092. this.angularSensibility = 2000.0;
  49093. this.previousPosition = null;
  49094. }
  49095. /**
  49096. * Attach the input controls to a specific dom element to get the input from.
  49097. * @param element Defines the element the controls should be listened from
  49098. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49099. */
  49100. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49101. var _this = this;
  49102. var engine = this.camera.getEngine();
  49103. if (!this._pointerInput) {
  49104. this._pointerInput = function (p, s) {
  49105. var evt = p.event;
  49106. if (engine.isInVRExclusivePointerMode) {
  49107. return;
  49108. }
  49109. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49110. return;
  49111. }
  49112. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49113. return;
  49114. }
  49115. var srcElement = (evt.srcElement || evt.target);
  49116. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49117. try {
  49118. srcElement.setPointerCapture(evt.pointerId);
  49119. }
  49120. catch (e) {
  49121. //Nothing to do with the error. Execution will continue.
  49122. }
  49123. _this.previousPosition = {
  49124. x: evt.clientX,
  49125. y: evt.clientY
  49126. };
  49127. if (!noPreventDefault) {
  49128. evt.preventDefault();
  49129. element.focus();
  49130. }
  49131. }
  49132. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49133. try {
  49134. srcElement.releasePointerCapture(evt.pointerId);
  49135. }
  49136. catch (e) {
  49137. //Nothing to do with the error.
  49138. }
  49139. _this.previousPosition = null;
  49140. if (!noPreventDefault) {
  49141. evt.preventDefault();
  49142. }
  49143. }
  49144. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49145. if (!_this.previousPosition || engine.isPointerLock) {
  49146. return;
  49147. }
  49148. var offsetX = evt.clientX - _this.previousPosition.x;
  49149. if (_this.camera.getScene().useRightHandedSystem) {
  49150. offsetX *= -1;
  49151. }
  49152. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49153. offsetX *= -1;
  49154. }
  49155. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49156. var offsetY = evt.clientY - _this.previousPosition.y;
  49157. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49158. _this.previousPosition = {
  49159. x: evt.clientX,
  49160. y: evt.clientY
  49161. };
  49162. if (!noPreventDefault) {
  49163. evt.preventDefault();
  49164. }
  49165. }
  49166. };
  49167. }
  49168. this._onMouseMove = function (evt) {
  49169. if (!engine.isPointerLock) {
  49170. return;
  49171. }
  49172. if (engine.isInVRExclusivePointerMode) {
  49173. return;
  49174. }
  49175. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49176. if (_this.camera.getScene().useRightHandedSystem) {
  49177. offsetX *= -1;
  49178. }
  49179. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49180. offsetX *= -1;
  49181. }
  49182. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49183. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49184. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49185. _this.previousPosition = null;
  49186. if (!noPreventDefault) {
  49187. evt.preventDefault();
  49188. }
  49189. };
  49190. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49191. element.addEventListener("mousemove", this._onMouseMove, false);
  49192. };
  49193. /**
  49194. * Detach the current controls from the specified dom element.
  49195. * @param element Defines the element to stop listening the inputs from
  49196. */
  49197. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49198. if (this._observer && element) {
  49199. this.camera.getScene().onPointerObservable.remove(this._observer);
  49200. if (this._onMouseMove) {
  49201. element.removeEventListener("mousemove", this._onMouseMove);
  49202. }
  49203. this._observer = null;
  49204. this._onMouseMove = null;
  49205. this.previousPosition = null;
  49206. }
  49207. };
  49208. /**
  49209. * Gets the class name of the current intput.
  49210. * @returns the class name
  49211. */
  49212. FreeCameraMouseInput.prototype.getClassName = function () {
  49213. return "FreeCameraMouseInput";
  49214. };
  49215. /**
  49216. * Get the friendly name associated with the input class.
  49217. * @returns the input friendly name
  49218. */
  49219. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49220. return "mouse";
  49221. };
  49222. __decorate([
  49223. BABYLON.serialize()
  49224. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49225. __decorate([
  49226. BABYLON.serialize()
  49227. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49228. return FreeCameraMouseInput;
  49229. }());
  49230. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49231. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49232. })(BABYLON || (BABYLON = {}));
  49233. //# sourceMappingURL=freeCameraMouseInput.js.map
  49234. var BABYLON;
  49235. (function (BABYLON) {
  49236. /**
  49237. * Manage the keyboard inputs to control the movement of a free camera.
  49238. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49239. */
  49240. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49241. function FreeCameraKeyboardMoveInput() {
  49242. /**
  49243. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49244. */
  49245. this.keysUp = [38];
  49246. /**
  49247. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49248. */
  49249. this.keysDown = [40];
  49250. /**
  49251. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49252. */
  49253. this.keysLeft = [37];
  49254. /**
  49255. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49256. */
  49257. this.keysRight = [39];
  49258. this._keys = new Array();
  49259. }
  49260. /**
  49261. * Attach the input controls to a specific dom element to get the input from.
  49262. * @param element Defines the element the controls should be listened from
  49263. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49264. */
  49265. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49266. var _this = this;
  49267. if (this._onCanvasBlurObserver) {
  49268. return;
  49269. }
  49270. this._scene = this.camera.getScene();
  49271. this._engine = this._scene.getEngine();
  49272. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49273. _this._keys = [];
  49274. });
  49275. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49276. var evt = info.event;
  49277. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49278. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49279. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49280. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49281. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49282. var index = _this._keys.indexOf(evt.keyCode);
  49283. if (index === -1) {
  49284. _this._keys.push(evt.keyCode);
  49285. }
  49286. if (!noPreventDefault) {
  49287. evt.preventDefault();
  49288. }
  49289. }
  49290. }
  49291. else {
  49292. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49293. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49294. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49295. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49296. var index = _this._keys.indexOf(evt.keyCode);
  49297. if (index >= 0) {
  49298. _this._keys.splice(index, 1);
  49299. }
  49300. if (!noPreventDefault) {
  49301. evt.preventDefault();
  49302. }
  49303. }
  49304. }
  49305. });
  49306. };
  49307. /**
  49308. * Detach the current controls from the specified dom element.
  49309. * @param element Defines the element to stop listening the inputs from
  49310. */
  49311. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49312. if (this._scene) {
  49313. if (this._onKeyboardObserver) {
  49314. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49315. }
  49316. if (this._onCanvasBlurObserver) {
  49317. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49318. }
  49319. this._onKeyboardObserver = null;
  49320. this._onCanvasBlurObserver = null;
  49321. }
  49322. this._keys = [];
  49323. };
  49324. /**
  49325. * Update the current camera state depending on the inputs that have been used this frame.
  49326. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49327. */
  49328. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49329. if (this._onKeyboardObserver) {
  49330. var camera = this.camera;
  49331. // Keyboard
  49332. for (var index = 0; index < this._keys.length; index++) {
  49333. var keyCode = this._keys[index];
  49334. var speed = camera._computeLocalCameraSpeed();
  49335. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49336. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49337. }
  49338. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49339. camera._localDirection.copyFromFloats(0, 0, speed);
  49340. }
  49341. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49342. camera._localDirection.copyFromFloats(speed, 0, 0);
  49343. }
  49344. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49345. camera._localDirection.copyFromFloats(0, 0, -speed);
  49346. }
  49347. if (camera.getScene().useRightHandedSystem) {
  49348. camera._localDirection.z *= -1;
  49349. }
  49350. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49351. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49352. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49353. }
  49354. }
  49355. };
  49356. /**
  49357. * Gets the class name of the current intput.
  49358. * @returns the class name
  49359. */
  49360. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49361. return "FreeCameraKeyboardMoveInput";
  49362. };
  49363. /** @hidden */
  49364. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49365. this._keys = [];
  49366. };
  49367. /**
  49368. * Get the friendly name associated with the input class.
  49369. * @returns the input friendly name
  49370. */
  49371. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49372. return "keyboard";
  49373. };
  49374. __decorate([
  49375. BABYLON.serialize()
  49376. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49377. __decorate([
  49378. BABYLON.serialize()
  49379. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49380. __decorate([
  49381. BABYLON.serialize()
  49382. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49383. __decorate([
  49384. BABYLON.serialize()
  49385. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49386. return FreeCameraKeyboardMoveInput;
  49387. }());
  49388. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49389. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49390. })(BABYLON || (BABYLON = {}));
  49391. //# sourceMappingURL=freeCameraKeyboardMoveInput.js.map
  49392. var BABYLON;
  49393. (function (BABYLON) {
  49394. /**
  49395. * Default Inputs manager for the FreeCamera.
  49396. * It groups all the default supported inputs for ease of use.
  49397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49398. */
  49399. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49400. __extends(FreeCameraInputsManager, _super);
  49401. /**
  49402. * Instantiates a new FreeCameraInputsManager.
  49403. * @param camera Defines the camera the inputs belong to
  49404. */
  49405. function FreeCameraInputsManager(camera) {
  49406. return _super.call(this, camera) || this;
  49407. }
  49408. /**
  49409. * Add keyboard input support to the input manager.
  49410. * @returns the current input manager
  49411. */
  49412. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49413. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49414. return this;
  49415. };
  49416. /**
  49417. * Add mouse input support to the input manager.
  49418. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49419. * @returns the current input manager
  49420. */
  49421. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49422. if (touchEnabled === void 0) { touchEnabled = true; }
  49423. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49424. return this;
  49425. };
  49426. /**
  49427. * Add orientation input support to the input manager.
  49428. * @returns the current input manager
  49429. */
  49430. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49431. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49432. return this;
  49433. };
  49434. /**
  49435. * Add touch input support to the input manager.
  49436. * @returns the current input manager
  49437. */
  49438. FreeCameraInputsManager.prototype.addTouch = function () {
  49439. this.add(new BABYLON.FreeCameraTouchInput());
  49440. return this;
  49441. };
  49442. /**
  49443. * Add virtual joystick input support to the input manager.
  49444. * @returns the current input manager
  49445. */
  49446. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49447. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49448. return this;
  49449. };
  49450. return FreeCameraInputsManager;
  49451. }(BABYLON.CameraInputsManager));
  49452. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49453. })(BABYLON || (BABYLON = {}));
  49454. //# sourceMappingURL=freeCameraInputsManager.js.map
  49455. var BABYLON;
  49456. (function (BABYLON) {
  49457. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49458. // Forcing to use the Universal camera
  49459. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49460. });
  49461. /**
  49462. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49463. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49464. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49465. */
  49466. var FreeCamera = /** @class */ (function (_super) {
  49467. __extends(FreeCamera, _super);
  49468. /**
  49469. * Instantiates a Free Camera.
  49470. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49471. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49472. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49473. * @param name Define the name of the camera in the scene
  49474. * @param position Define the start position of the camera in the scene
  49475. * @param scene Define the scene the camera belongs to
  49476. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49477. */
  49478. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49479. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49480. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49481. /**
  49482. * Define the collision ellipsoid of the camera.
  49483. * This is helpful to simulate a camera body like the player body around the camera
  49484. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49485. */
  49486. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49487. /**
  49488. * Define an offset for the position of the ellipsoid around the camera.
  49489. * This can be helpful to determine the center of the body near the gravity center of the body
  49490. * instead of its head.
  49491. */
  49492. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49493. /**
  49494. * Enable or disable collisions of the camera with the rest of the scene objects.
  49495. */
  49496. _this.checkCollisions = false;
  49497. /**
  49498. * Enable or disable gravity on the camera.
  49499. */
  49500. _this.applyGravity = false;
  49501. _this._needMoveForGravity = false;
  49502. _this._oldPosition = BABYLON.Vector3.Zero();
  49503. _this._diffPosition = BABYLON.Vector3.Zero();
  49504. _this._newPosition = BABYLON.Vector3.Zero();
  49505. // Collisions
  49506. _this._collisionMask = -1;
  49507. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49508. if (collidedMesh === void 0) { collidedMesh = null; }
  49509. //TODO move this to the collision coordinator!
  49510. if (_this.getScene().workerCollisions) {
  49511. newPosition.multiplyInPlace(_this._collider._radius);
  49512. }
  49513. var updatePosition = function (newPos) {
  49514. _this._newPosition.copyFrom(newPos);
  49515. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49516. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49517. _this.position.addInPlace(_this._diffPosition);
  49518. if (_this.onCollide && collidedMesh) {
  49519. _this.onCollide(collidedMesh);
  49520. }
  49521. }
  49522. };
  49523. updatePosition(newPosition);
  49524. };
  49525. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49526. _this.inputs.addKeyboard().addMouse();
  49527. return _this;
  49528. }
  49529. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49530. /**
  49531. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49532. * Higher values reduce sensitivity.
  49533. */
  49534. get: function () {
  49535. var mouse = this.inputs.attached["mouse"];
  49536. if (mouse) {
  49537. return mouse.angularSensibility;
  49538. }
  49539. return 0;
  49540. },
  49541. /**
  49542. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49543. * Higher values reduce sensitivity.
  49544. */
  49545. set: function (value) {
  49546. var mouse = this.inputs.attached["mouse"];
  49547. if (mouse) {
  49548. mouse.angularSensibility = value;
  49549. }
  49550. },
  49551. enumerable: true,
  49552. configurable: true
  49553. });
  49554. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49555. /**
  49556. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49557. */
  49558. get: function () {
  49559. var keyboard = this.inputs.attached["keyboard"];
  49560. if (keyboard) {
  49561. return keyboard.keysUp;
  49562. }
  49563. return [];
  49564. },
  49565. set: function (value) {
  49566. var keyboard = this.inputs.attached["keyboard"];
  49567. if (keyboard) {
  49568. keyboard.keysUp = value;
  49569. }
  49570. },
  49571. enumerable: true,
  49572. configurable: true
  49573. });
  49574. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49575. /**
  49576. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49577. */
  49578. get: function () {
  49579. var keyboard = this.inputs.attached["keyboard"];
  49580. if (keyboard) {
  49581. return keyboard.keysDown;
  49582. }
  49583. return [];
  49584. },
  49585. set: function (value) {
  49586. var keyboard = this.inputs.attached["keyboard"];
  49587. if (keyboard) {
  49588. keyboard.keysDown = value;
  49589. }
  49590. },
  49591. enumerable: true,
  49592. configurable: true
  49593. });
  49594. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49595. /**
  49596. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49597. */
  49598. get: function () {
  49599. var keyboard = this.inputs.attached["keyboard"];
  49600. if (keyboard) {
  49601. return keyboard.keysLeft;
  49602. }
  49603. return [];
  49604. },
  49605. set: function (value) {
  49606. var keyboard = this.inputs.attached["keyboard"];
  49607. if (keyboard) {
  49608. keyboard.keysLeft = value;
  49609. }
  49610. },
  49611. enumerable: true,
  49612. configurable: true
  49613. });
  49614. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49615. /**
  49616. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49617. */
  49618. get: function () {
  49619. var keyboard = this.inputs.attached["keyboard"];
  49620. if (keyboard) {
  49621. return keyboard.keysRight;
  49622. }
  49623. return [];
  49624. },
  49625. set: function (value) {
  49626. var keyboard = this.inputs.attached["keyboard"];
  49627. if (keyboard) {
  49628. keyboard.keysRight = value;
  49629. }
  49630. },
  49631. enumerable: true,
  49632. configurable: true
  49633. });
  49634. /**
  49635. * Attached controls to the current camera.
  49636. * @param element Defines the element the controls should be listened from
  49637. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49638. */
  49639. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49640. this.inputs.attachElement(element, noPreventDefault);
  49641. };
  49642. /**
  49643. * Detach the current controls from the camera.
  49644. * The camera will stop reacting to inputs.
  49645. * @param element Defines the element to stop listening the inputs from
  49646. */
  49647. FreeCamera.prototype.detachControl = function (element) {
  49648. this.inputs.detachElement(element);
  49649. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49650. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49651. };
  49652. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49653. /**
  49654. * Define a collision mask to limit the list of object the camera can collide with
  49655. */
  49656. get: function () {
  49657. return this._collisionMask;
  49658. },
  49659. set: function (mask) {
  49660. this._collisionMask = !isNaN(mask) ? mask : -1;
  49661. },
  49662. enumerable: true,
  49663. configurable: true
  49664. });
  49665. /** @hidden */
  49666. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49667. var globalPosition;
  49668. if (this.parent) {
  49669. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49670. }
  49671. else {
  49672. globalPosition = this.position;
  49673. }
  49674. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49675. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49676. if (!this._collider) {
  49677. this._collider = new BABYLON.Collider();
  49678. }
  49679. this._collider._radius = this.ellipsoid;
  49680. this._collider.collisionMask = this._collisionMask;
  49681. //no need for clone, as long as gravity is not on.
  49682. var actualDisplacement = displacement;
  49683. //add gravity to the direction to prevent the dual-collision checking
  49684. if (this.applyGravity) {
  49685. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49686. actualDisplacement = displacement.add(this.getScene().gravity);
  49687. }
  49688. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49689. };
  49690. /** @hidden */
  49691. FreeCamera.prototype._checkInputs = function () {
  49692. if (!this._localDirection) {
  49693. this._localDirection = BABYLON.Vector3.Zero();
  49694. this._transformedDirection = BABYLON.Vector3.Zero();
  49695. }
  49696. this.inputs.checkInputs();
  49697. _super.prototype._checkInputs.call(this);
  49698. };
  49699. /** @hidden */
  49700. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49701. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49702. };
  49703. /** @hidden */
  49704. FreeCamera.prototype._updatePosition = function () {
  49705. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49706. this._collideWithWorld(this.cameraDirection);
  49707. }
  49708. else {
  49709. _super.prototype._updatePosition.call(this);
  49710. }
  49711. };
  49712. /**
  49713. * Destroy the camera and release the current resources hold by it.
  49714. */
  49715. FreeCamera.prototype.dispose = function () {
  49716. this.inputs.clear();
  49717. _super.prototype.dispose.call(this);
  49718. };
  49719. /**
  49720. * Gets the current object class name.
  49721. * @return the class name
  49722. */
  49723. FreeCamera.prototype.getClassName = function () {
  49724. return "FreeCamera";
  49725. };
  49726. __decorate([
  49727. BABYLON.serializeAsVector3()
  49728. ], FreeCamera.prototype, "ellipsoid", void 0);
  49729. __decorate([
  49730. BABYLON.serializeAsVector3()
  49731. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49732. __decorate([
  49733. BABYLON.serialize()
  49734. ], FreeCamera.prototype, "checkCollisions", void 0);
  49735. __decorate([
  49736. BABYLON.serialize()
  49737. ], FreeCamera.prototype, "applyGravity", void 0);
  49738. return FreeCamera;
  49739. }(BABYLON.TargetCamera));
  49740. BABYLON.FreeCamera = FreeCamera;
  49741. })(BABYLON || (BABYLON = {}));
  49742. //# sourceMappingURL=freeCamera.js.map
  49743. var BABYLON;
  49744. (function (BABYLON) {
  49745. /**
  49746. * Listen to mouse events to control the camera.
  49747. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49748. */
  49749. var FlyCameraMouseInput = /** @class */ (function () {
  49750. /**
  49751. * Listen to mouse events to control the camera.
  49752. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49753. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49754. */
  49755. function FlyCameraMouseInput(touchEnabled) {
  49756. if (touchEnabled === void 0) { touchEnabled = true; }
  49757. /**
  49758. * Defines the buttons associated with the input to handle camera rotation.
  49759. */
  49760. this.buttons = [0, 1, 2];
  49761. /**
  49762. * Assign buttons for Yaw control.
  49763. */
  49764. this.buttonsYaw = [-1, 0, 1];
  49765. /**
  49766. * Assign buttons for Pitch control.
  49767. */
  49768. this.buttonsPitch = [-1, 0, 1];
  49769. /**
  49770. * Assign buttons for Roll control.
  49771. */
  49772. this.buttonsRoll = [2];
  49773. /**
  49774. * Detect if any button is being pressed while mouse is moved.
  49775. * -1 = Mouse locked.
  49776. * 0 = Left button.
  49777. * 1 = Middle Button.
  49778. * 2 = Right Button.
  49779. */
  49780. this.activeButton = -1;
  49781. /**
  49782. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49783. * Higher values reduce its sensitivity.
  49784. */
  49785. this.angularSensibility = 1000.0;
  49786. this.previousPosition = null;
  49787. }
  49788. /**
  49789. * Attach the mouse control to the HTML DOM element.
  49790. * @param element Defines the element that listens to the input events.
  49791. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49792. */
  49793. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49794. var _this = this;
  49795. this.element = element;
  49796. this.noPreventDefault = noPreventDefault;
  49797. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49798. _this._pointerInput(p, s);
  49799. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49800. // Correct Roll by rate, if enabled.
  49801. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49802. if (_this.camera.rollCorrect) {
  49803. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49804. }
  49805. });
  49806. // Helper function to keep 'this'.
  49807. this._mousemoveCallback = function (e) {
  49808. _this._onMouseMove(e);
  49809. };
  49810. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49811. };
  49812. /**
  49813. * Detach the current controls from the specified dom element.
  49814. * @param element Defines the element to stop listening the inputs from
  49815. */
  49816. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49817. if (this._observer && element) {
  49818. this.camera.getScene().onPointerObservable.remove(this._observer);
  49819. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49820. if (this._mousemoveCallback) {
  49821. element.removeEventListener("mousemove", this._mousemoveCallback);
  49822. }
  49823. this._observer = null;
  49824. this._rollObserver = null;
  49825. this.previousPosition = null;
  49826. this.noPreventDefault = undefined;
  49827. }
  49828. };
  49829. /**
  49830. * Gets the class name of the current input.
  49831. * @returns the class name.
  49832. */
  49833. FlyCameraMouseInput.prototype.getClassName = function () {
  49834. return "FlyCameraMouseInput";
  49835. };
  49836. /**
  49837. * Get the friendly name associated with the input class.
  49838. * @returns the input's friendly name.
  49839. */
  49840. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49841. return "mouse";
  49842. };
  49843. // Track mouse movement, when the pointer is not locked.
  49844. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49845. var e = p.event;
  49846. var camera = this.camera;
  49847. var engine = camera.getEngine();
  49848. if (engine.isInVRExclusivePointerMode) {
  49849. return;
  49850. }
  49851. if (!this.touchEnabled && e.pointerType === "touch") {
  49852. return;
  49853. }
  49854. // Mouse is moved but an unknown mouse button is pressed.
  49855. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49856. return;
  49857. }
  49858. var srcElement = (e.srcElement || e.target);
  49859. // Mouse down.
  49860. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49861. try {
  49862. srcElement.setPointerCapture(e.pointerId);
  49863. }
  49864. catch (e) {
  49865. // Nothing to do with the error. Execution continues.
  49866. }
  49867. this.previousPosition = {
  49868. x: e.clientX,
  49869. y: e.clientY
  49870. };
  49871. this.activeButton = e.button;
  49872. if (!this.noPreventDefault) {
  49873. e.preventDefault();
  49874. this.element.focus();
  49875. }
  49876. }
  49877. else
  49878. // Mouse up.
  49879. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49880. try {
  49881. srcElement.releasePointerCapture(e.pointerId);
  49882. }
  49883. catch (e) {
  49884. // Nothing to do with the error. Execution continues.
  49885. }
  49886. this.activeButton = -1;
  49887. this.previousPosition = null;
  49888. if (!this.noPreventDefault) {
  49889. e.preventDefault();
  49890. }
  49891. }
  49892. else
  49893. // Mouse move.
  49894. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49895. if (!this.previousPosition || engine.isPointerLock) {
  49896. return;
  49897. }
  49898. var offsetX = e.clientX - this.previousPosition.x;
  49899. var offsetY = e.clientY - this.previousPosition.y;
  49900. this.rotateCamera(offsetX, offsetY);
  49901. this.previousPosition = {
  49902. x: e.clientX,
  49903. y: e.clientY
  49904. };
  49905. if (!this.noPreventDefault) {
  49906. e.preventDefault();
  49907. }
  49908. }
  49909. };
  49910. // Track mouse movement, when pointer is locked.
  49911. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49912. var camera = this.camera;
  49913. var engine = camera.getEngine();
  49914. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49915. return;
  49916. }
  49917. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49918. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49919. this.rotateCamera(offsetX, offsetY);
  49920. this.previousPosition = null;
  49921. if (!this.noPreventDefault) {
  49922. e.preventDefault();
  49923. }
  49924. };
  49925. /**
  49926. * Rotate camera by mouse offset.
  49927. */
  49928. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49929. var _this = this;
  49930. var camera = this.camera;
  49931. var scene = this.camera.getScene();
  49932. if (scene.useRightHandedSystem) {
  49933. offsetX *= -1;
  49934. }
  49935. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49936. offsetX *= -1;
  49937. }
  49938. var x = offsetX / this.angularSensibility;
  49939. var y = offsetY / this.angularSensibility;
  49940. // Initialize to current rotation.
  49941. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49942. var rotationChange;
  49943. // Pitch.
  49944. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49945. // Apply change in Radians to vector Angle.
  49946. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49947. // Apply Pitch to quaternion.
  49948. currentRotation.multiplyInPlace(rotationChange);
  49949. }
  49950. // Yaw.
  49951. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49952. // Apply change in Radians to vector Angle.
  49953. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49954. // Apply Yaw to quaternion.
  49955. currentRotation.multiplyInPlace(rotationChange);
  49956. // Add Roll, if banked turning is enabled, within Roll limit.
  49957. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49958. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49959. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49960. // Apply change in Radians to vector Angle.
  49961. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49962. // Apply Yaw to quaternion.
  49963. currentRotation.multiplyInPlace(rotationChange);
  49964. }
  49965. }
  49966. // Roll.
  49967. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49968. // Apply change in Radians to vector Angle.
  49969. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49970. // Track Rolling.
  49971. camera._trackRoll -= x;
  49972. // Apply Pitch to quaternion.
  49973. currentRotation.multiplyInPlace(rotationChange);
  49974. }
  49975. // Apply rotationQuaternion to Euler camera.rotation.
  49976. currentRotation.toEulerAnglesToRef(camera.rotation);
  49977. };
  49978. __decorate([
  49979. BABYLON.serialize()
  49980. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49981. __decorate([
  49982. BABYLON.serialize()
  49983. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49984. return FlyCameraMouseInput;
  49985. }());
  49986. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49987. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49988. })(BABYLON || (BABYLON = {}));
  49989. //# sourceMappingURL=flyCameraMouseInput.js.map
  49990. var BABYLON;
  49991. (function (BABYLON) {
  49992. /**
  49993. * Listen to keyboard events to control the camera.
  49994. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49995. */
  49996. var FlyCameraKeyboardInput = /** @class */ (function () {
  49997. function FlyCameraKeyboardInput() {
  49998. /**
  49999. * The list of keyboard keys used to control the forward move of the camera.
  50000. */
  50001. this.keysForward = [87];
  50002. /**
  50003. * The list of keyboard keys used to control the backward move of the camera.
  50004. */
  50005. this.keysBackward = [83];
  50006. /**
  50007. * The list of keyboard keys used to control the forward move of the camera.
  50008. */
  50009. this.keysUp = [69];
  50010. /**
  50011. * The list of keyboard keys used to control the backward move of the camera.
  50012. */
  50013. this.keysDown = [81];
  50014. /**
  50015. * The list of keyboard keys used to control the right strafe move of the camera.
  50016. */
  50017. this.keysRight = [68];
  50018. /**
  50019. * The list of keyboard keys used to control the left strafe move of the camera.
  50020. */
  50021. this.keysLeft = [65];
  50022. this._keys = new Array();
  50023. }
  50024. /**
  50025. * Attach the input controls to a specific dom element to get the input from.
  50026. * @param element Defines the element the controls should be listened from
  50027. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50028. */
  50029. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50030. var _this = this;
  50031. if (this._onCanvasBlurObserver) {
  50032. return;
  50033. }
  50034. this._scene = this.camera.getScene();
  50035. this._engine = this._scene.getEngine();
  50036. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50037. _this._keys = [];
  50038. });
  50039. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50040. var evt = info.event;
  50041. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50042. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50043. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50044. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50045. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50046. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50047. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50048. var index = _this._keys.indexOf(evt.keyCode);
  50049. if (index === -1) {
  50050. _this._keys.push(evt.keyCode);
  50051. }
  50052. if (!noPreventDefault) {
  50053. evt.preventDefault();
  50054. }
  50055. }
  50056. }
  50057. else {
  50058. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50059. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50060. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50061. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50062. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50063. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50064. var index = _this._keys.indexOf(evt.keyCode);
  50065. if (index >= 0) {
  50066. _this._keys.splice(index, 1);
  50067. }
  50068. if (!noPreventDefault) {
  50069. evt.preventDefault();
  50070. }
  50071. }
  50072. }
  50073. });
  50074. };
  50075. /**
  50076. * Detach the current controls from the specified dom element.
  50077. * @param element Defines the element to stop listening the inputs from
  50078. */
  50079. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50080. if (this._scene) {
  50081. if (this._onKeyboardObserver) {
  50082. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50083. }
  50084. if (this._onCanvasBlurObserver) {
  50085. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50086. }
  50087. this._onKeyboardObserver = null;
  50088. this._onCanvasBlurObserver = null;
  50089. }
  50090. this._keys = [];
  50091. };
  50092. /**
  50093. * Gets the class name of the current intput.
  50094. * @returns the class name
  50095. */
  50096. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50097. return "FlyCameraKeyboardInput";
  50098. };
  50099. /** @hidden */
  50100. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50101. this._keys = [];
  50102. };
  50103. /**
  50104. * Get the friendly name associated with the input class.
  50105. * @returns the input friendly name
  50106. */
  50107. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50108. return "keyboard";
  50109. };
  50110. /**
  50111. * Update the current camera state depending on the inputs that have been used this frame.
  50112. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50113. */
  50114. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50115. if (this._onKeyboardObserver) {
  50116. var camera = this.camera;
  50117. // Keyboard
  50118. for (var index = 0; index < this._keys.length; index++) {
  50119. var keyCode = this._keys[index];
  50120. var speed = camera._computeLocalCameraSpeed();
  50121. if (this.keysForward.indexOf(keyCode) !== -1) {
  50122. camera._localDirection.copyFromFloats(0, 0, speed);
  50123. }
  50124. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50125. camera._localDirection.copyFromFloats(0, 0, -speed);
  50126. }
  50127. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50128. camera._localDirection.copyFromFloats(0, speed, 0);
  50129. }
  50130. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50131. camera._localDirection.copyFromFloats(0, -speed, 0);
  50132. }
  50133. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50134. camera._localDirection.copyFromFloats(speed, 0, 0);
  50135. }
  50136. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50137. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50138. }
  50139. if (camera.getScene().useRightHandedSystem) {
  50140. camera._localDirection.z *= -1;
  50141. }
  50142. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50143. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50144. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50145. }
  50146. }
  50147. };
  50148. __decorate([
  50149. BABYLON.serialize()
  50150. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50151. __decorate([
  50152. BABYLON.serialize()
  50153. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50154. __decorate([
  50155. BABYLON.serialize()
  50156. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50157. __decorate([
  50158. BABYLON.serialize()
  50159. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50160. __decorate([
  50161. BABYLON.serialize()
  50162. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50163. __decorate([
  50164. BABYLON.serialize()
  50165. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50166. return FlyCameraKeyboardInput;
  50167. }());
  50168. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50169. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50170. })(BABYLON || (BABYLON = {}));
  50171. //# sourceMappingURL=flyCameraKeyboardInput.js.map
  50172. var BABYLON;
  50173. (function (BABYLON) {
  50174. /**
  50175. * Default Inputs manager for the FlyCamera.
  50176. * It groups all the default supported inputs for ease of use.
  50177. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50178. */
  50179. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50180. __extends(FlyCameraInputsManager, _super);
  50181. /**
  50182. * Instantiates a new FlyCameraInputsManager.
  50183. * @param camera Defines the camera the inputs belong to.
  50184. */
  50185. function FlyCameraInputsManager(camera) {
  50186. return _super.call(this, camera) || this;
  50187. }
  50188. /**
  50189. * Add keyboard input support to the input manager.
  50190. * @returns the new FlyCameraKeyboardMoveInput().
  50191. */
  50192. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50193. this.add(new BABYLON.FlyCameraKeyboardInput());
  50194. return this;
  50195. };
  50196. /**
  50197. * Add mouse input support to the input manager.
  50198. * @param touchEnabled Enable touch screen support.
  50199. * @returns the new FlyCameraMouseInput().
  50200. */
  50201. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50202. if (touchEnabled === void 0) { touchEnabled = true; }
  50203. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50204. return this;
  50205. };
  50206. return FlyCameraInputsManager;
  50207. }(BABYLON.CameraInputsManager));
  50208. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50209. })(BABYLON || (BABYLON = {}));
  50210. //# sourceMappingURL=flyCameraInputsManager.js.map
  50211. var BABYLON;
  50212. (function (BABYLON) {
  50213. /**
  50214. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50215. * such as in a 3D Space Shooter or a Flight Simulator.
  50216. */
  50217. var FlyCamera = /** @class */ (function (_super) {
  50218. __extends(FlyCamera, _super);
  50219. /**
  50220. * Instantiates a FlyCamera.
  50221. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50222. * such as in a 3D Space Shooter or a Flight Simulator.
  50223. * @param name Define the name of the camera in the scene.
  50224. * @param position Define the starting position of the camera in the scene.
  50225. * @param scene Define the scene the camera belongs to.
  50226. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50227. */
  50228. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50229. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50230. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50231. /**
  50232. * Define the collision ellipsoid of the camera.
  50233. * This is helpful for simulating a camera body, like a player's body.
  50234. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50235. */
  50236. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50237. /**
  50238. * Define an offset for the position of the ellipsoid around the camera.
  50239. * This can be helpful if the camera is attached away from the player's body center,
  50240. * such as at its head.
  50241. */
  50242. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50243. /**
  50244. * Enable or disable collisions of the camera with the rest of the scene objects.
  50245. */
  50246. _this.checkCollisions = false;
  50247. /**
  50248. * Enable or disable gravity on the camera.
  50249. */
  50250. _this.applyGravity = false;
  50251. /**
  50252. * Define the current direction the camera is moving to.
  50253. */
  50254. _this.cameraDirection = BABYLON.Vector3.Zero();
  50255. /**
  50256. * Track Roll to maintain the wanted Rolling when looking around.
  50257. */
  50258. _this._trackRoll = 0;
  50259. /**
  50260. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50261. */
  50262. _this.rollCorrect = 100;
  50263. /**
  50264. * Mimic a banked turn, Rolling the camera when Yawing.
  50265. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50266. */
  50267. _this.bankedTurn = false;
  50268. /**
  50269. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50270. */
  50271. _this.bankedTurnLimit = Math.PI / 2;
  50272. /**
  50273. * Value of 0 disables the banked Roll.
  50274. * Value of 1 is equal to the Yaw angle in radians.
  50275. */
  50276. _this.bankedTurnMultiplier = 1;
  50277. _this._needMoveForGravity = false;
  50278. _this._oldPosition = BABYLON.Vector3.Zero();
  50279. _this._diffPosition = BABYLON.Vector3.Zero();
  50280. _this._newPosition = BABYLON.Vector3.Zero();
  50281. // Collisions.
  50282. _this._collisionMask = -1;
  50283. /** @hidden */
  50284. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50285. if (collidedMesh === void 0) { collidedMesh = null; }
  50286. // TODO Move this to the collision coordinator!
  50287. if (_this.getScene().workerCollisions) {
  50288. newPosition.multiplyInPlace(_this._collider._radius);
  50289. }
  50290. var updatePosition = function (newPos) {
  50291. _this._newPosition.copyFrom(newPos);
  50292. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50293. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50294. _this.position.addInPlace(_this._diffPosition);
  50295. if (_this.onCollide && collidedMesh) {
  50296. _this.onCollide(collidedMesh);
  50297. }
  50298. }
  50299. };
  50300. updatePosition(newPosition);
  50301. };
  50302. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50303. _this.inputs.addKeyboard().addMouse();
  50304. return _this;
  50305. }
  50306. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50307. /**
  50308. * Gets the input sensibility for mouse input.
  50309. * Higher values reduce sensitivity.
  50310. */
  50311. get: function () {
  50312. var mouse = this.inputs.attached["mouse"];
  50313. if (mouse) {
  50314. return mouse.angularSensibility;
  50315. }
  50316. return 0;
  50317. },
  50318. /**
  50319. * Sets the input sensibility for a mouse input.
  50320. * Higher values reduce sensitivity.
  50321. */
  50322. set: function (value) {
  50323. var mouse = this.inputs.attached["mouse"];
  50324. if (mouse) {
  50325. mouse.angularSensibility = value;
  50326. }
  50327. },
  50328. enumerable: true,
  50329. configurable: true
  50330. });
  50331. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50332. /**
  50333. * Get the keys for camera movement forward.
  50334. */
  50335. get: function () {
  50336. var keyboard = this.inputs.attached["keyboard"];
  50337. if (keyboard) {
  50338. return keyboard.keysForward;
  50339. }
  50340. return [];
  50341. },
  50342. /**
  50343. * Set the keys for camera movement forward.
  50344. */
  50345. set: function (value) {
  50346. var keyboard = this.inputs.attached["keyboard"];
  50347. if (keyboard) {
  50348. keyboard.keysForward = value;
  50349. }
  50350. },
  50351. enumerable: true,
  50352. configurable: true
  50353. });
  50354. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50355. /**
  50356. * Get the keys for camera movement backward.
  50357. */
  50358. get: function () {
  50359. var keyboard = this.inputs.attached["keyboard"];
  50360. if (keyboard) {
  50361. return keyboard.keysBackward;
  50362. }
  50363. return [];
  50364. },
  50365. set: function (value) {
  50366. var keyboard = this.inputs.attached["keyboard"];
  50367. if (keyboard) {
  50368. keyboard.keysBackward = value;
  50369. }
  50370. },
  50371. enumerable: true,
  50372. configurable: true
  50373. });
  50374. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50375. /**
  50376. * Get the keys for camera movement up.
  50377. */
  50378. get: function () {
  50379. var keyboard = this.inputs.attached["keyboard"];
  50380. if (keyboard) {
  50381. return keyboard.keysUp;
  50382. }
  50383. return [];
  50384. },
  50385. /**
  50386. * Set the keys for camera movement up.
  50387. */
  50388. set: function (value) {
  50389. var keyboard = this.inputs.attached["keyboard"];
  50390. if (keyboard) {
  50391. keyboard.keysUp = value;
  50392. }
  50393. },
  50394. enumerable: true,
  50395. configurable: true
  50396. });
  50397. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50398. /**
  50399. * Get the keys for camera movement down.
  50400. */
  50401. get: function () {
  50402. var keyboard = this.inputs.attached["keyboard"];
  50403. if (keyboard) {
  50404. return keyboard.keysDown;
  50405. }
  50406. return [];
  50407. },
  50408. /**
  50409. * Set the keys for camera movement down.
  50410. */
  50411. set: function (value) {
  50412. var keyboard = this.inputs.attached["keyboard"];
  50413. if (keyboard) {
  50414. keyboard.keysDown = value;
  50415. }
  50416. },
  50417. enumerable: true,
  50418. configurable: true
  50419. });
  50420. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50421. /**
  50422. * Get the keys for camera movement left.
  50423. */
  50424. get: function () {
  50425. var keyboard = this.inputs.attached["keyboard"];
  50426. if (keyboard) {
  50427. return keyboard.keysLeft;
  50428. }
  50429. return [];
  50430. },
  50431. /**
  50432. * Set the keys for camera movement left.
  50433. */
  50434. set: function (value) {
  50435. var keyboard = this.inputs.attached["keyboard"];
  50436. if (keyboard) {
  50437. keyboard.keysLeft = value;
  50438. }
  50439. },
  50440. enumerable: true,
  50441. configurable: true
  50442. });
  50443. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50444. /**
  50445. * Set the keys for camera movement right.
  50446. */
  50447. get: function () {
  50448. var keyboard = this.inputs.attached["keyboard"];
  50449. if (keyboard) {
  50450. return keyboard.keysRight;
  50451. }
  50452. return [];
  50453. },
  50454. /**
  50455. * Set the keys for camera movement right.
  50456. */
  50457. set: function (value) {
  50458. var keyboard = this.inputs.attached["keyboard"];
  50459. if (keyboard) {
  50460. keyboard.keysRight = value;
  50461. }
  50462. },
  50463. enumerable: true,
  50464. configurable: true
  50465. });
  50466. /**
  50467. * Attach a control to the HTML DOM element.
  50468. * @param element Defines the element that listens to the input events.
  50469. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50470. */
  50471. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50472. this.inputs.attachElement(element, noPreventDefault);
  50473. };
  50474. /**
  50475. * Detach a control from the HTML DOM element.
  50476. * The camera will stop reacting to that input.
  50477. * @param element Defines the element that listens to the input events.
  50478. */
  50479. FlyCamera.prototype.detachControl = function (element) {
  50480. this.inputs.detachElement(element);
  50481. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50482. };
  50483. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50484. /**
  50485. * Get the mask that the camera ignores in collision events.
  50486. */
  50487. get: function () {
  50488. return this._collisionMask;
  50489. },
  50490. /**
  50491. * Set the mask that the camera ignores in collision events.
  50492. */
  50493. set: function (mask) {
  50494. this._collisionMask = !isNaN(mask) ? mask : -1;
  50495. },
  50496. enumerable: true,
  50497. configurable: true
  50498. });
  50499. /** @hidden */
  50500. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50501. var globalPosition;
  50502. if (this.parent) {
  50503. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50504. }
  50505. else {
  50506. globalPosition = this.position;
  50507. }
  50508. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50509. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50510. if (!this._collider) {
  50511. this._collider = new BABYLON.Collider();
  50512. }
  50513. this._collider._radius = this.ellipsoid;
  50514. this._collider.collisionMask = this._collisionMask;
  50515. // No need for clone, as long as gravity is not on.
  50516. var actualDisplacement = displacement;
  50517. // Add gravity to direction to prevent dual-collision checking.
  50518. if (this.applyGravity) {
  50519. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50520. actualDisplacement = displacement.add(this.getScene().gravity);
  50521. }
  50522. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50523. };
  50524. /** @hidden */
  50525. FlyCamera.prototype._checkInputs = function () {
  50526. if (!this._localDirection) {
  50527. this._localDirection = BABYLON.Vector3.Zero();
  50528. this._transformedDirection = BABYLON.Vector3.Zero();
  50529. }
  50530. this.inputs.checkInputs();
  50531. _super.prototype._checkInputs.call(this);
  50532. };
  50533. /** @hidden */
  50534. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50535. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50536. };
  50537. /** @hidden */
  50538. FlyCamera.prototype._updatePosition = function () {
  50539. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50540. this._collideWithWorld(this.cameraDirection);
  50541. }
  50542. else {
  50543. _super.prototype._updatePosition.call(this);
  50544. }
  50545. };
  50546. /**
  50547. * Restore the Roll to its target value at the rate specified.
  50548. * @param rate - Higher means slower restoring.
  50549. * @hidden
  50550. */
  50551. FlyCamera.prototype.restoreRoll = function (rate) {
  50552. var limit = this._trackRoll; // Target Roll.
  50553. var z = this.rotation.z; // Current Roll.
  50554. var delta = limit - z; // Difference in Roll.
  50555. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50556. // If the difference is noticable, restore the Roll.
  50557. if (Math.abs(delta) >= minRad) {
  50558. // Change Z rotation towards the target Roll.
  50559. this.rotation.z += delta / rate;
  50560. // Match when near enough.
  50561. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50562. this.rotation.z = limit;
  50563. }
  50564. }
  50565. };
  50566. /**
  50567. * Destroy the camera and release the current resources held by it.
  50568. */
  50569. FlyCamera.prototype.dispose = function () {
  50570. this.inputs.clear();
  50571. _super.prototype.dispose.call(this);
  50572. };
  50573. /**
  50574. * Get the current object class name.
  50575. * @returns the class name.
  50576. */
  50577. FlyCamera.prototype.getClassName = function () {
  50578. return "FlyCamera";
  50579. };
  50580. __decorate([
  50581. BABYLON.serializeAsVector3()
  50582. ], FlyCamera.prototype, "ellipsoid", void 0);
  50583. __decorate([
  50584. BABYLON.serializeAsVector3()
  50585. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50586. __decorate([
  50587. BABYLON.serialize()
  50588. ], FlyCamera.prototype, "checkCollisions", void 0);
  50589. __decorate([
  50590. BABYLON.serialize()
  50591. ], FlyCamera.prototype, "applyGravity", void 0);
  50592. return FlyCamera;
  50593. }(BABYLON.TargetCamera));
  50594. BABYLON.FlyCamera = FlyCamera;
  50595. })(BABYLON || (BABYLON = {}));
  50596. //# sourceMappingURL=flyCamera.js.map
  50597. var BABYLON;
  50598. (function (BABYLON) {
  50599. /**
  50600. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50601. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50602. */
  50603. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50604. function ArcRotateCameraKeyboardMoveInput() {
  50605. /**
  50606. * Defines the list of key codes associated with the up action (increase alpha)
  50607. */
  50608. this.keysUp = [38];
  50609. /**
  50610. * Defines the list of key codes associated with the down action (decrease alpha)
  50611. */
  50612. this.keysDown = [40];
  50613. /**
  50614. * Defines the list of key codes associated with the left action (increase beta)
  50615. */
  50616. this.keysLeft = [37];
  50617. /**
  50618. * Defines the list of key codes associated with the right action (decrease beta)
  50619. */
  50620. this.keysRight = [39];
  50621. /**
  50622. * Defines the list of key codes associated with the reset action.
  50623. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50624. */
  50625. this.keysReset = [220];
  50626. /**
  50627. * Defines the panning sensibility of the inputs.
  50628. * (How fast is the camera paning)
  50629. */
  50630. this.panningSensibility = 50.0;
  50631. /**
  50632. * Defines the zooming sensibility of the inputs.
  50633. * (How fast is the camera zooming)
  50634. */
  50635. this.zoomingSensibility = 25.0;
  50636. /**
  50637. * Defines wether maintaining the alt key down switch the movement mode from
  50638. * orientation to zoom.
  50639. */
  50640. this.useAltToZoom = true;
  50641. /**
  50642. * Rotation speed of the camera
  50643. */
  50644. this.angularSpeed = 0.01;
  50645. this._keys = new Array();
  50646. }
  50647. /**
  50648. * Attach the input controls to a specific dom element to get the input from.
  50649. * @param element Defines the element the controls should be listened from
  50650. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50651. */
  50652. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50653. var _this = this;
  50654. if (this._onCanvasBlurObserver) {
  50655. return;
  50656. }
  50657. this._scene = this.camera.getScene();
  50658. this._engine = this._scene.getEngine();
  50659. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50660. _this._keys = [];
  50661. });
  50662. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50663. var evt = info.event;
  50664. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50665. _this._ctrlPressed = evt.ctrlKey;
  50666. _this._altPressed = evt.altKey;
  50667. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50668. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50669. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50670. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50671. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50672. var index = _this._keys.indexOf(evt.keyCode);
  50673. if (index === -1) {
  50674. _this._keys.push(evt.keyCode);
  50675. }
  50676. if (evt.preventDefault) {
  50677. if (!noPreventDefault) {
  50678. evt.preventDefault();
  50679. }
  50680. }
  50681. }
  50682. }
  50683. else {
  50684. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50685. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50686. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50687. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50688. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50689. var index = _this._keys.indexOf(evt.keyCode);
  50690. if (index >= 0) {
  50691. _this._keys.splice(index, 1);
  50692. }
  50693. if (evt.preventDefault) {
  50694. if (!noPreventDefault) {
  50695. evt.preventDefault();
  50696. }
  50697. }
  50698. }
  50699. }
  50700. });
  50701. };
  50702. /**
  50703. * Detach the current controls from the specified dom element.
  50704. * @param element Defines the element to stop listening the inputs from
  50705. */
  50706. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50707. if (this._scene) {
  50708. if (this._onKeyboardObserver) {
  50709. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50710. }
  50711. if (this._onCanvasBlurObserver) {
  50712. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50713. }
  50714. this._onKeyboardObserver = null;
  50715. this._onCanvasBlurObserver = null;
  50716. }
  50717. this._keys = [];
  50718. };
  50719. /**
  50720. * Update the current camera state depending on the inputs that have been used this frame.
  50721. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50722. */
  50723. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50724. if (this._onKeyboardObserver) {
  50725. var camera = this.camera;
  50726. for (var index = 0; index < this._keys.length; index++) {
  50727. var keyCode = this._keys[index];
  50728. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50729. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50730. camera.inertialPanningX -= 1 / this.panningSensibility;
  50731. }
  50732. else {
  50733. camera.inertialAlphaOffset -= this.angularSpeed;
  50734. }
  50735. }
  50736. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50737. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50738. camera.inertialPanningY += 1 / this.panningSensibility;
  50739. }
  50740. else if (this._altPressed && this.useAltToZoom) {
  50741. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50742. }
  50743. else {
  50744. camera.inertialBetaOffset -= this.angularSpeed;
  50745. }
  50746. }
  50747. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50748. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50749. camera.inertialPanningX += 1 / this.panningSensibility;
  50750. }
  50751. else {
  50752. camera.inertialAlphaOffset += this.angularSpeed;
  50753. }
  50754. }
  50755. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50756. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50757. camera.inertialPanningY -= 1 / this.panningSensibility;
  50758. }
  50759. else if (this._altPressed && this.useAltToZoom) {
  50760. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50761. }
  50762. else {
  50763. camera.inertialBetaOffset += this.angularSpeed;
  50764. }
  50765. }
  50766. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50767. if (camera.useInputToRestoreState) {
  50768. camera.restoreState();
  50769. }
  50770. }
  50771. }
  50772. }
  50773. };
  50774. /**
  50775. * Gets the class name of the current intput.
  50776. * @returns the class name
  50777. */
  50778. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50779. return "ArcRotateCameraKeyboardMoveInput";
  50780. };
  50781. /**
  50782. * Get the friendly name associated with the input class.
  50783. * @returns the input friendly name
  50784. */
  50785. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50786. return "keyboard";
  50787. };
  50788. __decorate([
  50789. BABYLON.serialize()
  50790. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50791. __decorate([
  50792. BABYLON.serialize()
  50793. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50794. __decorate([
  50795. BABYLON.serialize()
  50796. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50797. __decorate([
  50798. BABYLON.serialize()
  50799. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50800. __decorate([
  50801. BABYLON.serialize()
  50802. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50803. __decorate([
  50804. BABYLON.serialize()
  50805. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50806. __decorate([
  50807. BABYLON.serialize()
  50808. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50809. __decorate([
  50810. BABYLON.serialize()
  50811. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50812. __decorate([
  50813. BABYLON.serialize()
  50814. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50815. return ArcRotateCameraKeyboardMoveInput;
  50816. }());
  50817. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50818. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50819. })(BABYLON || (BABYLON = {}));
  50820. //# sourceMappingURL=arcRotateCameraKeyboardMoveInput.js.map
  50821. var BABYLON;
  50822. (function (BABYLON) {
  50823. /**
  50824. * Manage the mouse wheel inputs to control an arc rotate camera.
  50825. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50826. */
  50827. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50828. function ArcRotateCameraMouseWheelInput() {
  50829. /**
  50830. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50831. */
  50832. this.wheelPrecision = 3.0;
  50833. /**
  50834. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50835. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50836. */
  50837. this.wheelDeltaPercentage = 0;
  50838. }
  50839. /**
  50840. * Attach the input controls to a specific dom element to get the input from.
  50841. * @param element Defines the element the controls should be listened from
  50842. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50843. */
  50844. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50845. var _this = this;
  50846. this._wheel = function (p, s) {
  50847. //sanity check - this should be a PointerWheel event.
  50848. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50849. return;
  50850. }
  50851. var event = p.event;
  50852. var delta = 0;
  50853. if (event.wheelDelta) {
  50854. if (_this.wheelDeltaPercentage) {
  50855. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50856. if (event.wheelDelta > 0) {
  50857. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50858. }
  50859. else {
  50860. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50861. }
  50862. }
  50863. else {
  50864. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50865. }
  50866. }
  50867. else {
  50868. var deltaValue = event.deltaY || event.detail;
  50869. delta = -deltaValue / _this.wheelPrecision;
  50870. }
  50871. if (delta) {
  50872. _this.camera.inertialRadiusOffset += delta;
  50873. }
  50874. if (event.preventDefault) {
  50875. if (!noPreventDefault) {
  50876. event.preventDefault();
  50877. }
  50878. }
  50879. };
  50880. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50881. };
  50882. /**
  50883. * Detach the current controls from the specified dom element.
  50884. * @param element Defines the element to stop listening the inputs from
  50885. */
  50886. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50887. if (this._observer && element) {
  50888. this.camera.getScene().onPointerObservable.remove(this._observer);
  50889. this._observer = null;
  50890. this._wheel = null;
  50891. }
  50892. };
  50893. /**
  50894. * Gets the class name of the current intput.
  50895. * @returns the class name
  50896. */
  50897. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50898. return "ArcRotateCameraMouseWheelInput";
  50899. };
  50900. /**
  50901. * Get the friendly name associated with the input class.
  50902. * @returns the input friendly name
  50903. */
  50904. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50905. return "mousewheel";
  50906. };
  50907. __decorate([
  50908. BABYLON.serialize()
  50909. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50910. __decorate([
  50911. BABYLON.serialize()
  50912. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50913. return ArcRotateCameraMouseWheelInput;
  50914. }());
  50915. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50916. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50917. })(BABYLON || (BABYLON = {}));
  50918. //# sourceMappingURL=arcRotateCameraMouseWheelInput.js.map
  50919. var BABYLON;
  50920. (function (BABYLON) {
  50921. /**
  50922. * Manage the pointers inputs to control an arc rotate camera.
  50923. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50924. */
  50925. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50926. function ArcRotateCameraPointersInput() {
  50927. /**
  50928. * Defines the buttons associated with the input to handle camera move.
  50929. */
  50930. this.buttons = [0, 1, 2];
  50931. /**
  50932. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50933. */
  50934. this.angularSensibilityX = 1000.0;
  50935. /**
  50936. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50937. */
  50938. this.angularSensibilityY = 1000.0;
  50939. /**
  50940. * Defines the pointer pinch precision or how fast is the camera zooming.
  50941. */
  50942. this.pinchPrecision = 12.0;
  50943. /**
  50944. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50945. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50946. */
  50947. this.pinchDeltaPercentage = 0;
  50948. /**
  50949. * Defines the pointer panning sensibility or how fast is the camera moving.
  50950. */
  50951. this.panningSensibility = 1000.0;
  50952. /**
  50953. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50954. */
  50955. this.multiTouchPanning = true;
  50956. /**
  50957. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50958. */
  50959. this.multiTouchPanAndZoom = true;
  50960. /**
  50961. * Revers pinch action direction.
  50962. */
  50963. this.pinchInwards = true;
  50964. this._isPanClick = false;
  50965. }
  50966. /**
  50967. * Attach the input controls to a specific dom element to get the input from.
  50968. * @param element Defines the element the controls should be listened from
  50969. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50970. */
  50971. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50972. var _this = this;
  50973. var engine = this.camera.getEngine();
  50974. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50975. var pointA = null;
  50976. var pointB = null;
  50977. var previousPinchSquaredDistance = 0;
  50978. var initialDistance = 0;
  50979. var twoFingerActivityCount = 0;
  50980. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50981. this._pointerInput = function (p, s) {
  50982. var evt = p.event;
  50983. var isTouch = p.event.pointerType === "touch";
  50984. if (engine.isInVRExclusivePointerMode) {
  50985. return;
  50986. }
  50987. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50988. return;
  50989. }
  50990. var srcElement = (evt.srcElement || evt.target);
  50991. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50992. try {
  50993. srcElement.setPointerCapture(evt.pointerId);
  50994. }
  50995. catch (e) {
  50996. //Nothing to do with the error. Execution will continue.
  50997. }
  50998. // Manage panning with pan button click
  50999. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51000. // manage pointers
  51001. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51002. if (pointA === null) {
  51003. pointA = cacheSoloPointer;
  51004. }
  51005. else if (pointB === null) {
  51006. pointB = cacheSoloPointer;
  51007. }
  51008. if (!noPreventDefault) {
  51009. evt.preventDefault();
  51010. element.focus();
  51011. }
  51012. }
  51013. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51014. if (_this.camera.useInputToRestoreState) {
  51015. _this.camera.restoreState();
  51016. }
  51017. }
  51018. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51019. try {
  51020. srcElement.releasePointerCapture(evt.pointerId);
  51021. }
  51022. catch (e) {
  51023. //Nothing to do with the error.
  51024. }
  51025. cacheSoloPointer = null;
  51026. previousPinchSquaredDistance = 0;
  51027. previousMultiTouchPanPosition.isPaning = false;
  51028. previousMultiTouchPanPosition.isPinching = false;
  51029. twoFingerActivityCount = 0;
  51030. initialDistance = 0;
  51031. if (!isTouch) {
  51032. pointB = null; // Mouse and pen are mono pointer
  51033. }
  51034. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51035. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51036. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51037. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51038. if (engine._badOS) {
  51039. pointA = pointB = null;
  51040. }
  51041. else {
  51042. //only remove the impacted pointer in case of multitouch allowing on most
  51043. //platforms switching from rotate to zoom and pan seamlessly.
  51044. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51045. pointA = pointB;
  51046. pointB = null;
  51047. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51048. }
  51049. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51050. pointB = null;
  51051. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51052. }
  51053. else {
  51054. pointA = pointB = null;
  51055. }
  51056. }
  51057. if (!noPreventDefault) {
  51058. evt.preventDefault();
  51059. }
  51060. }
  51061. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51062. if (!noPreventDefault) {
  51063. evt.preventDefault();
  51064. }
  51065. // One button down
  51066. if (pointA && pointB === null && cacheSoloPointer) {
  51067. if (_this.panningSensibility !== 0 &&
  51068. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51069. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51070. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51071. }
  51072. else {
  51073. var offsetX = evt.clientX - cacheSoloPointer.x;
  51074. var offsetY = evt.clientY - cacheSoloPointer.y;
  51075. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51076. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51077. }
  51078. cacheSoloPointer.x = evt.clientX;
  51079. cacheSoloPointer.y = evt.clientY;
  51080. }
  51081. // Two buttons down: pinch/pan
  51082. else if (pointA && pointB) {
  51083. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51084. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51085. ed.x = evt.clientX;
  51086. ed.y = evt.clientY;
  51087. var direction = _this.pinchInwards ? 1 : -1;
  51088. var distX = pointA.x - pointB.x;
  51089. var distY = pointA.y - pointB.y;
  51090. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51091. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51092. if (previousPinchSquaredDistance === 0) {
  51093. initialDistance = pinchDistance;
  51094. previousPinchSquaredDistance = pinchSquaredDistance;
  51095. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51096. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51097. return;
  51098. }
  51099. if (_this.multiTouchPanAndZoom) {
  51100. if (_this.pinchDeltaPercentage) {
  51101. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51102. }
  51103. else {
  51104. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51105. (_this.pinchPrecision *
  51106. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51107. direction);
  51108. }
  51109. if (_this.panningSensibility !== 0) {
  51110. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51111. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51112. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51113. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51114. previousMultiTouchPanPosition.x = pointersCenterX;
  51115. previousMultiTouchPanPosition.y = pointersCenterY;
  51116. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51117. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51118. }
  51119. }
  51120. else {
  51121. twoFingerActivityCount++;
  51122. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51123. if (_this.pinchDeltaPercentage) {
  51124. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51125. }
  51126. else {
  51127. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51128. (_this.pinchPrecision *
  51129. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51130. direction);
  51131. }
  51132. previousMultiTouchPanPosition.isPaning = false;
  51133. previousMultiTouchPanPosition.isPinching = true;
  51134. }
  51135. else {
  51136. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51137. if (!previousMultiTouchPanPosition.isPaning) {
  51138. previousMultiTouchPanPosition.isPaning = true;
  51139. previousMultiTouchPanPosition.isPinching = false;
  51140. previousMultiTouchPanPosition.x = ed.x;
  51141. previousMultiTouchPanPosition.y = ed.y;
  51142. return;
  51143. }
  51144. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51145. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51146. }
  51147. }
  51148. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51149. previousMultiTouchPanPosition.x = ed.x;
  51150. previousMultiTouchPanPosition.y = ed.y;
  51151. }
  51152. }
  51153. previousPinchSquaredDistance = pinchSquaredDistance;
  51154. }
  51155. }
  51156. };
  51157. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51158. this._onContextMenu = function (evt) {
  51159. evt.preventDefault();
  51160. };
  51161. if (!this.camera._useCtrlForPanning) {
  51162. element.addEventListener("contextmenu", this._onContextMenu, false);
  51163. }
  51164. this._onLostFocus = function () {
  51165. //this._keys = [];
  51166. pointA = pointB = null;
  51167. previousPinchSquaredDistance = 0;
  51168. previousMultiTouchPanPosition.isPaning = false;
  51169. previousMultiTouchPanPosition.isPinching = false;
  51170. twoFingerActivityCount = 0;
  51171. cacheSoloPointer = null;
  51172. initialDistance = 0;
  51173. };
  51174. this._onMouseMove = function (evt) {
  51175. if (!engine.isPointerLock) {
  51176. return;
  51177. }
  51178. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51179. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51180. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51181. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51182. if (!noPreventDefault) {
  51183. evt.preventDefault();
  51184. }
  51185. };
  51186. this._onGestureStart = function (e) {
  51187. if (window.MSGesture === undefined) {
  51188. return;
  51189. }
  51190. if (!_this._MSGestureHandler) {
  51191. _this._MSGestureHandler = new MSGesture();
  51192. _this._MSGestureHandler.target = element;
  51193. }
  51194. _this._MSGestureHandler.addPointer(e.pointerId);
  51195. };
  51196. this._onGesture = function (e) {
  51197. _this.camera.radius *= e.scale;
  51198. if (e.preventDefault) {
  51199. if (!noPreventDefault) {
  51200. e.stopPropagation();
  51201. e.preventDefault();
  51202. }
  51203. }
  51204. };
  51205. element.addEventListener("mousemove", this._onMouseMove, false);
  51206. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51207. element.addEventListener("MSGestureChange", this._onGesture, false);
  51208. BABYLON.Tools.RegisterTopRootEvents([
  51209. { name: "blur", handler: this._onLostFocus }
  51210. ]);
  51211. };
  51212. /**
  51213. * Detach the current controls from the specified dom element.
  51214. * @param element Defines the element to stop listening the inputs from
  51215. */
  51216. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51217. if (this._onLostFocus) {
  51218. BABYLON.Tools.UnregisterTopRootEvents([
  51219. { name: "blur", handler: this._onLostFocus }
  51220. ]);
  51221. }
  51222. if (element && this._observer) {
  51223. this.camera.getScene().onPointerObservable.remove(this._observer);
  51224. this._observer = null;
  51225. if (this._onContextMenu) {
  51226. element.removeEventListener("contextmenu", this._onContextMenu);
  51227. }
  51228. if (this._onMouseMove) {
  51229. element.removeEventListener("mousemove", this._onMouseMove);
  51230. }
  51231. if (this._onGestureStart) {
  51232. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51233. }
  51234. if (this._onGesture) {
  51235. element.removeEventListener("MSGestureChange", this._onGesture);
  51236. }
  51237. this._isPanClick = false;
  51238. this.pinchInwards = true;
  51239. this._onMouseMove = null;
  51240. this._onGestureStart = null;
  51241. this._onGesture = null;
  51242. this._MSGestureHandler = null;
  51243. this._onLostFocus = null;
  51244. this._onContextMenu = null;
  51245. }
  51246. };
  51247. /**
  51248. * Gets the class name of the current intput.
  51249. * @returns the class name
  51250. */
  51251. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51252. return "ArcRotateCameraPointersInput";
  51253. };
  51254. /**
  51255. * Get the friendly name associated with the input class.
  51256. * @returns the input friendly name
  51257. */
  51258. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51259. return "pointers";
  51260. };
  51261. __decorate([
  51262. BABYLON.serialize()
  51263. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51264. __decorate([
  51265. BABYLON.serialize()
  51266. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51267. __decorate([
  51268. BABYLON.serialize()
  51269. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51270. __decorate([
  51271. BABYLON.serialize()
  51272. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51273. __decorate([
  51274. BABYLON.serialize()
  51275. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51276. __decorate([
  51277. BABYLON.serialize()
  51278. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51279. __decorate([
  51280. BABYLON.serialize()
  51281. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51282. __decorate([
  51283. BABYLON.serialize()
  51284. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51285. return ArcRotateCameraPointersInput;
  51286. }());
  51287. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51288. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51289. })(BABYLON || (BABYLON = {}));
  51290. //# sourceMappingURL=arcRotateCameraPointersInput.js.map
  51291. var BABYLON;
  51292. (function (BABYLON) {
  51293. /**
  51294. * Default Inputs manager for the ArcRotateCamera.
  51295. * It groups all the default supported inputs for ease of use.
  51296. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51297. */
  51298. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51299. __extends(ArcRotateCameraInputsManager, _super);
  51300. /**
  51301. * Instantiates a new ArcRotateCameraInputsManager.
  51302. * @param camera Defines the camera the inputs belong to
  51303. */
  51304. function ArcRotateCameraInputsManager(camera) {
  51305. return _super.call(this, camera) || this;
  51306. }
  51307. /**
  51308. * Add mouse wheel input support to the input manager.
  51309. * @returns the current input manager
  51310. */
  51311. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51312. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51313. return this;
  51314. };
  51315. /**
  51316. * Add pointers input support to the input manager.
  51317. * @returns the current input manager
  51318. */
  51319. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51320. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51321. return this;
  51322. };
  51323. /**
  51324. * Add keyboard input support to the input manager.
  51325. * @returns the current input manager
  51326. */
  51327. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51328. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51329. return this;
  51330. };
  51331. /**
  51332. * Add orientation input support to the input manager.
  51333. * @returns the current input manager
  51334. */
  51335. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51336. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51337. return this;
  51338. };
  51339. return ArcRotateCameraInputsManager;
  51340. }(BABYLON.CameraInputsManager));
  51341. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51342. })(BABYLON || (BABYLON = {}));
  51343. //# sourceMappingURL=arcRotateCameraInputsManager.js.map
  51344. var BABYLON;
  51345. (function (BABYLON) {
  51346. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51347. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51348. });
  51349. /**
  51350. * This represents an orbital type of camera.
  51351. *
  51352. * 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.
  51353. * 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.
  51354. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51355. */
  51356. var ArcRotateCamera = /** @class */ (function (_super) {
  51357. __extends(ArcRotateCamera, _super);
  51358. /**
  51359. * Instantiates a new ArcRotateCamera in a given scene
  51360. * @param name Defines the name of the camera
  51361. * @param alpha Defines the camera rotation along the logitudinal axis
  51362. * @param beta Defines the camera rotation along the latitudinal axis
  51363. * @param radius Defines the camera distance from its target
  51364. * @param target Defines the camera target
  51365. * @param scene Defines the scene the camera belongs to
  51366. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51367. */
  51368. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51369. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51370. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51371. /**
  51372. * Current inertia value on the longitudinal axis.
  51373. * The bigger this number the longer it will take for the camera to stop.
  51374. */
  51375. _this.inertialAlphaOffset = 0;
  51376. /**
  51377. * Current inertia value on the latitudinal axis.
  51378. * The bigger this number the longer it will take for the camera to stop.
  51379. */
  51380. _this.inertialBetaOffset = 0;
  51381. /**
  51382. * Current inertia value on the radius axis.
  51383. * The bigger this number the longer it will take for the camera to stop.
  51384. */
  51385. _this.inertialRadiusOffset = 0;
  51386. /**
  51387. * Minimum allowed angle on the longitudinal axis.
  51388. * This can help limiting how the Camera is able to move in the scene.
  51389. */
  51390. _this.lowerAlphaLimit = null;
  51391. /**
  51392. * Maximum allowed angle on the longitudinal axis.
  51393. * This can help limiting how the Camera is able to move in the scene.
  51394. */
  51395. _this.upperAlphaLimit = null;
  51396. /**
  51397. * Minimum allowed angle on the latitudinal axis.
  51398. * This can help limiting how the Camera is able to move in the scene.
  51399. */
  51400. _this.lowerBetaLimit = 0.01;
  51401. /**
  51402. * Maximum allowed angle on the latitudinal axis.
  51403. * This can help limiting how the Camera is able to move in the scene.
  51404. */
  51405. _this.upperBetaLimit = Math.PI;
  51406. /**
  51407. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51408. * This can help limiting how the Camera is able to move in the scene.
  51409. */
  51410. _this.lowerRadiusLimit = null;
  51411. /**
  51412. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51413. * This can help limiting how the Camera is able to move in the scene.
  51414. */
  51415. _this.upperRadiusLimit = null;
  51416. /**
  51417. * Defines the current inertia value used during panning of the camera along the X axis.
  51418. */
  51419. _this.inertialPanningX = 0;
  51420. /**
  51421. * Defines the current inertia value used during panning of the camera along the Y axis.
  51422. */
  51423. _this.inertialPanningY = 0;
  51424. /**
  51425. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51426. * Basically if your fingers moves away from more than this distance you will be considered
  51427. * in pinch mode.
  51428. */
  51429. _this.pinchToPanMaxDistance = 20;
  51430. /**
  51431. * Defines the maximum distance the camera can pan.
  51432. * This could help keeping the cammera always in your scene.
  51433. */
  51434. _this.panningDistanceLimit = null;
  51435. /**
  51436. * Defines the target of the camera before paning.
  51437. */
  51438. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51439. /**
  51440. * Defines the value of the inertia used during panning.
  51441. * 0 would mean stop inertia and one would mean no decelleration at all.
  51442. */
  51443. _this.panningInertia = 0.9;
  51444. //-- end properties for backward compatibility for inputs
  51445. /**
  51446. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51447. */
  51448. _this.zoomOnFactor = 1;
  51449. /**
  51450. * Defines a screen offset for the camera position.
  51451. */
  51452. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51453. /**
  51454. * Allows the camera to be completely reversed.
  51455. * If false the camera can not arrive upside down.
  51456. */
  51457. _this.allowUpsideDown = true;
  51458. /**
  51459. * Define if double tap/click is used to restore the previously saved state of the camera.
  51460. */
  51461. _this.useInputToRestoreState = true;
  51462. /** @hidden */
  51463. _this._viewMatrix = new BABYLON.Matrix();
  51464. /**
  51465. * Defines the allowed panning axis.
  51466. */
  51467. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51468. /**
  51469. * Observable triggered when the mesh target has been changed on the camera.
  51470. */
  51471. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51472. /**
  51473. * Defines whether the camera should check collision with the objects oh the scene.
  51474. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51475. */
  51476. _this.checkCollisions = false;
  51477. /**
  51478. * Defines the collision radius of the camera.
  51479. * This simulates a sphere around the camera.
  51480. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51481. */
  51482. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51483. _this._previousPosition = BABYLON.Vector3.Zero();
  51484. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51485. _this._newPosition = BABYLON.Vector3.Zero();
  51486. _this._computationVector = BABYLON.Vector3.Zero();
  51487. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51488. if (collidedMesh === void 0) { collidedMesh = null; }
  51489. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51490. newPosition.multiplyInPlace(_this._collider._radius);
  51491. }
  51492. if (!collidedMesh) {
  51493. _this._previousPosition.copyFrom(_this.position);
  51494. }
  51495. else {
  51496. _this.setPosition(newPosition);
  51497. if (_this.onCollide) {
  51498. _this.onCollide(collidedMesh);
  51499. }
  51500. }
  51501. // Recompute because of constraints
  51502. var cosa = Math.cos(_this.alpha);
  51503. var sina = Math.sin(_this.alpha);
  51504. var cosb = Math.cos(_this.beta);
  51505. var sinb = Math.sin(_this.beta);
  51506. if (sinb === 0) {
  51507. sinb = 0.0001;
  51508. }
  51509. var target = _this._getTargetPosition();
  51510. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51511. target.addToRef(_this._computationVector, _this._newPosition);
  51512. _this.position.copyFrom(_this._newPosition);
  51513. var up = _this.upVector;
  51514. if (_this.allowUpsideDown && _this.beta < 0) {
  51515. up = up.clone();
  51516. up = up.negate();
  51517. }
  51518. _this._computeViewMatrix(_this.position, target, up);
  51519. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51520. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51521. _this._collisionTriggered = false;
  51522. };
  51523. _this._target = BABYLON.Vector3.Zero();
  51524. if (target) {
  51525. _this.setTarget(target);
  51526. }
  51527. _this.alpha = alpha;
  51528. _this.beta = beta;
  51529. _this.radius = radius;
  51530. _this.getViewMatrix();
  51531. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51532. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51533. return _this;
  51534. }
  51535. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51536. /**
  51537. * Defines the target point of the camera.
  51538. * The camera looks towards it form the radius distance.
  51539. */
  51540. get: function () {
  51541. return this._target;
  51542. },
  51543. set: function (value) {
  51544. this.setTarget(value);
  51545. },
  51546. enumerable: true,
  51547. configurable: true
  51548. });
  51549. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51550. //-- begin properties for backward compatibility for inputs
  51551. /**
  51552. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51553. */
  51554. get: function () {
  51555. var pointers = this.inputs.attached["pointers"];
  51556. if (pointers) {
  51557. return pointers.angularSensibilityX;
  51558. }
  51559. return 0;
  51560. },
  51561. set: function (value) {
  51562. var pointers = this.inputs.attached["pointers"];
  51563. if (pointers) {
  51564. pointers.angularSensibilityX = value;
  51565. }
  51566. },
  51567. enumerable: true,
  51568. configurable: true
  51569. });
  51570. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51571. /**
  51572. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51573. */
  51574. get: function () {
  51575. var pointers = this.inputs.attached["pointers"];
  51576. if (pointers) {
  51577. return pointers.angularSensibilityY;
  51578. }
  51579. return 0;
  51580. },
  51581. set: function (value) {
  51582. var pointers = this.inputs.attached["pointers"];
  51583. if (pointers) {
  51584. pointers.angularSensibilityY = value;
  51585. }
  51586. },
  51587. enumerable: true,
  51588. configurable: true
  51589. });
  51590. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51591. /**
  51592. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51593. */
  51594. get: function () {
  51595. var pointers = this.inputs.attached["pointers"];
  51596. if (pointers) {
  51597. return pointers.pinchPrecision;
  51598. }
  51599. return 0;
  51600. },
  51601. set: function (value) {
  51602. var pointers = this.inputs.attached["pointers"];
  51603. if (pointers) {
  51604. pointers.pinchPrecision = value;
  51605. }
  51606. },
  51607. enumerable: true,
  51608. configurable: true
  51609. });
  51610. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51611. /**
  51612. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51613. * It will be used instead of pinchDeltaPrecision if different from 0.
  51614. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51615. */
  51616. get: function () {
  51617. var pointers = this.inputs.attached["pointers"];
  51618. if (pointers) {
  51619. return pointers.pinchDeltaPercentage;
  51620. }
  51621. return 0;
  51622. },
  51623. set: function (value) {
  51624. var pointers = this.inputs.attached["pointers"];
  51625. if (pointers) {
  51626. pointers.pinchDeltaPercentage = value;
  51627. }
  51628. },
  51629. enumerable: true,
  51630. configurable: true
  51631. });
  51632. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51633. /**
  51634. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51635. */
  51636. get: function () {
  51637. var pointers = this.inputs.attached["pointers"];
  51638. if (pointers) {
  51639. return pointers.panningSensibility;
  51640. }
  51641. return 0;
  51642. },
  51643. set: function (value) {
  51644. var pointers = this.inputs.attached["pointers"];
  51645. if (pointers) {
  51646. pointers.panningSensibility = value;
  51647. }
  51648. },
  51649. enumerable: true,
  51650. configurable: true
  51651. });
  51652. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51653. /**
  51654. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51655. */
  51656. get: function () {
  51657. var keyboard = this.inputs.attached["keyboard"];
  51658. if (keyboard) {
  51659. return keyboard.keysUp;
  51660. }
  51661. return [];
  51662. },
  51663. set: function (value) {
  51664. var keyboard = this.inputs.attached["keyboard"];
  51665. if (keyboard) {
  51666. keyboard.keysUp = value;
  51667. }
  51668. },
  51669. enumerable: true,
  51670. configurable: true
  51671. });
  51672. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51673. /**
  51674. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51675. */
  51676. get: function () {
  51677. var keyboard = this.inputs.attached["keyboard"];
  51678. if (keyboard) {
  51679. return keyboard.keysDown;
  51680. }
  51681. return [];
  51682. },
  51683. set: function (value) {
  51684. var keyboard = this.inputs.attached["keyboard"];
  51685. if (keyboard) {
  51686. keyboard.keysDown = value;
  51687. }
  51688. },
  51689. enumerable: true,
  51690. configurable: true
  51691. });
  51692. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51693. /**
  51694. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51695. */
  51696. get: function () {
  51697. var keyboard = this.inputs.attached["keyboard"];
  51698. if (keyboard) {
  51699. return keyboard.keysLeft;
  51700. }
  51701. return [];
  51702. },
  51703. set: function (value) {
  51704. var keyboard = this.inputs.attached["keyboard"];
  51705. if (keyboard) {
  51706. keyboard.keysLeft = value;
  51707. }
  51708. },
  51709. enumerable: true,
  51710. configurable: true
  51711. });
  51712. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51713. /**
  51714. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51715. */
  51716. get: function () {
  51717. var keyboard = this.inputs.attached["keyboard"];
  51718. if (keyboard) {
  51719. return keyboard.keysRight;
  51720. }
  51721. return [];
  51722. },
  51723. set: function (value) {
  51724. var keyboard = this.inputs.attached["keyboard"];
  51725. if (keyboard) {
  51726. keyboard.keysRight = value;
  51727. }
  51728. },
  51729. enumerable: true,
  51730. configurable: true
  51731. });
  51732. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51733. /**
  51734. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51735. */
  51736. get: function () {
  51737. var mousewheel = this.inputs.attached["mousewheel"];
  51738. if (mousewheel) {
  51739. return mousewheel.wheelPrecision;
  51740. }
  51741. return 0;
  51742. },
  51743. set: function (value) {
  51744. var mousewheel = this.inputs.attached["mousewheel"];
  51745. if (mousewheel) {
  51746. mousewheel.wheelPrecision = value;
  51747. }
  51748. },
  51749. enumerable: true,
  51750. configurable: true
  51751. });
  51752. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51753. /**
  51754. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51755. * It will be used instead of pinchDeltaPrecision if different from 0.
  51756. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51757. */
  51758. get: function () {
  51759. var mousewheel = this.inputs.attached["mousewheel"];
  51760. if (mousewheel) {
  51761. return mousewheel.wheelDeltaPercentage;
  51762. }
  51763. return 0;
  51764. },
  51765. set: function (value) {
  51766. var mousewheel = this.inputs.attached["mousewheel"];
  51767. if (mousewheel) {
  51768. mousewheel.wheelDeltaPercentage = value;
  51769. }
  51770. },
  51771. enumerable: true,
  51772. configurable: true
  51773. });
  51774. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51775. /**
  51776. * Gets the bouncing behavior of the camera if it has been enabled.
  51777. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51778. */
  51779. get: function () {
  51780. return this._bouncingBehavior;
  51781. },
  51782. enumerable: true,
  51783. configurable: true
  51784. });
  51785. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51786. /**
  51787. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51788. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51789. */
  51790. get: function () {
  51791. return this._bouncingBehavior != null;
  51792. },
  51793. set: function (value) {
  51794. if (value === this.useBouncingBehavior) {
  51795. return;
  51796. }
  51797. if (value) {
  51798. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51799. this.addBehavior(this._bouncingBehavior);
  51800. }
  51801. else if (this._bouncingBehavior) {
  51802. this.removeBehavior(this._bouncingBehavior);
  51803. this._bouncingBehavior = null;
  51804. }
  51805. },
  51806. enumerable: true,
  51807. configurable: true
  51808. });
  51809. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51810. /**
  51811. * Gets the framing behavior of the camera if it has been enabled.
  51812. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51813. */
  51814. get: function () {
  51815. return this._framingBehavior;
  51816. },
  51817. enumerable: true,
  51818. configurable: true
  51819. });
  51820. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51821. /**
  51822. * Defines if the framing behavior of the camera is enabled on the camera.
  51823. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51824. */
  51825. get: function () {
  51826. return this._framingBehavior != null;
  51827. },
  51828. set: function (value) {
  51829. if (value === this.useFramingBehavior) {
  51830. return;
  51831. }
  51832. if (value) {
  51833. this._framingBehavior = new BABYLON.FramingBehavior();
  51834. this.addBehavior(this._framingBehavior);
  51835. }
  51836. else if (this._framingBehavior) {
  51837. this.removeBehavior(this._framingBehavior);
  51838. this._framingBehavior = null;
  51839. }
  51840. },
  51841. enumerable: true,
  51842. configurable: true
  51843. });
  51844. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51845. /**
  51846. * Gets the auto rotation behavior of the camera if it has been enabled.
  51847. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51848. */
  51849. get: function () {
  51850. return this._autoRotationBehavior;
  51851. },
  51852. enumerable: true,
  51853. configurable: true
  51854. });
  51855. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51856. /**
  51857. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51858. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51859. */
  51860. get: function () {
  51861. return this._autoRotationBehavior != null;
  51862. },
  51863. set: function (value) {
  51864. if (value === this.useAutoRotationBehavior) {
  51865. return;
  51866. }
  51867. if (value) {
  51868. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51869. this.addBehavior(this._autoRotationBehavior);
  51870. }
  51871. else if (this._autoRotationBehavior) {
  51872. this.removeBehavior(this._autoRotationBehavior);
  51873. this._autoRotationBehavior = null;
  51874. }
  51875. },
  51876. enumerable: true,
  51877. configurable: true
  51878. });
  51879. // Cache
  51880. /** @hidden */
  51881. ArcRotateCamera.prototype._initCache = function () {
  51882. _super.prototype._initCache.call(this);
  51883. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51884. this._cache.alpha = undefined;
  51885. this._cache.beta = undefined;
  51886. this._cache.radius = undefined;
  51887. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51888. };
  51889. /** @hidden */
  51890. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51891. if (!ignoreParentClass) {
  51892. _super.prototype._updateCache.call(this);
  51893. }
  51894. this._cache._target.copyFrom(this._getTargetPosition());
  51895. this._cache.alpha = this.alpha;
  51896. this._cache.beta = this.beta;
  51897. this._cache.radius = this.radius;
  51898. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51899. };
  51900. ArcRotateCamera.prototype._getTargetPosition = function () {
  51901. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51902. var pos = this._targetHost.absolutePosition;
  51903. if (this._targetBoundingCenter) {
  51904. pos.addToRef(this._targetBoundingCenter, this._target);
  51905. }
  51906. else {
  51907. this._target.copyFrom(pos);
  51908. }
  51909. }
  51910. var lockedTargetPosition = this._getLockedTargetPosition();
  51911. if (lockedTargetPosition) {
  51912. return lockedTargetPosition;
  51913. }
  51914. return this._target;
  51915. };
  51916. /**
  51917. * Stores the current state of the camera (alpha, beta, radius and target)
  51918. * @returns the camera itself
  51919. */
  51920. ArcRotateCamera.prototype.storeState = function () {
  51921. this._storedAlpha = this.alpha;
  51922. this._storedBeta = this.beta;
  51923. this._storedRadius = this.radius;
  51924. this._storedTarget = this._getTargetPosition().clone();
  51925. return _super.prototype.storeState.call(this);
  51926. };
  51927. /**
  51928. * @hidden
  51929. * Restored camera state. You must call storeState() first
  51930. */
  51931. ArcRotateCamera.prototype._restoreStateValues = function () {
  51932. if (!_super.prototype._restoreStateValues.call(this)) {
  51933. return false;
  51934. }
  51935. this.alpha = this._storedAlpha;
  51936. this.beta = this._storedBeta;
  51937. this.radius = this._storedRadius;
  51938. this.setTarget(this._storedTarget.clone());
  51939. this.inertialAlphaOffset = 0;
  51940. this.inertialBetaOffset = 0;
  51941. this.inertialRadiusOffset = 0;
  51942. this.inertialPanningX = 0;
  51943. this.inertialPanningY = 0;
  51944. return true;
  51945. };
  51946. // Synchronized
  51947. /** @hidden */
  51948. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51949. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51950. return false;
  51951. }
  51952. return this._cache._target.equals(this._getTargetPosition())
  51953. && this._cache.alpha === this.alpha
  51954. && this._cache.beta === this.beta
  51955. && this._cache.radius === this.radius
  51956. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51957. };
  51958. /**
  51959. * Attached controls to the current camera.
  51960. * @param element Defines the element the controls should be listened from
  51961. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51962. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51963. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51964. */
  51965. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51966. var _this = this;
  51967. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51968. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51969. this._useCtrlForPanning = useCtrlForPanning;
  51970. this._panningMouseButton = panningMouseButton;
  51971. this.inputs.attachElement(element, noPreventDefault);
  51972. this._reset = function () {
  51973. _this.inertialAlphaOffset = 0;
  51974. _this.inertialBetaOffset = 0;
  51975. _this.inertialRadiusOffset = 0;
  51976. _this.inertialPanningX = 0;
  51977. _this.inertialPanningY = 0;
  51978. };
  51979. };
  51980. /**
  51981. * Detach the current controls from the camera.
  51982. * The camera will stop reacting to inputs.
  51983. * @param element Defines the element to stop listening the inputs from
  51984. */
  51985. ArcRotateCamera.prototype.detachControl = function (element) {
  51986. this.inputs.detachElement(element);
  51987. if (this._reset) {
  51988. this._reset();
  51989. }
  51990. };
  51991. /** @hidden */
  51992. ArcRotateCamera.prototype._checkInputs = function () {
  51993. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51994. if (this._collisionTriggered) {
  51995. return;
  51996. }
  51997. this.inputs.checkInputs();
  51998. // Inertia
  51999. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52000. var inertialAlphaOffset = this.inertialAlphaOffset;
  52001. if (this.beta <= 0) {
  52002. inertialAlphaOffset *= -1;
  52003. }
  52004. if (this.getScene().useRightHandedSystem) {
  52005. inertialAlphaOffset *= -1;
  52006. }
  52007. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52008. inertialAlphaOffset *= -1;
  52009. }
  52010. this.alpha += inertialAlphaOffset;
  52011. this.beta += this.inertialBetaOffset;
  52012. this.radius -= this.inertialRadiusOffset;
  52013. this.inertialAlphaOffset *= this.inertia;
  52014. this.inertialBetaOffset *= this.inertia;
  52015. this.inertialRadiusOffset *= this.inertia;
  52016. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52017. this.inertialAlphaOffset = 0;
  52018. }
  52019. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52020. this.inertialBetaOffset = 0;
  52021. }
  52022. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52023. this.inertialRadiusOffset = 0;
  52024. }
  52025. }
  52026. // Panning inertia
  52027. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52028. if (!this._localDirection) {
  52029. this._localDirection = BABYLON.Vector3.Zero();
  52030. this._transformedDirection = BABYLON.Vector3.Zero();
  52031. }
  52032. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52033. this._localDirection.multiplyInPlace(this.panningAxis);
  52034. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52035. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52036. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52037. if (!this.panningAxis.y) {
  52038. this._transformedDirection.y = 0;
  52039. }
  52040. if (!this._targetHost) {
  52041. if (this.panningDistanceLimit) {
  52042. this._transformedDirection.addInPlace(this._target);
  52043. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52044. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52045. this._target.copyFrom(this._transformedDirection);
  52046. }
  52047. }
  52048. else {
  52049. this._target.addInPlace(this._transformedDirection);
  52050. }
  52051. }
  52052. this.inertialPanningX *= this.panningInertia;
  52053. this.inertialPanningY *= this.panningInertia;
  52054. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52055. this.inertialPanningX = 0;
  52056. }
  52057. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52058. this.inertialPanningY = 0;
  52059. }
  52060. }
  52061. // Limits
  52062. this._checkLimits();
  52063. _super.prototype._checkInputs.call(this);
  52064. };
  52065. ArcRotateCamera.prototype._checkLimits = function () {
  52066. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52067. if (this.allowUpsideDown && this.beta > Math.PI) {
  52068. this.beta = this.beta - (2 * Math.PI);
  52069. }
  52070. }
  52071. else {
  52072. if (this.beta < this.lowerBetaLimit) {
  52073. this.beta = this.lowerBetaLimit;
  52074. }
  52075. }
  52076. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52077. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52078. this.beta = this.beta + (2 * Math.PI);
  52079. }
  52080. }
  52081. else {
  52082. if (this.beta > this.upperBetaLimit) {
  52083. this.beta = this.upperBetaLimit;
  52084. }
  52085. }
  52086. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52087. this.alpha = this.lowerAlphaLimit;
  52088. }
  52089. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52090. this.alpha = this.upperAlphaLimit;
  52091. }
  52092. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52093. this.radius = this.lowerRadiusLimit;
  52094. this.inertialRadiusOffset = 0;
  52095. }
  52096. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52097. this.radius = this.upperRadiusLimit;
  52098. this.inertialRadiusOffset = 0;
  52099. }
  52100. };
  52101. /**
  52102. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52103. */
  52104. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52105. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52106. this.radius = this._computationVector.length();
  52107. if (this.radius === 0) {
  52108. this.radius = 0.0001; // Just to avoid division by zero
  52109. }
  52110. // Alpha
  52111. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52112. if (this._computationVector.z < 0) {
  52113. this.alpha = 2 * Math.PI - this.alpha;
  52114. }
  52115. // Beta
  52116. this.beta = Math.acos(this._computationVector.y / this.radius);
  52117. this._checkLimits();
  52118. };
  52119. /**
  52120. * Use a position to define the current camera related information like aplha, beta and radius
  52121. * @param position Defines the position to set the camera at
  52122. */
  52123. ArcRotateCamera.prototype.setPosition = function (position) {
  52124. if (this.position.equals(position)) {
  52125. return;
  52126. }
  52127. this.position.copyFrom(position);
  52128. this.rebuildAnglesAndRadius();
  52129. };
  52130. /**
  52131. * Defines the target the camera should look at.
  52132. * This will automatically adapt alpha beta and radius to fit within the new target.
  52133. * @param target Defines the new target as a Vector or a mesh
  52134. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52135. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52136. */
  52137. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52138. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52139. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52140. if (target.getBoundingInfo) {
  52141. if (toBoundingCenter) {
  52142. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52143. }
  52144. else {
  52145. this._targetBoundingCenter = null;
  52146. }
  52147. this._targetHost = target;
  52148. this._target = this._getTargetPosition();
  52149. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52150. }
  52151. else {
  52152. var newTarget = target;
  52153. var currentTarget = this._getTargetPosition();
  52154. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52155. return;
  52156. }
  52157. this._targetHost = null;
  52158. this._target = newTarget;
  52159. this._targetBoundingCenter = null;
  52160. this.onMeshTargetChangedObservable.notifyObservers(null);
  52161. }
  52162. this.rebuildAnglesAndRadius();
  52163. };
  52164. /** @hidden */
  52165. ArcRotateCamera.prototype._getViewMatrix = function () {
  52166. // Compute
  52167. var cosa = Math.cos(this.alpha);
  52168. var sina = Math.sin(this.alpha);
  52169. var cosb = Math.cos(this.beta);
  52170. var sinb = Math.sin(this.beta);
  52171. if (sinb === 0) {
  52172. sinb = 0.0001;
  52173. }
  52174. var target = this._getTargetPosition();
  52175. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52176. target.addToRef(this._computationVector, this._newPosition);
  52177. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52178. if (!this._collider) {
  52179. this._collider = new BABYLON.Collider();
  52180. }
  52181. this._collider._radius = this.collisionRadius;
  52182. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52183. this._collisionTriggered = true;
  52184. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52185. }
  52186. else {
  52187. this.position.copyFrom(this._newPosition);
  52188. var up = this.upVector;
  52189. if (this.allowUpsideDown && sinb < 0) {
  52190. up = up.clone();
  52191. up = up.negate();
  52192. }
  52193. this._computeViewMatrix(this.position, target, up);
  52194. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52195. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52196. }
  52197. this._currentTarget = target;
  52198. return this._viewMatrix;
  52199. };
  52200. /**
  52201. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52202. * @param meshes Defines the mesh to zoom on
  52203. * @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)
  52204. */
  52205. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52206. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52207. meshes = meshes || this.getScene().meshes;
  52208. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52209. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52210. this.radius = distance * this.zoomOnFactor;
  52211. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52212. };
  52213. /**
  52214. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52215. * The target will be changed but the radius
  52216. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52217. * @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)
  52218. */
  52219. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52220. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52221. var meshesOrMinMaxVector;
  52222. var distance;
  52223. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52224. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52225. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52226. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52227. }
  52228. else { //minMaxVector and distance
  52229. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52230. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52231. distance = minMaxVectorAndDistance.distance;
  52232. }
  52233. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52234. if (!doNotUpdateMaxZ) {
  52235. this.maxZ = distance * 2;
  52236. }
  52237. };
  52238. /**
  52239. * @override
  52240. * Override Camera.createRigCamera
  52241. */
  52242. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52243. var alphaShift = 0;
  52244. switch (this.cameraRigMode) {
  52245. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52246. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52247. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52248. case BABYLON.Camera.RIG_MODE_VR:
  52249. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52250. break;
  52251. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52252. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52253. break;
  52254. }
  52255. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52256. rigCam._cameraRigParams = {};
  52257. return rigCam;
  52258. };
  52259. /**
  52260. * @hidden
  52261. * @override
  52262. * Override Camera._updateRigCameras
  52263. */
  52264. ArcRotateCamera.prototype._updateRigCameras = function () {
  52265. var camLeft = this._rigCameras[0];
  52266. var camRight = this._rigCameras[1];
  52267. camLeft.beta = camRight.beta = this.beta;
  52268. camLeft.radius = camRight.radius = this.radius;
  52269. switch (this.cameraRigMode) {
  52270. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52271. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52272. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52273. case BABYLON.Camera.RIG_MODE_VR:
  52274. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52275. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52276. break;
  52277. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52278. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52279. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52280. break;
  52281. }
  52282. _super.prototype._updateRigCameras.call(this);
  52283. };
  52284. /**
  52285. * Destroy the camera and release the current resources hold by it.
  52286. */
  52287. ArcRotateCamera.prototype.dispose = function () {
  52288. this.inputs.clear();
  52289. _super.prototype.dispose.call(this);
  52290. };
  52291. /**
  52292. * Gets the current object class name.
  52293. * @return the class name
  52294. */
  52295. ArcRotateCamera.prototype.getClassName = function () {
  52296. return "ArcRotateCamera";
  52297. };
  52298. __decorate([
  52299. BABYLON.serialize()
  52300. ], ArcRotateCamera.prototype, "alpha", void 0);
  52301. __decorate([
  52302. BABYLON.serialize()
  52303. ], ArcRotateCamera.prototype, "beta", void 0);
  52304. __decorate([
  52305. BABYLON.serialize()
  52306. ], ArcRotateCamera.prototype, "radius", void 0);
  52307. __decorate([
  52308. BABYLON.serializeAsVector3("target")
  52309. ], ArcRotateCamera.prototype, "_target", void 0);
  52310. __decorate([
  52311. BABYLON.serialize()
  52312. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52313. __decorate([
  52314. BABYLON.serialize()
  52315. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52316. __decorate([
  52317. BABYLON.serialize()
  52318. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52319. __decorate([
  52320. BABYLON.serialize()
  52321. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52322. __decorate([
  52323. BABYLON.serialize()
  52324. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52325. __decorate([
  52326. BABYLON.serialize()
  52327. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52328. __decorate([
  52329. BABYLON.serialize()
  52330. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52331. __decorate([
  52332. BABYLON.serialize()
  52333. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52334. __decorate([
  52335. BABYLON.serialize()
  52336. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52337. __decorate([
  52338. BABYLON.serialize()
  52339. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52340. __decorate([
  52341. BABYLON.serialize()
  52342. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52343. __decorate([
  52344. BABYLON.serialize()
  52345. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52346. __decorate([
  52347. BABYLON.serialize()
  52348. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52349. __decorate([
  52350. BABYLON.serializeAsVector3()
  52351. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52352. __decorate([
  52353. BABYLON.serialize()
  52354. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52355. __decorate([
  52356. BABYLON.serialize()
  52357. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52358. __decorate([
  52359. BABYLON.serialize()
  52360. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52361. __decorate([
  52362. BABYLON.serialize()
  52363. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52364. __decorate([
  52365. BABYLON.serialize()
  52366. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52367. return ArcRotateCamera;
  52368. }(BABYLON.TargetCamera));
  52369. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52370. })(BABYLON || (BABYLON = {}));
  52371. //# sourceMappingURL=arcRotateCamera.js.map
  52372. var BABYLON;
  52373. (function (BABYLON) {
  52374. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52375. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52376. });
  52377. /**
  52378. * The HemisphericLight simulates the ambient environment light,
  52379. * so the passed direction is the light reflection direction, not the incoming direction.
  52380. */
  52381. var HemisphericLight = /** @class */ (function (_super) {
  52382. __extends(HemisphericLight, _super);
  52383. /**
  52384. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52385. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52386. * The HemisphericLight can't cast shadows.
  52387. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52388. * @param name The friendly name of the light
  52389. * @param direction The direction of the light reflection
  52390. * @param scene The scene the light belongs to
  52391. */
  52392. function HemisphericLight(name, direction, scene) {
  52393. var _this = _super.call(this, name, scene) || this;
  52394. /**
  52395. * The groundColor is the light in the opposite direction to the one specified during creation.
  52396. * 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.
  52397. */
  52398. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52399. _this.direction = direction || BABYLON.Vector3.Up();
  52400. return _this;
  52401. }
  52402. HemisphericLight.prototype._buildUniformLayout = function () {
  52403. this._uniformBuffer.addUniform("vLightData", 4);
  52404. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52405. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52406. this._uniformBuffer.addUniform("vLightGround", 3);
  52407. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52408. this._uniformBuffer.addUniform("depthValues", 2);
  52409. this._uniformBuffer.create();
  52410. };
  52411. /**
  52412. * Returns the string "HemisphericLight".
  52413. * @return The class name
  52414. */
  52415. HemisphericLight.prototype.getClassName = function () {
  52416. return "HemisphericLight";
  52417. };
  52418. /**
  52419. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52420. * Returns the updated direction.
  52421. * @param target The target the direction should point to
  52422. * @return The computed direction
  52423. */
  52424. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52425. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52426. return this.direction;
  52427. };
  52428. /**
  52429. * Returns the shadow generator associated to the light.
  52430. * @returns Always null for hemispheric lights because it does not support shadows.
  52431. */
  52432. HemisphericLight.prototype.getShadowGenerator = function () {
  52433. return null;
  52434. };
  52435. /**
  52436. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52437. * @param effect The effect to update
  52438. * @param lightIndex The index of the light in the effect to update
  52439. * @returns The hemispheric light
  52440. */
  52441. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52442. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52443. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52444. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52445. return this;
  52446. };
  52447. /**
  52448. * Computes the world matrix of the node
  52449. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52450. * @param useWasUpdatedFlag defines a reserved property
  52451. * @returns the world matrix
  52452. */
  52453. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52454. if (!this._worldMatrix) {
  52455. this._worldMatrix = BABYLON.Matrix.Identity();
  52456. }
  52457. return this._worldMatrix;
  52458. };
  52459. /**
  52460. * Returns the integer 3.
  52461. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52462. */
  52463. HemisphericLight.prototype.getTypeID = function () {
  52464. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52465. };
  52466. /**
  52467. * Prepares the list of defines specific to the light type.
  52468. * @param defines the list of defines
  52469. * @param lightIndex defines the index of the light for the effect
  52470. */
  52471. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52472. defines["HEMILIGHT" + lightIndex] = true;
  52473. };
  52474. __decorate([
  52475. BABYLON.serializeAsColor3()
  52476. ], HemisphericLight.prototype, "groundColor", void 0);
  52477. __decorate([
  52478. BABYLON.serializeAsVector3()
  52479. ], HemisphericLight.prototype, "direction", void 0);
  52480. return HemisphericLight;
  52481. }(BABYLON.Light));
  52482. BABYLON.HemisphericLight = HemisphericLight;
  52483. })(BABYLON || (BABYLON = {}));
  52484. //# sourceMappingURL=hemisphericLight.js.map
  52485. var BABYLON;
  52486. (function (BABYLON) {
  52487. /**
  52488. * Base implementation IShadowLight
  52489. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52490. */
  52491. var ShadowLight = /** @class */ (function (_super) {
  52492. __extends(ShadowLight, _super);
  52493. function ShadowLight() {
  52494. var _this = _super !== null && _super.apply(this, arguments) || this;
  52495. _this._needProjectionMatrixCompute = true;
  52496. return _this;
  52497. }
  52498. ShadowLight.prototype._setPosition = function (value) {
  52499. this._position = value;
  52500. };
  52501. Object.defineProperty(ShadowLight.prototype, "position", {
  52502. /**
  52503. * Sets the position the shadow will be casted from. Also use as the light position for both
  52504. * point and spot lights.
  52505. */
  52506. get: function () {
  52507. return this._position;
  52508. },
  52509. /**
  52510. * Sets the position the shadow will be casted from. Also use as the light position for both
  52511. * point and spot lights.
  52512. */
  52513. set: function (value) {
  52514. this._setPosition(value);
  52515. },
  52516. enumerable: true,
  52517. configurable: true
  52518. });
  52519. ShadowLight.prototype._setDirection = function (value) {
  52520. this._direction = value;
  52521. };
  52522. Object.defineProperty(ShadowLight.prototype, "direction", {
  52523. /**
  52524. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52525. * Also use as the light direction on spot and directional lights.
  52526. */
  52527. get: function () {
  52528. return this._direction;
  52529. },
  52530. /**
  52531. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52532. * Also use as the light direction on spot and directional lights.
  52533. */
  52534. set: function (value) {
  52535. this._setDirection(value);
  52536. },
  52537. enumerable: true,
  52538. configurable: true
  52539. });
  52540. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52541. /**
  52542. * Gets the shadow projection clipping minimum z value.
  52543. */
  52544. get: function () {
  52545. return this._shadowMinZ;
  52546. },
  52547. /**
  52548. * Sets the shadow projection clipping minimum z value.
  52549. */
  52550. set: function (value) {
  52551. this._shadowMinZ = value;
  52552. this.forceProjectionMatrixCompute();
  52553. },
  52554. enumerable: true,
  52555. configurable: true
  52556. });
  52557. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52558. /**
  52559. * Sets the shadow projection clipping maximum z value.
  52560. */
  52561. get: function () {
  52562. return this._shadowMaxZ;
  52563. },
  52564. /**
  52565. * Gets the shadow projection clipping maximum z value.
  52566. */
  52567. set: function (value) {
  52568. this._shadowMaxZ = value;
  52569. this.forceProjectionMatrixCompute();
  52570. },
  52571. enumerable: true,
  52572. configurable: true
  52573. });
  52574. /**
  52575. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52576. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52577. */
  52578. ShadowLight.prototype.computeTransformedInformation = function () {
  52579. if (this.parent && this.parent.getWorldMatrix) {
  52580. if (!this.transformedPosition) {
  52581. this.transformedPosition = BABYLON.Vector3.Zero();
  52582. }
  52583. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52584. // In case the direction is present.
  52585. if (this.direction) {
  52586. if (!this.transformedDirection) {
  52587. this.transformedDirection = BABYLON.Vector3.Zero();
  52588. }
  52589. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52590. }
  52591. return true;
  52592. }
  52593. return false;
  52594. };
  52595. /**
  52596. * Return the depth scale used for the shadow map.
  52597. * @returns the depth scale.
  52598. */
  52599. ShadowLight.prototype.getDepthScale = function () {
  52600. return 50.0;
  52601. };
  52602. /**
  52603. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52604. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52605. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52606. */
  52607. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52608. return this.transformedDirection ? this.transformedDirection : this.direction;
  52609. };
  52610. /**
  52611. * Returns the ShadowLight absolute position in the World.
  52612. * @returns the position vector in world space
  52613. */
  52614. ShadowLight.prototype.getAbsolutePosition = function () {
  52615. return this.transformedPosition ? this.transformedPosition : this.position;
  52616. };
  52617. /**
  52618. * Sets the ShadowLight direction toward the passed target.
  52619. * @param target The point tot target in local space
  52620. * @returns the updated ShadowLight direction
  52621. */
  52622. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52623. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52624. return this.direction;
  52625. };
  52626. /**
  52627. * Returns the light rotation in euler definition.
  52628. * @returns the x y z rotation in local space.
  52629. */
  52630. ShadowLight.prototype.getRotation = function () {
  52631. this.direction.normalize();
  52632. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52633. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52634. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52635. };
  52636. /**
  52637. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52638. * @returns true if a cube texture needs to be use
  52639. */
  52640. ShadowLight.prototype.needCube = function () {
  52641. return false;
  52642. };
  52643. /**
  52644. * Detects if the projection matrix requires to be recomputed this frame.
  52645. * @returns true if it requires to be recomputed otherwise, false.
  52646. */
  52647. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52648. return this._needProjectionMatrixCompute;
  52649. };
  52650. /**
  52651. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52652. */
  52653. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52654. this._needProjectionMatrixCompute = true;
  52655. };
  52656. /** @hidden */
  52657. ShadowLight.prototype._initCache = function () {
  52658. _super.prototype._initCache.call(this);
  52659. this._cache.position = BABYLON.Vector3.Zero();
  52660. };
  52661. /** @hidden */
  52662. ShadowLight.prototype._isSynchronized = function () {
  52663. if (!this._cache.position.equals(this.position)) {
  52664. return false;
  52665. }
  52666. return true;
  52667. };
  52668. /**
  52669. * Computes the world matrix of the node
  52670. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52671. * @returns the world matrix
  52672. */
  52673. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52674. if (!force && this.isSynchronized()) {
  52675. this._currentRenderId = this.getScene().getRenderId();
  52676. return this._worldMatrix;
  52677. }
  52678. this._updateCache();
  52679. this._cache.position.copyFrom(this.position);
  52680. if (!this._worldMatrix) {
  52681. this._worldMatrix = BABYLON.Matrix.Identity();
  52682. }
  52683. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52684. if (this.parent && this.parent.getWorldMatrix) {
  52685. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52686. this._markSyncedWithParent();
  52687. }
  52688. // Cache the determinant
  52689. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52690. return this._worldMatrix;
  52691. };
  52692. /**
  52693. * Gets the minZ used for shadow according to both the scene and the light.
  52694. * @param activeCamera The camera we are returning the min for
  52695. * @returns the depth min z
  52696. */
  52697. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52698. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52699. };
  52700. /**
  52701. * Gets the maxZ used for shadow according to both the scene and the light.
  52702. * @param activeCamera The camera we are returning the max for
  52703. * @returns the depth max z
  52704. */
  52705. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52706. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52707. };
  52708. /**
  52709. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52710. * @param matrix The materix to updated with the projection information
  52711. * @param viewMatrix The transform matrix of the light
  52712. * @param renderList The list of mesh to render in the map
  52713. * @returns The current light
  52714. */
  52715. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52716. if (this.customProjectionMatrixBuilder) {
  52717. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52718. }
  52719. else {
  52720. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52721. }
  52722. return this;
  52723. };
  52724. __decorate([
  52725. BABYLON.serializeAsVector3()
  52726. ], ShadowLight.prototype, "position", null);
  52727. __decorate([
  52728. BABYLON.serializeAsVector3()
  52729. ], ShadowLight.prototype, "direction", null);
  52730. __decorate([
  52731. BABYLON.serialize()
  52732. ], ShadowLight.prototype, "shadowMinZ", null);
  52733. __decorate([
  52734. BABYLON.serialize()
  52735. ], ShadowLight.prototype, "shadowMaxZ", null);
  52736. return ShadowLight;
  52737. }(BABYLON.Light));
  52738. BABYLON.ShadowLight = ShadowLight;
  52739. })(BABYLON || (BABYLON = {}));
  52740. //# sourceMappingURL=shadowLight.js.map
  52741. var BABYLON;
  52742. (function (BABYLON) {
  52743. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52744. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52745. });
  52746. /**
  52747. * A point light is a light defined by an unique point in world space.
  52748. * The light is emitted in every direction from this point.
  52749. * A good example of a point light is a standard light bulb.
  52750. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52751. */
  52752. var PointLight = /** @class */ (function (_super) {
  52753. __extends(PointLight, _super);
  52754. /**
  52755. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52756. * A PointLight emits the light in every direction.
  52757. * It can cast shadows.
  52758. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52759. * ```javascript
  52760. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52761. * ```
  52762. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52763. * @param name The light friendly name
  52764. * @param position The position of the point light in the scene
  52765. * @param scene The scene the lights belongs to
  52766. */
  52767. function PointLight(name, position, scene) {
  52768. var _this = _super.call(this, name, scene) || this;
  52769. _this._shadowAngle = Math.PI / 2;
  52770. _this.position = position;
  52771. return _this;
  52772. }
  52773. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52774. /**
  52775. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52776. * This specifies what angle the shadow will use to be created.
  52777. *
  52778. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52779. */
  52780. get: function () {
  52781. return this._shadowAngle;
  52782. },
  52783. /**
  52784. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52785. * This specifies what angle the shadow will use to be created.
  52786. *
  52787. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52788. */
  52789. set: function (value) {
  52790. this._shadowAngle = value;
  52791. this.forceProjectionMatrixCompute();
  52792. },
  52793. enumerable: true,
  52794. configurable: true
  52795. });
  52796. Object.defineProperty(PointLight.prototype, "direction", {
  52797. /**
  52798. * Gets the direction if it has been set.
  52799. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52800. */
  52801. get: function () {
  52802. return this._direction;
  52803. },
  52804. /**
  52805. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52806. */
  52807. set: function (value) {
  52808. var previousNeedCube = this.needCube();
  52809. this._direction = value;
  52810. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52811. this._shadowGenerator.recreateShadowMap();
  52812. }
  52813. },
  52814. enumerable: true,
  52815. configurable: true
  52816. });
  52817. /**
  52818. * Returns the string "PointLight"
  52819. * @returns the class name
  52820. */
  52821. PointLight.prototype.getClassName = function () {
  52822. return "PointLight";
  52823. };
  52824. /**
  52825. * Returns the integer 0.
  52826. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52827. */
  52828. PointLight.prototype.getTypeID = function () {
  52829. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52830. };
  52831. /**
  52832. * Specifies wether or not the shadowmap should be a cube texture.
  52833. * @returns true if the shadowmap needs to be a cube texture.
  52834. */
  52835. PointLight.prototype.needCube = function () {
  52836. return !this.direction;
  52837. };
  52838. /**
  52839. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52840. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52841. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52842. */
  52843. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52844. if (this.direction) {
  52845. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52846. }
  52847. else {
  52848. switch (faceIndex) {
  52849. case 0:
  52850. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52851. case 1:
  52852. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52853. case 2:
  52854. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52855. case 3:
  52856. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52857. case 4:
  52858. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52859. case 5:
  52860. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52861. }
  52862. }
  52863. return BABYLON.Vector3.Zero();
  52864. };
  52865. /**
  52866. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52867. * - fov = PI / 2
  52868. * - aspect ratio : 1.0
  52869. * - z-near and far equal to the active camera minZ and maxZ.
  52870. * Returns the PointLight.
  52871. */
  52872. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52873. var activeCamera = this.getScene().activeCamera;
  52874. if (!activeCamera) {
  52875. return;
  52876. }
  52877. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52878. };
  52879. PointLight.prototype._buildUniformLayout = function () {
  52880. this._uniformBuffer.addUniform("vLightData", 4);
  52881. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52882. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52883. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52884. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52885. this._uniformBuffer.addUniform("depthValues", 2);
  52886. this._uniformBuffer.create();
  52887. };
  52888. /**
  52889. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52890. * @param effect The effect to update
  52891. * @param lightIndex The index of the light in the effect to update
  52892. * @returns The point light
  52893. */
  52894. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52895. if (this.computeTransformedInformation()) {
  52896. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52897. }
  52898. else {
  52899. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52900. }
  52901. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52902. return this;
  52903. };
  52904. /**
  52905. * Prepares the list of defines specific to the light type.
  52906. * @param defines the list of defines
  52907. * @param lightIndex defines the index of the light for the effect
  52908. */
  52909. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52910. defines["POINTLIGHT" + lightIndex] = true;
  52911. };
  52912. __decorate([
  52913. BABYLON.serialize()
  52914. ], PointLight.prototype, "shadowAngle", null);
  52915. return PointLight;
  52916. }(BABYLON.ShadowLight));
  52917. BABYLON.PointLight = PointLight;
  52918. })(BABYLON || (BABYLON = {}));
  52919. //# sourceMappingURL=pointLight.js.map
  52920. var BABYLON;
  52921. (function (BABYLON) {
  52922. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52923. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52924. });
  52925. /**
  52926. * A directional light is defined by a direction (what a surprise!).
  52927. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52928. * 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.
  52929. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52930. */
  52931. var DirectionalLight = /** @class */ (function (_super) {
  52932. __extends(DirectionalLight, _super);
  52933. /**
  52934. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52935. * The directional light is emitted from everywhere in the given direction.
  52936. * It can cast shadows.
  52937. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52938. * @param name The friendly name of the light
  52939. * @param direction The direction of the light
  52940. * @param scene The scene the light belongs to
  52941. */
  52942. function DirectionalLight(name, direction, scene) {
  52943. var _this = _super.call(this, name, scene) || this;
  52944. _this._shadowFrustumSize = 0;
  52945. _this._shadowOrthoScale = 0.1;
  52946. /**
  52947. * Automatically compute the projection matrix to best fit (including all the casters)
  52948. * on each frame.
  52949. */
  52950. _this.autoUpdateExtends = true;
  52951. // Cache
  52952. _this._orthoLeft = Number.MAX_VALUE;
  52953. _this._orthoRight = Number.MIN_VALUE;
  52954. _this._orthoTop = Number.MIN_VALUE;
  52955. _this._orthoBottom = Number.MAX_VALUE;
  52956. _this.position = direction.scale(-1.0);
  52957. _this.direction = direction;
  52958. return _this;
  52959. }
  52960. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52961. /**
  52962. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52963. */
  52964. get: function () {
  52965. return this._shadowFrustumSize;
  52966. },
  52967. /**
  52968. * Specifies a fix frustum size for the shadow generation.
  52969. */
  52970. set: function (value) {
  52971. this._shadowFrustumSize = value;
  52972. this.forceProjectionMatrixCompute();
  52973. },
  52974. enumerable: true,
  52975. configurable: true
  52976. });
  52977. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52978. /**
  52979. * Gets the shadow projection scale against the optimal computed one.
  52980. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52981. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52982. */
  52983. get: function () {
  52984. return this._shadowOrthoScale;
  52985. },
  52986. /**
  52987. * Sets the shadow projection scale against the optimal computed one.
  52988. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52989. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52990. */
  52991. set: function (value) {
  52992. this._shadowOrthoScale = value;
  52993. this.forceProjectionMatrixCompute();
  52994. },
  52995. enumerable: true,
  52996. configurable: true
  52997. });
  52998. /**
  52999. * Returns the string "DirectionalLight".
  53000. * @return The class name
  53001. */
  53002. DirectionalLight.prototype.getClassName = function () {
  53003. return "DirectionalLight";
  53004. };
  53005. /**
  53006. * Returns the integer 1.
  53007. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53008. */
  53009. DirectionalLight.prototype.getTypeID = function () {
  53010. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53011. };
  53012. /**
  53013. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53014. * Returns the DirectionalLight Shadow projection matrix.
  53015. */
  53016. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53017. if (this.shadowFrustumSize > 0) {
  53018. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53019. }
  53020. else {
  53021. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53022. }
  53023. };
  53024. /**
  53025. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53026. * Returns the DirectionalLight Shadow projection matrix.
  53027. */
  53028. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53029. var activeCamera = this.getScene().activeCamera;
  53030. if (!activeCamera) {
  53031. return;
  53032. }
  53033. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53034. };
  53035. /**
  53036. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53037. * Returns the DirectionalLight Shadow projection matrix.
  53038. */
  53039. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53040. var activeCamera = this.getScene().activeCamera;
  53041. if (!activeCamera) {
  53042. return;
  53043. }
  53044. // Check extends
  53045. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53046. var tempVector3 = BABYLON.Vector3.Zero();
  53047. this._orthoLeft = Number.MAX_VALUE;
  53048. this._orthoRight = Number.MIN_VALUE;
  53049. this._orthoTop = Number.MIN_VALUE;
  53050. this._orthoBottom = Number.MAX_VALUE;
  53051. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53052. var mesh = renderList[meshIndex];
  53053. if (!mesh) {
  53054. continue;
  53055. }
  53056. var boundingInfo = mesh.getBoundingInfo();
  53057. var boundingBox = boundingInfo.boundingBox;
  53058. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53059. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53060. if (tempVector3.x < this._orthoLeft) {
  53061. this._orthoLeft = tempVector3.x;
  53062. }
  53063. if (tempVector3.y < this._orthoBottom) {
  53064. this._orthoBottom = tempVector3.y;
  53065. }
  53066. if (tempVector3.x > this._orthoRight) {
  53067. this._orthoRight = tempVector3.x;
  53068. }
  53069. if (tempVector3.y > this._orthoTop) {
  53070. this._orthoTop = tempVector3.y;
  53071. }
  53072. }
  53073. }
  53074. }
  53075. var xOffset = this._orthoRight - this._orthoLeft;
  53076. var yOffset = this._orthoTop - this._orthoBottom;
  53077. 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);
  53078. };
  53079. DirectionalLight.prototype._buildUniformLayout = function () {
  53080. this._uniformBuffer.addUniform("vLightData", 4);
  53081. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53082. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53083. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53084. this._uniformBuffer.addUniform("depthValues", 2);
  53085. this._uniformBuffer.create();
  53086. };
  53087. /**
  53088. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53089. * @param effect The effect to update
  53090. * @param lightIndex The index of the light in the effect to update
  53091. * @returns The directional light
  53092. */
  53093. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53094. if (this.computeTransformedInformation()) {
  53095. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53096. return this;
  53097. }
  53098. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53099. return this;
  53100. };
  53101. /**
  53102. * Gets the minZ used for shadow according to both the scene and the light.
  53103. *
  53104. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53105. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53106. * @param activeCamera The camera we are returning the min for
  53107. * @returns the depth min z
  53108. */
  53109. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53110. return 1;
  53111. };
  53112. /**
  53113. * Gets the maxZ used for shadow according to both the scene and the light.
  53114. *
  53115. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53116. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53117. * @param activeCamera The camera we are returning the max for
  53118. * @returns the depth max z
  53119. */
  53120. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53121. return 1;
  53122. };
  53123. /**
  53124. * Prepares the list of defines specific to the light type.
  53125. * @param defines the list of defines
  53126. * @param lightIndex defines the index of the light for the effect
  53127. */
  53128. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53129. defines["DIRLIGHT" + lightIndex] = true;
  53130. };
  53131. __decorate([
  53132. BABYLON.serialize()
  53133. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53134. __decorate([
  53135. BABYLON.serialize()
  53136. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53137. __decorate([
  53138. BABYLON.serialize()
  53139. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53140. return DirectionalLight;
  53141. }(BABYLON.ShadowLight));
  53142. BABYLON.DirectionalLight = DirectionalLight;
  53143. })(BABYLON || (BABYLON = {}));
  53144. //# sourceMappingURL=directionalLight.js.map
  53145. var BABYLON;
  53146. (function (BABYLON) {
  53147. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53148. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53149. });
  53150. /**
  53151. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53152. * These values define a cone of light starting from the position, emitting toward the direction.
  53153. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53154. * and the exponent defines the speed of the decay of the light with distance (reach).
  53155. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53156. */
  53157. var SpotLight = /** @class */ (function (_super) {
  53158. __extends(SpotLight, _super);
  53159. /**
  53160. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53161. * It can cast shadows.
  53162. * Documentation : http://doc.babylonjs.com/tutorials/lights
  53163. * @param name The light friendly name
  53164. * @param position The position of the spot light in the scene
  53165. * @param direction The direction of the light in the scene
  53166. * @param angle The cone angle of the light in Radians
  53167. * @param exponent The light decay speed with the distance from the emission spot
  53168. * @param scene The scene the lights belongs to
  53169. */
  53170. function SpotLight(name, position, direction, angle, exponent, scene) {
  53171. var _this = _super.call(this, name, scene) || this;
  53172. _this._innerAngle = 0;
  53173. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53174. _this._projectionTextureLightNear = 1e-6;
  53175. _this._projectionTextureLightFar = 1000.0;
  53176. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53177. _this._projectionTextureViewLightDirty = true;
  53178. _this._projectionTextureProjectionLightDirty = true;
  53179. _this._projectionTextureDirty = true;
  53180. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53181. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53182. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53183. _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);
  53184. _this.position = position;
  53185. _this.direction = direction;
  53186. _this.angle = angle;
  53187. _this.exponent = exponent;
  53188. return _this;
  53189. }
  53190. Object.defineProperty(SpotLight.prototype, "angle", {
  53191. /**
  53192. * Gets the cone angle of the spot light in Radians.
  53193. */
  53194. get: function () {
  53195. return this._angle;
  53196. },
  53197. /**
  53198. * Sets the cone angle of the spot light in Radians.
  53199. */
  53200. set: function (value) {
  53201. this._angle = value;
  53202. this._cosHalfAngle = Math.cos(value * 0.5);
  53203. this._projectionTextureProjectionLightDirty = true;
  53204. this.forceProjectionMatrixCompute();
  53205. this._computeAngleValues();
  53206. },
  53207. enumerable: true,
  53208. configurable: true
  53209. });
  53210. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53211. /**
  53212. * Only used in gltf falloff mode, this defines the angle where
  53213. * the directional falloff will start before cutting at angle which could be seen
  53214. * as outer angle.
  53215. */
  53216. get: function () {
  53217. return this._innerAngle;
  53218. },
  53219. /**
  53220. * Only used in gltf falloff mode, this defines the angle where
  53221. * the directional falloff will start before cutting at angle which could be seen
  53222. * as outer angle.
  53223. */
  53224. set: function (value) {
  53225. this._innerAngle = value;
  53226. this._computeAngleValues();
  53227. },
  53228. enumerable: true,
  53229. configurable: true
  53230. });
  53231. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53232. /**
  53233. * Allows scaling the angle of the light for shadow generation only.
  53234. */
  53235. get: function () {
  53236. return this._shadowAngleScale;
  53237. },
  53238. /**
  53239. * Allows scaling the angle of the light for shadow generation only.
  53240. */
  53241. set: function (value) {
  53242. this._shadowAngleScale = value;
  53243. this.forceProjectionMatrixCompute();
  53244. },
  53245. enumerable: true,
  53246. configurable: true
  53247. });
  53248. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53249. /**
  53250. * Allows reading the projecton texture
  53251. */
  53252. get: function () {
  53253. return this._projectionTextureMatrix;
  53254. },
  53255. enumerable: true,
  53256. configurable: true
  53257. });
  53258. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53259. /**
  53260. * Gets the near clip of the Spotlight for texture projection.
  53261. */
  53262. get: function () {
  53263. return this._projectionTextureLightNear;
  53264. },
  53265. /**
  53266. * Sets the near clip of the Spotlight for texture projection.
  53267. */
  53268. set: function (value) {
  53269. this._projectionTextureLightNear = value;
  53270. this._projectionTextureProjectionLightDirty = true;
  53271. },
  53272. enumerable: true,
  53273. configurable: true
  53274. });
  53275. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53276. /**
  53277. * Gets the far clip of the Spotlight for texture projection.
  53278. */
  53279. get: function () {
  53280. return this._projectionTextureLightFar;
  53281. },
  53282. /**
  53283. * Sets the far clip of the Spotlight for texture projection.
  53284. */
  53285. set: function (value) {
  53286. this._projectionTextureLightFar = value;
  53287. this._projectionTextureProjectionLightDirty = true;
  53288. },
  53289. enumerable: true,
  53290. configurable: true
  53291. });
  53292. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53293. /**
  53294. * Gets the Up vector of the Spotlight for texture projection.
  53295. */
  53296. get: function () {
  53297. return this._projectionTextureUpDirection;
  53298. },
  53299. /**
  53300. * Sets the Up vector of the Spotlight for texture projection.
  53301. */
  53302. set: function (value) {
  53303. this._projectionTextureUpDirection = value;
  53304. this._projectionTextureProjectionLightDirty = true;
  53305. },
  53306. enumerable: true,
  53307. configurable: true
  53308. });
  53309. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53310. /**
  53311. * Gets the projection texture of the light.
  53312. */
  53313. get: function () {
  53314. return this._projectionTexture;
  53315. },
  53316. /**
  53317. * Sets the projection texture of the light.
  53318. */
  53319. set: function (value) {
  53320. this._projectionTexture = value;
  53321. this._projectionTextureDirty = true;
  53322. },
  53323. enumerable: true,
  53324. configurable: true
  53325. });
  53326. /**
  53327. * Returns the string "SpotLight".
  53328. * @returns the class name
  53329. */
  53330. SpotLight.prototype.getClassName = function () {
  53331. return "SpotLight";
  53332. };
  53333. /**
  53334. * Returns the integer 2.
  53335. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53336. */
  53337. SpotLight.prototype.getTypeID = function () {
  53338. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53339. };
  53340. /**
  53341. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53342. */
  53343. SpotLight.prototype._setDirection = function (value) {
  53344. _super.prototype._setDirection.call(this, value);
  53345. this._projectionTextureViewLightDirty = true;
  53346. };
  53347. /**
  53348. * Overrides the position setter to recompute the projection texture view light Matrix.
  53349. */
  53350. SpotLight.prototype._setPosition = function (value) {
  53351. _super.prototype._setPosition.call(this, value);
  53352. this._projectionTextureViewLightDirty = true;
  53353. };
  53354. /**
  53355. * 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.
  53356. * Returns the SpotLight.
  53357. */
  53358. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53359. var activeCamera = this.getScene().activeCamera;
  53360. if (!activeCamera) {
  53361. return;
  53362. }
  53363. this._shadowAngleScale = this._shadowAngleScale || 1;
  53364. var angle = this._shadowAngleScale * this._angle;
  53365. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53366. };
  53367. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53368. this._projectionTextureViewLightDirty = false;
  53369. this._projectionTextureDirty = true;
  53370. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53371. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53372. };
  53373. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53374. this._projectionTextureProjectionLightDirty = false;
  53375. this._projectionTextureDirty = true;
  53376. var light_far = this.projectionTextureLightFar;
  53377. var light_near = this.projectionTextureLightNear;
  53378. var P = light_far / (light_far - light_near);
  53379. var Q = -P * light_near;
  53380. var S = 1.0 / Math.tan(this._angle / 2.0);
  53381. var A = 1.0;
  53382. 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);
  53383. };
  53384. /**
  53385. * Main function for light texture projection matrix computing.
  53386. */
  53387. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53388. this._projectionTextureDirty = false;
  53389. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53390. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53391. };
  53392. SpotLight.prototype._buildUniformLayout = function () {
  53393. this._uniformBuffer.addUniform("vLightData", 4);
  53394. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53395. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53396. this._uniformBuffer.addUniform("vLightDirection", 3);
  53397. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53398. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53399. this._uniformBuffer.addUniform("depthValues", 2);
  53400. this._uniformBuffer.create();
  53401. };
  53402. SpotLight.prototype._computeAngleValues = function () {
  53403. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53404. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53405. };
  53406. /**
  53407. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53408. * @param effect The effect to update
  53409. * @param lightIndex The index of the light in the effect to update
  53410. * @returns The spot light
  53411. */
  53412. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53413. var normalizeDirection;
  53414. if (this.computeTransformedInformation()) {
  53415. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53416. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53417. }
  53418. else {
  53419. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53420. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53421. }
  53422. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53423. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53424. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53425. if (this._projectionTextureViewLightDirty) {
  53426. this._computeProjectionTextureViewLightMatrix();
  53427. }
  53428. if (this._projectionTextureProjectionLightDirty) {
  53429. this._computeProjectionTextureProjectionLightMatrix();
  53430. }
  53431. if (this._projectionTextureDirty) {
  53432. this._computeProjectionTextureMatrix();
  53433. }
  53434. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53435. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53436. }
  53437. return this;
  53438. };
  53439. /**
  53440. * Disposes the light and the associated resources.
  53441. */
  53442. SpotLight.prototype.dispose = function () {
  53443. _super.prototype.dispose.call(this);
  53444. if (this._projectionTexture) {
  53445. this._projectionTexture.dispose();
  53446. }
  53447. };
  53448. /**
  53449. * Prepares the list of defines specific to the light type.
  53450. * @param defines the list of defines
  53451. * @param lightIndex defines the index of the light for the effect
  53452. */
  53453. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53454. defines["SPOTLIGHT" + lightIndex] = true;
  53455. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53456. };
  53457. __decorate([
  53458. BABYLON.serialize()
  53459. ], SpotLight.prototype, "angle", null);
  53460. __decorate([
  53461. BABYLON.serialize()
  53462. ], SpotLight.prototype, "innerAngle", null);
  53463. __decorate([
  53464. BABYLON.serialize()
  53465. ], SpotLight.prototype, "shadowAngleScale", null);
  53466. __decorate([
  53467. BABYLON.serialize()
  53468. ], SpotLight.prototype, "exponent", void 0);
  53469. __decorate([
  53470. BABYLON.serialize()
  53471. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53472. __decorate([
  53473. BABYLON.serialize()
  53474. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53475. __decorate([
  53476. BABYLON.serialize()
  53477. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53478. __decorate([
  53479. BABYLON.serializeAsTexture("projectedLightTexture")
  53480. ], SpotLight.prototype, "_projectionTexture", void 0);
  53481. return SpotLight;
  53482. }(BABYLON.ShadowLight));
  53483. BABYLON.SpotLight = SpotLight;
  53484. })(BABYLON || (BABYLON = {}));
  53485. //# sourceMappingURL=spotLight.js.map
  53486. var BABYLON;
  53487. (function (BABYLON) {
  53488. /**
  53489. * Class used to override all child animations of a given target
  53490. */
  53491. var AnimationPropertiesOverride = /** @class */ (function () {
  53492. function AnimationPropertiesOverride() {
  53493. /**
  53494. * Gets or sets a value indicating if animation blending must be used
  53495. */
  53496. this.enableBlending = false;
  53497. /**
  53498. * Gets or sets the blending speed to use when enableBlending is true
  53499. */
  53500. this.blendingSpeed = 0.01;
  53501. /**
  53502. * Gets or sets the default loop mode to use
  53503. */
  53504. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53505. }
  53506. return AnimationPropertiesOverride;
  53507. }());
  53508. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53509. })(BABYLON || (BABYLON = {}));
  53510. //# sourceMappingURL=animationPropertiesOverride.js.map
  53511. var BABYLON;
  53512. (function (BABYLON) {
  53513. /**
  53514. * Represents the range of an animation
  53515. */
  53516. var AnimationRange = /** @class */ (function () {
  53517. /**
  53518. * Initializes the range of an animation
  53519. * @param name The name of the animation range
  53520. * @param from The starting frame of the animation
  53521. * @param to The ending frame of the animation
  53522. */
  53523. function AnimationRange(
  53524. /**The name of the animation range**/
  53525. name,
  53526. /**The starting frame of the animation */
  53527. from,
  53528. /**The ending frame of the animation*/
  53529. to) {
  53530. this.name = name;
  53531. this.from = from;
  53532. this.to = to;
  53533. }
  53534. /**
  53535. * Makes a copy of the animation range
  53536. * @returns A copy of the animation range
  53537. */
  53538. AnimationRange.prototype.clone = function () {
  53539. return new AnimationRange(this.name, this.from, this.to);
  53540. };
  53541. return AnimationRange;
  53542. }());
  53543. BABYLON.AnimationRange = AnimationRange;
  53544. /**
  53545. * Composed of a frame, and an action function
  53546. */
  53547. var AnimationEvent = /** @class */ (function () {
  53548. /**
  53549. * Initializes the animation event
  53550. * @param frame The frame for which the event is triggered
  53551. * @param action The event to perform when triggered
  53552. * @param onlyOnce Specifies if the event should be triggered only once
  53553. */
  53554. function AnimationEvent(
  53555. /** The frame for which the event is triggered **/
  53556. frame,
  53557. /** The event to perform when triggered **/
  53558. action,
  53559. /** Specifies if the event should be triggered only once**/
  53560. onlyOnce) {
  53561. this.frame = frame;
  53562. this.action = action;
  53563. this.onlyOnce = onlyOnce;
  53564. /**
  53565. * Specifies if the animation event is done
  53566. */
  53567. this.isDone = false;
  53568. }
  53569. /** @hidden */
  53570. AnimationEvent.prototype._clone = function () {
  53571. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53572. };
  53573. return AnimationEvent;
  53574. }());
  53575. BABYLON.AnimationEvent = AnimationEvent;
  53576. /**
  53577. * A cursor which tracks a point on a path
  53578. */
  53579. var PathCursor = /** @class */ (function () {
  53580. /**
  53581. * Initializes the path cursor
  53582. * @param path The path to track
  53583. */
  53584. function PathCursor(path) {
  53585. this.path = path;
  53586. /**
  53587. * Stores path cursor callbacks for when an onchange event is triggered
  53588. */
  53589. this._onchange = new Array();
  53590. /**
  53591. * The value of the path cursor
  53592. */
  53593. this.value = 0;
  53594. /**
  53595. * The animation array of the path cursor
  53596. */
  53597. this.animations = new Array();
  53598. }
  53599. /**
  53600. * Gets the cursor point on the path
  53601. * @returns A point on the path cursor at the cursor location
  53602. */
  53603. PathCursor.prototype.getPoint = function () {
  53604. var point = this.path.getPointAtLengthPosition(this.value);
  53605. return new BABYLON.Vector3(point.x, 0, point.y);
  53606. };
  53607. /**
  53608. * Moves the cursor ahead by the step amount
  53609. * @param step The amount to move the cursor forward
  53610. * @returns This path cursor
  53611. */
  53612. PathCursor.prototype.moveAhead = function (step) {
  53613. if (step === void 0) { step = 0.002; }
  53614. this.move(step);
  53615. return this;
  53616. };
  53617. /**
  53618. * Moves the cursor behind by the step amount
  53619. * @param step The amount to move the cursor back
  53620. * @returns This path cursor
  53621. */
  53622. PathCursor.prototype.moveBack = function (step) {
  53623. if (step === void 0) { step = 0.002; }
  53624. this.move(-step);
  53625. return this;
  53626. };
  53627. /**
  53628. * Moves the cursor by the step amount
  53629. * If the step amount is greater than one, an exception is thrown
  53630. * @param step The amount to move the cursor
  53631. * @returns This path cursor
  53632. */
  53633. PathCursor.prototype.move = function (step) {
  53634. if (Math.abs(step) > 1) {
  53635. throw "step size should be less than 1.";
  53636. }
  53637. this.value += step;
  53638. this.ensureLimits();
  53639. this.raiseOnChange();
  53640. return this;
  53641. };
  53642. /**
  53643. * Ensures that the value is limited between zero and one
  53644. * @returns This path cursor
  53645. */
  53646. PathCursor.prototype.ensureLimits = function () {
  53647. while (this.value > 1) {
  53648. this.value -= 1;
  53649. }
  53650. while (this.value < 0) {
  53651. this.value += 1;
  53652. }
  53653. return this;
  53654. };
  53655. /**
  53656. * Runs onchange callbacks on change (used by the animation engine)
  53657. * @returns This path cursor
  53658. */
  53659. PathCursor.prototype.raiseOnChange = function () {
  53660. var _this = this;
  53661. this._onchange.forEach(function (f) { return f(_this); });
  53662. return this;
  53663. };
  53664. /**
  53665. * Executes a function on change
  53666. * @param f A path cursor onchange callback
  53667. * @returns This path cursor
  53668. */
  53669. PathCursor.prototype.onchange = function (f) {
  53670. this._onchange.push(f);
  53671. return this;
  53672. };
  53673. return PathCursor;
  53674. }());
  53675. BABYLON.PathCursor = PathCursor;
  53676. /**
  53677. * Enum for the animation key frame interpolation type
  53678. */
  53679. var AnimationKeyInterpolation;
  53680. (function (AnimationKeyInterpolation) {
  53681. /**
  53682. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53683. */
  53684. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53685. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53686. /**
  53687. * Class used to store any kind of animation
  53688. */
  53689. var Animation = /** @class */ (function () {
  53690. /**
  53691. * Initializes the animation
  53692. * @param name Name of the animation
  53693. * @param targetProperty Property to animate
  53694. * @param framePerSecond The frames per second of the animation
  53695. * @param dataType The data type of the animation
  53696. * @param loopMode The loop mode of the animation
  53697. * @param enableBlendings Specifies if blending should be enabled
  53698. */
  53699. function Animation(
  53700. /**Name of the animation */
  53701. name,
  53702. /**Property to animate */
  53703. targetProperty,
  53704. /**The frames per second of the animation */
  53705. framePerSecond,
  53706. /**The data type of the animation */
  53707. dataType,
  53708. /**The loop mode of the animation */
  53709. loopMode,
  53710. /**Specifies if blending should be enabled */
  53711. enableBlending) {
  53712. this.name = name;
  53713. this.targetProperty = targetProperty;
  53714. this.framePerSecond = framePerSecond;
  53715. this.dataType = dataType;
  53716. this.loopMode = loopMode;
  53717. this.enableBlending = enableBlending;
  53718. /**
  53719. * @hidden Internal use only
  53720. */
  53721. this._runtimeAnimations = new Array();
  53722. /**
  53723. * The set of event that will be linked to this animation
  53724. */
  53725. this._events = new Array();
  53726. /**
  53727. * Stores the blending speed of the animation
  53728. */
  53729. this.blendingSpeed = 0.01;
  53730. /**
  53731. * Stores the animation ranges for the animation
  53732. */
  53733. this._ranges = {};
  53734. this.targetPropertyPath = targetProperty.split(".");
  53735. this.dataType = dataType;
  53736. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53737. }
  53738. /**
  53739. * @hidden Internal use
  53740. */
  53741. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53742. var dataType = undefined;
  53743. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53744. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53745. }
  53746. else if (from instanceof BABYLON.Quaternion) {
  53747. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53748. }
  53749. else if (from instanceof BABYLON.Vector3) {
  53750. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53751. }
  53752. else if (from instanceof BABYLON.Vector2) {
  53753. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53754. }
  53755. else if (from instanceof BABYLON.Color3) {
  53756. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53757. }
  53758. else if (from instanceof BABYLON.Size) {
  53759. dataType = Animation.ANIMATIONTYPE_SIZE;
  53760. }
  53761. if (dataType == undefined) {
  53762. return null;
  53763. }
  53764. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53765. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53766. animation.setKeys(keys);
  53767. if (easingFunction !== undefined) {
  53768. animation.setEasingFunction(easingFunction);
  53769. }
  53770. return animation;
  53771. };
  53772. /**
  53773. * Sets up an animation
  53774. * @param property The property to animate
  53775. * @param animationType The animation type to apply
  53776. * @param framePerSecond The frames per second of the animation
  53777. * @param easingFunction The easing function used in the animation
  53778. * @returns The created animation
  53779. */
  53780. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53781. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53782. animation.setEasingFunction(easingFunction);
  53783. return animation;
  53784. };
  53785. /**
  53786. * Create and start an animation on a node
  53787. * @param name defines the name of the global animation that will be run on all nodes
  53788. * @param node defines the root node where the animation will take place
  53789. * @param targetProperty defines property to animate
  53790. * @param framePerSecond defines the number of frame per second yo use
  53791. * @param totalFrame defines the number of frames in total
  53792. * @param from defines the initial value
  53793. * @param to defines the final value
  53794. * @param loopMode defines which loop mode you want to use (off by default)
  53795. * @param easingFunction defines the easing function to use (linear by default)
  53796. * @param onAnimationEnd defines the callback to call when animation end
  53797. * @returns the animatable created for this animation
  53798. */
  53799. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53800. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53801. if (!animation) {
  53802. return null;
  53803. }
  53804. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53805. };
  53806. /**
  53807. * Create and start an animation on a node and its descendants
  53808. * @param name defines the name of the global animation that will be run on all nodes
  53809. * @param node defines the root node where the animation will take place
  53810. * @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
  53811. * @param targetProperty defines property to animate
  53812. * @param framePerSecond defines the number of frame per second to use
  53813. * @param totalFrame defines the number of frames in total
  53814. * @param from defines the initial value
  53815. * @param to defines the final value
  53816. * @param loopMode defines which loop mode you want to use (off by default)
  53817. * @param easingFunction defines the easing function to use (linear by default)
  53818. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53819. * @returns the list of animatables created for all nodes
  53820. * @example https://www.babylonjs-playground.com/#MH0VLI
  53821. */
  53822. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53823. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53824. if (!animation) {
  53825. return null;
  53826. }
  53827. var scene = node.getScene();
  53828. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53829. };
  53830. /**
  53831. * Creates a new animation, merges it with the existing animations and starts it
  53832. * @param name Name of the animation
  53833. * @param node Node which contains the scene that begins the animations
  53834. * @param targetProperty Specifies which property to animate
  53835. * @param framePerSecond The frames per second of the animation
  53836. * @param totalFrame The total number of frames
  53837. * @param from The frame at the beginning of the animation
  53838. * @param to The frame at the end of the animation
  53839. * @param loopMode Specifies the loop mode of the animation
  53840. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53841. * @param onAnimationEnd Callback to run once the animation is complete
  53842. * @returns Nullable animation
  53843. */
  53844. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53845. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53846. if (!animation) {
  53847. return null;
  53848. }
  53849. node.animations.push(animation);
  53850. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53851. };
  53852. /**
  53853. * Transition property of an host to the target Value
  53854. * @param property The property to transition
  53855. * @param targetValue The target Value of the property
  53856. * @param host The object where the property to animate belongs
  53857. * @param scene Scene used to run the animation
  53858. * @param frameRate Framerate (in frame/s) to use
  53859. * @param transition The transition type we want to use
  53860. * @param duration The duration of the animation, in milliseconds
  53861. * @param onAnimationEnd Callback trigger at the end of the animation
  53862. * @returns Nullable animation
  53863. */
  53864. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53865. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53866. if (duration <= 0) {
  53867. host[property] = targetValue;
  53868. if (onAnimationEnd) {
  53869. onAnimationEnd();
  53870. }
  53871. return null;
  53872. }
  53873. var endFrame = frameRate * (duration / 1000);
  53874. transition.setKeys([{
  53875. frame: 0,
  53876. value: host[property].clone ? host[property].clone() : host[property]
  53877. },
  53878. {
  53879. frame: endFrame,
  53880. value: targetValue
  53881. }]);
  53882. if (!host.animations) {
  53883. host.animations = [];
  53884. }
  53885. host.animations.push(transition);
  53886. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53887. animation.onAnimationEnd = onAnimationEnd;
  53888. return animation;
  53889. };
  53890. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53891. /**
  53892. * Return the array of runtime animations currently using this animation
  53893. */
  53894. get: function () {
  53895. return this._runtimeAnimations;
  53896. },
  53897. enumerable: true,
  53898. configurable: true
  53899. });
  53900. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53901. /**
  53902. * Specifies if any of the runtime animations are currently running
  53903. */
  53904. get: function () {
  53905. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53906. var runtimeAnimation = _a[_i];
  53907. if (!runtimeAnimation.isStopped) {
  53908. return true;
  53909. }
  53910. }
  53911. return false;
  53912. },
  53913. enumerable: true,
  53914. configurable: true
  53915. });
  53916. // Methods
  53917. /**
  53918. * Converts the animation to a string
  53919. * @param fullDetails support for multiple levels of logging within scene loading
  53920. * @returns String form of the animation
  53921. */
  53922. Animation.prototype.toString = function (fullDetails) {
  53923. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53924. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53925. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53926. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53927. if (fullDetails) {
  53928. ret += ", Ranges: {";
  53929. var first = true;
  53930. for (var name in this._ranges) {
  53931. if (first) {
  53932. ret += ", ";
  53933. first = false;
  53934. }
  53935. ret += name;
  53936. }
  53937. ret += "}";
  53938. }
  53939. return ret;
  53940. };
  53941. /**
  53942. * Add an event to this animation
  53943. * @param event Event to add
  53944. */
  53945. Animation.prototype.addEvent = function (event) {
  53946. this._events.push(event);
  53947. };
  53948. /**
  53949. * Remove all events found at the given frame
  53950. * @param frame The frame to remove events from
  53951. */
  53952. Animation.prototype.removeEvents = function (frame) {
  53953. for (var index = 0; index < this._events.length; index++) {
  53954. if (this._events[index].frame === frame) {
  53955. this._events.splice(index, 1);
  53956. index--;
  53957. }
  53958. }
  53959. };
  53960. /**
  53961. * Retrieves all the events from the animation
  53962. * @returns Events from the animation
  53963. */
  53964. Animation.prototype.getEvents = function () {
  53965. return this._events;
  53966. };
  53967. /**
  53968. * Creates an animation range
  53969. * @param name Name of the animation range
  53970. * @param from Starting frame of the animation range
  53971. * @param to Ending frame of the animation
  53972. */
  53973. Animation.prototype.createRange = function (name, from, to) {
  53974. // check name not already in use; could happen for bones after serialized
  53975. if (!this._ranges[name]) {
  53976. this._ranges[name] = new AnimationRange(name, from, to);
  53977. }
  53978. };
  53979. /**
  53980. * Deletes an animation range by name
  53981. * @param name Name of the animation range to delete
  53982. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53983. */
  53984. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53985. if (deleteFrames === void 0) { deleteFrames = true; }
  53986. var range = this._ranges[name];
  53987. if (!range) {
  53988. return;
  53989. }
  53990. if (deleteFrames) {
  53991. var from = range.from;
  53992. var to = range.to;
  53993. // this loop MUST go high to low for multiple splices to work
  53994. for (var key = this._keys.length - 1; key >= 0; key--) {
  53995. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53996. this._keys.splice(key, 1);
  53997. }
  53998. }
  53999. }
  54000. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54001. };
  54002. /**
  54003. * Gets the animation range by name, or null if not defined
  54004. * @param name Name of the animation range
  54005. * @returns Nullable animation range
  54006. */
  54007. Animation.prototype.getRange = function (name) {
  54008. return this._ranges[name];
  54009. };
  54010. /**
  54011. * Gets the key frames from the animation
  54012. * @returns The key frames of the animation
  54013. */
  54014. Animation.prototype.getKeys = function () {
  54015. return this._keys;
  54016. };
  54017. /**
  54018. * Gets the highest frame rate of the animation
  54019. * @returns Highest frame rate of the animation
  54020. */
  54021. Animation.prototype.getHighestFrame = function () {
  54022. var ret = 0;
  54023. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54024. if (ret < this._keys[key].frame) {
  54025. ret = this._keys[key].frame;
  54026. }
  54027. }
  54028. return ret;
  54029. };
  54030. /**
  54031. * Gets the easing function of the animation
  54032. * @returns Easing function of the animation
  54033. */
  54034. Animation.prototype.getEasingFunction = function () {
  54035. return this._easingFunction;
  54036. };
  54037. /**
  54038. * Sets the easing function of the animation
  54039. * @param easingFunction A custom mathematical formula for animation
  54040. */
  54041. Animation.prototype.setEasingFunction = function (easingFunction) {
  54042. this._easingFunction = easingFunction;
  54043. };
  54044. /**
  54045. * Interpolates a scalar linearly
  54046. * @param startValue Start value of the animation curve
  54047. * @param endValue End value of the animation curve
  54048. * @param gradient Scalar amount to interpolate
  54049. * @returns Interpolated scalar value
  54050. */
  54051. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54052. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54053. };
  54054. /**
  54055. * Interpolates a scalar cubically
  54056. * @param startValue Start value of the animation curve
  54057. * @param outTangent End tangent of the animation
  54058. * @param endValue End value of the animation curve
  54059. * @param inTangent Start tangent of the animation curve
  54060. * @param gradient Scalar amount to interpolate
  54061. * @returns Interpolated scalar value
  54062. */
  54063. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54064. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54065. };
  54066. /**
  54067. * Interpolates a quaternion using a spherical linear interpolation
  54068. * @param startValue Start value of the animation curve
  54069. * @param endValue End value of the animation curve
  54070. * @param gradient Scalar amount to interpolate
  54071. * @returns Interpolated quaternion value
  54072. */
  54073. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54074. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54075. };
  54076. /**
  54077. * Interpolates a quaternion cubically
  54078. * @param startValue Start value of the animation curve
  54079. * @param outTangent End tangent of the animation curve
  54080. * @param endValue End value of the animation curve
  54081. * @param inTangent Start tangent of the animation curve
  54082. * @param gradient Scalar amount to interpolate
  54083. * @returns Interpolated quaternion value
  54084. */
  54085. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54086. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54087. };
  54088. /**
  54089. * Interpolates a Vector3 linearl
  54090. * @param startValue Start value of the animation curve
  54091. * @param endValue End value of the animation curve
  54092. * @param gradient Scalar amount to interpolate
  54093. * @returns Interpolated scalar value
  54094. */
  54095. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54096. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54097. };
  54098. /**
  54099. * Interpolates a Vector3 cubically
  54100. * @param startValue Start value of the animation curve
  54101. * @param outTangent End tangent of the animation
  54102. * @param endValue End value of the animation curve
  54103. * @param inTangent Start tangent of the animation curve
  54104. * @param gradient Scalar amount to interpolate
  54105. * @returns InterpolatedVector3 value
  54106. */
  54107. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54108. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54109. };
  54110. /**
  54111. * Interpolates a Vector2 linearly
  54112. * @param startValue Start value of the animation curve
  54113. * @param endValue End value of the animation curve
  54114. * @param gradient Scalar amount to interpolate
  54115. * @returns Interpolated Vector2 value
  54116. */
  54117. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54118. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54119. };
  54120. /**
  54121. * Interpolates a Vector2 cubically
  54122. * @param startValue Start value of the animation curve
  54123. * @param outTangent End tangent of the animation
  54124. * @param endValue End value of the animation curve
  54125. * @param inTangent Start tangent of the animation curve
  54126. * @param gradient Scalar amount to interpolate
  54127. * @returns Interpolated Vector2 value
  54128. */
  54129. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54130. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54131. };
  54132. /**
  54133. * Interpolates a size linearly
  54134. * @param startValue Start value of the animation curve
  54135. * @param endValue End value of the animation curve
  54136. * @param gradient Scalar amount to interpolate
  54137. * @returns Interpolated Size value
  54138. */
  54139. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54140. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54141. };
  54142. /**
  54143. * Interpolates a Color3 linearly
  54144. * @param startValue Start value of the animation curve
  54145. * @param endValue End value of the animation curve
  54146. * @param gradient Scalar amount to interpolate
  54147. * @returns Interpolated Color3 value
  54148. */
  54149. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54150. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54151. };
  54152. /**
  54153. * @hidden Internal use only
  54154. */
  54155. Animation.prototype._getKeyValue = function (value) {
  54156. if (typeof value === "function") {
  54157. return value();
  54158. }
  54159. return value;
  54160. };
  54161. /**
  54162. * @hidden Internal use only
  54163. */
  54164. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54165. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54166. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54167. }
  54168. var keys = this.getKeys();
  54169. // Try to get a hash to find the right key
  54170. 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));
  54171. if (keys[startKeyIndex].frame >= currentFrame) {
  54172. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54173. startKeyIndex--;
  54174. }
  54175. }
  54176. for (var key = startKeyIndex; key < keys.length; key++) {
  54177. var endKey = keys[key + 1];
  54178. if (endKey.frame >= currentFrame) {
  54179. var startKey = keys[key];
  54180. var startValue = this._getKeyValue(startKey.value);
  54181. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54182. return startValue;
  54183. }
  54184. var endValue = this._getKeyValue(endKey.value);
  54185. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54186. var frameDelta = endKey.frame - startKey.frame;
  54187. // gradient : percent of currentFrame between the frame inf and the frame sup
  54188. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54189. // check for easingFunction and correction of gradient
  54190. var easingFunction = this.getEasingFunction();
  54191. if (easingFunction != null) {
  54192. gradient = easingFunction.ease(gradient);
  54193. }
  54194. switch (this.dataType) {
  54195. // Float
  54196. case Animation.ANIMATIONTYPE_FLOAT:
  54197. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54198. switch (loopMode) {
  54199. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54200. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54201. return floatValue;
  54202. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54203. return offsetValue * repeatCount + floatValue;
  54204. }
  54205. break;
  54206. // Quaternion
  54207. case Animation.ANIMATIONTYPE_QUATERNION:
  54208. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54209. switch (loopMode) {
  54210. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54211. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54212. return quatValue;
  54213. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54214. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54215. }
  54216. return quatValue;
  54217. // Vector3
  54218. case Animation.ANIMATIONTYPE_VECTOR3:
  54219. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54220. switch (loopMode) {
  54221. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54222. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54223. return vec3Value;
  54224. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54225. return vec3Value.add(offsetValue.scale(repeatCount));
  54226. }
  54227. // Vector2
  54228. case Animation.ANIMATIONTYPE_VECTOR2:
  54229. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54230. switch (loopMode) {
  54231. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54232. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54233. return vec2Value;
  54234. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54235. return vec2Value.add(offsetValue.scale(repeatCount));
  54236. }
  54237. // Size
  54238. case Animation.ANIMATIONTYPE_SIZE:
  54239. switch (loopMode) {
  54240. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54241. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54242. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54243. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54244. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54245. }
  54246. // Color3
  54247. case Animation.ANIMATIONTYPE_COLOR3:
  54248. switch (loopMode) {
  54249. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54250. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54251. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54252. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54253. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54254. }
  54255. // Matrix
  54256. case Animation.ANIMATIONTYPE_MATRIX:
  54257. switch (loopMode) {
  54258. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54259. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54260. if (Animation.AllowMatricesInterpolation) {
  54261. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54262. }
  54263. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54264. return startValue;
  54265. }
  54266. default:
  54267. break;
  54268. }
  54269. break;
  54270. }
  54271. }
  54272. return this._getKeyValue(keys[keys.length - 1].value);
  54273. };
  54274. /**
  54275. * Defines the function to use to interpolate matrices
  54276. * @param startValue defines the start matrix
  54277. * @param endValue defines the end matrix
  54278. * @param gradient defines the gradient between both matrices
  54279. * @param result defines an optional target matrix where to store the interpolation
  54280. * @returns the interpolated matrix
  54281. */
  54282. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54283. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54284. if (result) {
  54285. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54286. return result;
  54287. }
  54288. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54289. }
  54290. if (result) {
  54291. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54292. return result;
  54293. }
  54294. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54295. };
  54296. /**
  54297. * Makes a copy of the animation
  54298. * @returns Cloned animation
  54299. */
  54300. Animation.prototype.clone = function () {
  54301. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54302. clone.enableBlending = this.enableBlending;
  54303. clone.blendingSpeed = this.blendingSpeed;
  54304. if (this._keys) {
  54305. clone.setKeys(this._keys);
  54306. }
  54307. if (this._ranges) {
  54308. clone._ranges = {};
  54309. for (var name in this._ranges) {
  54310. var range = this._ranges[name];
  54311. if (!range) {
  54312. continue;
  54313. }
  54314. clone._ranges[name] = range.clone();
  54315. }
  54316. }
  54317. return clone;
  54318. };
  54319. /**
  54320. * Sets the key frames of the animation
  54321. * @param values The animation key frames to set
  54322. */
  54323. Animation.prototype.setKeys = function (values) {
  54324. this._keys = values.slice(0);
  54325. };
  54326. /**
  54327. * Serializes the animation to an object
  54328. * @returns Serialized object
  54329. */
  54330. Animation.prototype.serialize = function () {
  54331. var serializationObject = {};
  54332. serializationObject.name = this.name;
  54333. serializationObject.property = this.targetProperty;
  54334. serializationObject.framePerSecond = this.framePerSecond;
  54335. serializationObject.dataType = this.dataType;
  54336. serializationObject.loopBehavior = this.loopMode;
  54337. serializationObject.enableBlending = this.enableBlending;
  54338. serializationObject.blendingSpeed = this.blendingSpeed;
  54339. var dataType = this.dataType;
  54340. serializationObject.keys = [];
  54341. var keys = this.getKeys();
  54342. for (var index = 0; index < keys.length; index++) {
  54343. var animationKey = keys[index];
  54344. var key = {};
  54345. key.frame = animationKey.frame;
  54346. switch (dataType) {
  54347. case Animation.ANIMATIONTYPE_FLOAT:
  54348. key.values = [animationKey.value];
  54349. break;
  54350. case Animation.ANIMATIONTYPE_QUATERNION:
  54351. case Animation.ANIMATIONTYPE_MATRIX:
  54352. case Animation.ANIMATIONTYPE_VECTOR3:
  54353. case Animation.ANIMATIONTYPE_COLOR3:
  54354. key.values = animationKey.value.asArray();
  54355. break;
  54356. }
  54357. serializationObject.keys.push(key);
  54358. }
  54359. serializationObject.ranges = [];
  54360. for (var name in this._ranges) {
  54361. var source = this._ranges[name];
  54362. if (!source) {
  54363. continue;
  54364. }
  54365. var range = {};
  54366. range.name = name;
  54367. range.from = source.from;
  54368. range.to = source.to;
  54369. serializationObject.ranges.push(range);
  54370. }
  54371. return serializationObject;
  54372. };
  54373. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54374. /**
  54375. * Get the float animation type
  54376. */
  54377. get: function () {
  54378. return Animation._ANIMATIONTYPE_FLOAT;
  54379. },
  54380. enumerable: true,
  54381. configurable: true
  54382. });
  54383. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54384. /**
  54385. * Get the Vector3 animation type
  54386. */
  54387. get: function () {
  54388. return Animation._ANIMATIONTYPE_VECTOR3;
  54389. },
  54390. enumerable: true,
  54391. configurable: true
  54392. });
  54393. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54394. /**
  54395. * Get the Vector2 animation type
  54396. */
  54397. get: function () {
  54398. return Animation._ANIMATIONTYPE_VECTOR2;
  54399. },
  54400. enumerable: true,
  54401. configurable: true
  54402. });
  54403. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54404. /**
  54405. * Get the Size animation type
  54406. */
  54407. get: function () {
  54408. return Animation._ANIMATIONTYPE_SIZE;
  54409. },
  54410. enumerable: true,
  54411. configurable: true
  54412. });
  54413. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54414. /**
  54415. * Get the Quaternion animation type
  54416. */
  54417. get: function () {
  54418. return Animation._ANIMATIONTYPE_QUATERNION;
  54419. },
  54420. enumerable: true,
  54421. configurable: true
  54422. });
  54423. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54424. /**
  54425. * Get the Matrix animation type
  54426. */
  54427. get: function () {
  54428. return Animation._ANIMATIONTYPE_MATRIX;
  54429. },
  54430. enumerable: true,
  54431. configurable: true
  54432. });
  54433. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54434. /**
  54435. * Get the Color3 animation type
  54436. */
  54437. get: function () {
  54438. return Animation._ANIMATIONTYPE_COLOR3;
  54439. },
  54440. enumerable: true,
  54441. configurable: true
  54442. });
  54443. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54444. /**
  54445. * Get the Relative Loop Mode
  54446. */
  54447. get: function () {
  54448. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54449. },
  54450. enumerable: true,
  54451. configurable: true
  54452. });
  54453. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54454. /**
  54455. * Get the Cycle Loop Mode
  54456. */
  54457. get: function () {
  54458. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54459. },
  54460. enumerable: true,
  54461. configurable: true
  54462. });
  54463. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54464. /**
  54465. * Get the Constant Loop Mode
  54466. */
  54467. get: function () {
  54468. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54469. },
  54470. enumerable: true,
  54471. configurable: true
  54472. });
  54473. /** @hidden */
  54474. Animation._UniversalLerp = function (left, right, amount) {
  54475. var constructor = left.constructor;
  54476. if (constructor.Lerp) { // Lerp supported
  54477. return constructor.Lerp(left, right, amount);
  54478. }
  54479. else if (constructor.Slerp) { // Slerp supported
  54480. return constructor.Slerp(left, right, amount);
  54481. }
  54482. else if (left.toFixed) { // Number
  54483. return left * (1.0 - amount) + amount * right;
  54484. }
  54485. else { // Blending not supported
  54486. return right;
  54487. }
  54488. };
  54489. /**
  54490. * Parses an animation object and creates an animation
  54491. * @param parsedAnimation Parsed animation object
  54492. * @returns Animation object
  54493. */
  54494. Animation.Parse = function (parsedAnimation) {
  54495. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54496. var dataType = parsedAnimation.dataType;
  54497. var keys = [];
  54498. var data;
  54499. var index;
  54500. if (parsedAnimation.enableBlending) {
  54501. animation.enableBlending = parsedAnimation.enableBlending;
  54502. }
  54503. if (parsedAnimation.blendingSpeed) {
  54504. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54505. }
  54506. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54507. var key = parsedAnimation.keys[index];
  54508. var inTangent;
  54509. var outTangent;
  54510. switch (dataType) {
  54511. case Animation.ANIMATIONTYPE_FLOAT:
  54512. data = key.values[0];
  54513. if (key.values.length >= 1) {
  54514. inTangent = key.values[1];
  54515. }
  54516. if (key.values.length >= 2) {
  54517. outTangent = key.values[2];
  54518. }
  54519. break;
  54520. case Animation.ANIMATIONTYPE_QUATERNION:
  54521. data = BABYLON.Quaternion.FromArray(key.values);
  54522. if (key.values.length >= 8) {
  54523. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54524. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54525. inTangent = _inTangent;
  54526. }
  54527. }
  54528. if (key.values.length >= 12) {
  54529. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54530. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54531. outTangent = _outTangent;
  54532. }
  54533. }
  54534. break;
  54535. case Animation.ANIMATIONTYPE_MATRIX:
  54536. data = BABYLON.Matrix.FromArray(key.values);
  54537. break;
  54538. case Animation.ANIMATIONTYPE_COLOR3:
  54539. data = BABYLON.Color3.FromArray(key.values);
  54540. break;
  54541. case Animation.ANIMATIONTYPE_VECTOR3:
  54542. default:
  54543. data = BABYLON.Vector3.FromArray(key.values);
  54544. break;
  54545. }
  54546. var keyData = {};
  54547. keyData.frame = key.frame;
  54548. keyData.value = data;
  54549. if (inTangent != undefined) {
  54550. keyData.inTangent = inTangent;
  54551. }
  54552. if (outTangent != undefined) {
  54553. keyData.outTangent = outTangent;
  54554. }
  54555. keys.push(keyData);
  54556. }
  54557. animation.setKeys(keys);
  54558. if (parsedAnimation.ranges) {
  54559. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54560. data = parsedAnimation.ranges[index];
  54561. animation.createRange(data.name, data.from, data.to);
  54562. }
  54563. }
  54564. return animation;
  54565. };
  54566. /**
  54567. * Appends the serialized animations from the source animations
  54568. * @param source Source containing the animations
  54569. * @param destination Target to store the animations
  54570. */
  54571. Animation.AppendSerializedAnimations = function (source, destination) {
  54572. if (source.animations) {
  54573. destination.animations = [];
  54574. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54575. var animation = source.animations[animationIndex];
  54576. destination.animations.push(animation.serialize());
  54577. }
  54578. }
  54579. };
  54580. /**
  54581. * Use matrix interpolation instead of using direct key value when animating matrices
  54582. */
  54583. Animation.AllowMatricesInterpolation = false;
  54584. /**
  54585. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54586. */
  54587. Animation.AllowMatrixDecomposeForInterpolation = true;
  54588. // Statics
  54589. /**
  54590. * Float animation type
  54591. */
  54592. Animation._ANIMATIONTYPE_FLOAT = 0;
  54593. /**
  54594. * Vector3 animation type
  54595. */
  54596. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54597. /**
  54598. * Quaternion animation type
  54599. */
  54600. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54601. /**
  54602. * Matrix animation type
  54603. */
  54604. Animation._ANIMATIONTYPE_MATRIX = 3;
  54605. /**
  54606. * Color3 animation type
  54607. */
  54608. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54609. /**
  54610. * Vector2 animation type
  54611. */
  54612. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54613. /**
  54614. * Size animation type
  54615. */
  54616. Animation._ANIMATIONTYPE_SIZE = 6;
  54617. /**
  54618. * Relative Loop Mode
  54619. */
  54620. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54621. /**
  54622. * Cycle Loop Mode
  54623. */
  54624. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54625. /**
  54626. * Constant Loop Mode
  54627. */
  54628. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54629. return Animation;
  54630. }());
  54631. BABYLON.Animation = Animation;
  54632. })(BABYLON || (BABYLON = {}));
  54633. //# sourceMappingURL=animation.js.map
  54634. var BABYLON;
  54635. (function (BABYLON) {
  54636. /**
  54637. * This class defines the direct association between an animation and a target
  54638. */
  54639. var TargetedAnimation = /** @class */ (function () {
  54640. function TargetedAnimation() {
  54641. }
  54642. return TargetedAnimation;
  54643. }());
  54644. BABYLON.TargetedAnimation = TargetedAnimation;
  54645. /**
  54646. * Use this class to create coordinated animations on multiple targets
  54647. */
  54648. var AnimationGroup = /** @class */ (function () {
  54649. /**
  54650. * Instantiates a new Animation Group.
  54651. * This helps managing several animations at once.
  54652. * @see http://doc.babylonjs.com/how_to/group
  54653. * @param name Defines the name of the group
  54654. * @param scene Defines the scene the group belongs to
  54655. */
  54656. function AnimationGroup(
  54657. /** The name of the animation group */
  54658. name, scene) {
  54659. if (scene === void 0) { scene = null; }
  54660. this.name = name;
  54661. this._targetedAnimations = new Array();
  54662. this._animatables = new Array();
  54663. this._from = Number.MAX_VALUE;
  54664. this._to = -Number.MAX_VALUE;
  54665. this._speedRatio = 1;
  54666. /**
  54667. * This observable will notify when one animation have ended.
  54668. */
  54669. this.onAnimationEndObservable = new BABYLON.Observable();
  54670. /**
  54671. * This observable will notify when all animations have ended.
  54672. */
  54673. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54674. /**
  54675. * This observable will notify when all animations have paused.
  54676. */
  54677. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54678. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54679. this._scene.animationGroups.push(this);
  54680. }
  54681. Object.defineProperty(AnimationGroup.prototype, "from", {
  54682. /**
  54683. * Gets the first frame
  54684. */
  54685. get: function () {
  54686. return this._from;
  54687. },
  54688. enumerable: true,
  54689. configurable: true
  54690. });
  54691. Object.defineProperty(AnimationGroup.prototype, "to", {
  54692. /**
  54693. * Gets the last frame
  54694. */
  54695. get: function () {
  54696. return this._to;
  54697. },
  54698. enumerable: true,
  54699. configurable: true
  54700. });
  54701. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54702. /**
  54703. * Define if the animations are started
  54704. */
  54705. get: function () {
  54706. return this._isStarted;
  54707. },
  54708. enumerable: true,
  54709. configurable: true
  54710. });
  54711. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54712. /**
  54713. * Gets or sets the speed ratio to use for all animations
  54714. */
  54715. get: function () {
  54716. return this._speedRatio;
  54717. },
  54718. /**
  54719. * Gets or sets the speed ratio to use for all animations
  54720. */
  54721. set: function (value) {
  54722. if (this._speedRatio === value) {
  54723. return;
  54724. }
  54725. this._speedRatio = value;
  54726. for (var index = 0; index < this._animatables.length; index++) {
  54727. var animatable = this._animatables[index];
  54728. animatable.speedRatio = this._speedRatio;
  54729. }
  54730. },
  54731. enumerable: true,
  54732. configurable: true
  54733. });
  54734. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54735. /**
  54736. * Gets the targeted animations for this animation group
  54737. */
  54738. get: function () {
  54739. return this._targetedAnimations;
  54740. },
  54741. enumerable: true,
  54742. configurable: true
  54743. });
  54744. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54745. /**
  54746. * returning the list of animatables controlled by this animation group.
  54747. */
  54748. get: function () {
  54749. return this._animatables;
  54750. },
  54751. enumerable: true,
  54752. configurable: true
  54753. });
  54754. /**
  54755. * Add an animation (with its target) in the group
  54756. * @param animation defines the animation we want to add
  54757. * @param target defines the target of the animation
  54758. * @returns the TargetedAnimation object
  54759. */
  54760. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54761. var targetedAnimation = {
  54762. animation: animation,
  54763. target: target
  54764. };
  54765. var keys = animation.getKeys();
  54766. if (this._from > keys[0].frame) {
  54767. this._from = keys[0].frame;
  54768. }
  54769. if (this._to < keys[keys.length - 1].frame) {
  54770. this._to = keys[keys.length - 1].frame;
  54771. }
  54772. this._targetedAnimations.push(targetedAnimation);
  54773. return targetedAnimation;
  54774. };
  54775. /**
  54776. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54777. * It can add constant keys at begin or end
  54778. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54779. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54780. * @returns the animation group
  54781. */
  54782. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54783. if (beginFrame === void 0) { beginFrame = null; }
  54784. if (endFrame === void 0) { endFrame = null; }
  54785. if (beginFrame == null) {
  54786. beginFrame = this._from;
  54787. }
  54788. if (endFrame == null) {
  54789. endFrame = this._to;
  54790. }
  54791. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54792. var targetedAnimation = this._targetedAnimations[index];
  54793. var keys = targetedAnimation.animation.getKeys();
  54794. var startKey = keys[0];
  54795. var endKey = keys[keys.length - 1];
  54796. if (startKey.frame > beginFrame) {
  54797. var newKey = {
  54798. frame: beginFrame,
  54799. value: startKey.value,
  54800. inTangent: startKey.inTangent,
  54801. outTangent: startKey.outTangent,
  54802. interpolation: startKey.interpolation
  54803. };
  54804. keys.splice(0, 0, newKey);
  54805. }
  54806. if (endKey.frame < endFrame) {
  54807. var newKey = {
  54808. frame: endFrame,
  54809. value: endKey.value,
  54810. inTangent: endKey.outTangent,
  54811. outTangent: endKey.outTangent,
  54812. interpolation: endKey.interpolation
  54813. };
  54814. keys.push(newKey);
  54815. }
  54816. }
  54817. this._from = beginFrame;
  54818. this._to = endFrame;
  54819. return this;
  54820. };
  54821. /**
  54822. * Start all animations on given targets
  54823. * @param loop defines if animations must loop
  54824. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54825. * @param from defines the from key (optional)
  54826. * @param to defines the to key (optional)
  54827. * @returns the current animation group
  54828. */
  54829. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54830. var _this = this;
  54831. if (loop === void 0) { loop = false; }
  54832. if (speedRatio === void 0) { speedRatio = 1; }
  54833. if (this._isStarted || this._targetedAnimations.length === 0) {
  54834. return this;
  54835. }
  54836. var _loop_1 = function (targetedAnimation) {
  54837. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54838. animatable.onAnimationEnd = function () {
  54839. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54840. _this._checkAnimationGroupEnded(animatable);
  54841. };
  54842. this_1._animatables.push(animatable);
  54843. };
  54844. var this_1 = this;
  54845. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54846. var targetedAnimation = _a[_i];
  54847. _loop_1(targetedAnimation);
  54848. }
  54849. this._speedRatio = speedRatio;
  54850. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54851. this._speedRatio = -speedRatio;
  54852. }
  54853. this._isStarted = true;
  54854. return this;
  54855. };
  54856. /**
  54857. * Pause all animations
  54858. * @returns the animation group
  54859. */
  54860. AnimationGroup.prototype.pause = function () {
  54861. if (!this._isStarted) {
  54862. return this;
  54863. }
  54864. for (var index = 0; index < this._animatables.length; index++) {
  54865. var animatable = this._animatables[index];
  54866. animatable.pause();
  54867. }
  54868. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54869. return this;
  54870. };
  54871. /**
  54872. * Play all animations to initial state
  54873. * This function will start() the animations if they were not started or will restart() them if they were paused
  54874. * @param loop defines if animations must loop
  54875. * @returns the animation group
  54876. */
  54877. AnimationGroup.prototype.play = function (loop) {
  54878. // only if all animatables are ready and exist
  54879. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54880. if (loop !== undefined) {
  54881. for (var index = 0; index < this._animatables.length; index++) {
  54882. var animatable = this._animatables[index];
  54883. animatable.loopAnimation = loop;
  54884. }
  54885. }
  54886. this.restart();
  54887. }
  54888. else {
  54889. this.stop();
  54890. this.start(loop, this._speedRatio);
  54891. }
  54892. return this;
  54893. };
  54894. /**
  54895. * Reset all animations to initial state
  54896. * @returns the animation group
  54897. */
  54898. AnimationGroup.prototype.reset = function () {
  54899. if (!this._isStarted) {
  54900. return this;
  54901. }
  54902. for (var index = 0; index < this._animatables.length; index++) {
  54903. var animatable = this._animatables[index];
  54904. animatable.reset();
  54905. }
  54906. return this;
  54907. };
  54908. /**
  54909. * Restart animations from key 0
  54910. * @returns the animation group
  54911. */
  54912. AnimationGroup.prototype.restart = function () {
  54913. if (!this._isStarted) {
  54914. return this;
  54915. }
  54916. for (var index = 0; index < this._animatables.length; index++) {
  54917. var animatable = this._animatables[index];
  54918. animatable.restart();
  54919. }
  54920. return this;
  54921. };
  54922. /**
  54923. * Stop all animations
  54924. * @returns the animation group
  54925. */
  54926. AnimationGroup.prototype.stop = function () {
  54927. if (!this._isStarted) {
  54928. return this;
  54929. }
  54930. var list = this._animatables.slice();
  54931. for (var index = 0; index < list.length; index++) {
  54932. list[index].stop();
  54933. }
  54934. this._isStarted = false;
  54935. return this;
  54936. };
  54937. /**
  54938. * Set animation weight for all animatables
  54939. * @param weight defines the weight to use
  54940. * @return the animationGroup
  54941. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54942. */
  54943. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54944. for (var index = 0; index < this._animatables.length; index++) {
  54945. var animatable = this._animatables[index];
  54946. animatable.weight = weight;
  54947. }
  54948. return this;
  54949. };
  54950. /**
  54951. * Synchronize and normalize all animatables with a source animatable
  54952. * @param root defines the root animatable to synchronize with
  54953. * @return the animationGroup
  54954. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54955. */
  54956. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54957. for (var index = 0; index < this._animatables.length; index++) {
  54958. var animatable = this._animatables[index];
  54959. animatable.syncWith(root);
  54960. }
  54961. return this;
  54962. };
  54963. /**
  54964. * Goes to a specific frame in this animation group
  54965. * @param frame the frame number to go to
  54966. * @return the animationGroup
  54967. */
  54968. AnimationGroup.prototype.goToFrame = function (frame) {
  54969. if (!this._isStarted) {
  54970. return this;
  54971. }
  54972. for (var index = 0; index < this._animatables.length; index++) {
  54973. var animatable = this._animatables[index];
  54974. animatable.goToFrame(frame);
  54975. }
  54976. return this;
  54977. };
  54978. /**
  54979. * Dispose all associated resources
  54980. */
  54981. AnimationGroup.prototype.dispose = function () {
  54982. this._targetedAnimations = [];
  54983. this._animatables = [];
  54984. var index = this._scene.animationGroups.indexOf(this);
  54985. if (index > -1) {
  54986. this._scene.animationGroups.splice(index, 1);
  54987. }
  54988. };
  54989. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54990. // animatable should be taken out of the array
  54991. var idx = this._animatables.indexOf(animatable);
  54992. if (idx > -1) {
  54993. this._animatables.splice(idx, 1);
  54994. }
  54995. // all animatables were removed? animation group ended!
  54996. if (this._animatables.length === 0) {
  54997. this._isStarted = false;
  54998. this.onAnimationGroupEndObservable.notifyObservers(this);
  54999. }
  55000. };
  55001. // Statics
  55002. /**
  55003. * Returns a new AnimationGroup object parsed from the source provided.
  55004. * @param parsedAnimationGroup defines the source
  55005. * @param scene defines the scene that will receive the animationGroup
  55006. * @returns a new AnimationGroup
  55007. */
  55008. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55009. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55010. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55011. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55012. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55013. var id = targetedAnimation.targetId;
  55014. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55015. var morphTarget = scene.getMorphTargetById(id);
  55016. if (morphTarget) {
  55017. animationGroup.addTargetedAnimation(animation, morphTarget);
  55018. }
  55019. }
  55020. else {
  55021. var targetNode = scene.getNodeByID(id);
  55022. if (targetNode != null) {
  55023. animationGroup.addTargetedAnimation(animation, targetNode);
  55024. }
  55025. }
  55026. }
  55027. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55028. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55029. }
  55030. return animationGroup;
  55031. };
  55032. /**
  55033. * Returns the string "AnimationGroup"
  55034. * @returns "AnimationGroup"
  55035. */
  55036. AnimationGroup.prototype.getClassName = function () {
  55037. return "AnimationGroup";
  55038. };
  55039. /**
  55040. * Creates a detailled string about the object
  55041. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55042. * @returns a string representing the object
  55043. */
  55044. AnimationGroup.prototype.toString = function (fullDetails) {
  55045. var ret = "Name: " + this.name;
  55046. ret += ", type: " + this.getClassName();
  55047. if (fullDetails) {
  55048. ret += ", from: " + this._from;
  55049. ret += ", to: " + this._to;
  55050. ret += ", isStarted: " + this._isStarted;
  55051. ret += ", speedRatio: " + this._speedRatio;
  55052. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55053. ret += ", animatables length: " + this._animatables;
  55054. }
  55055. return ret;
  55056. };
  55057. return AnimationGroup;
  55058. }());
  55059. BABYLON.AnimationGroup = AnimationGroup;
  55060. })(BABYLON || (BABYLON = {}));
  55061. //# sourceMappingURL=animationGroup.js.map
  55062. var BABYLON;
  55063. (function (BABYLON) {
  55064. // Static values to help the garbage collector
  55065. // Quaternion
  55066. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55067. // Vector3
  55068. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55069. // Vector2
  55070. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55071. // Size
  55072. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55073. // Color3
  55074. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55075. /**
  55076. * Defines a runtime animation
  55077. */
  55078. var RuntimeAnimation = /** @class */ (function () {
  55079. /**
  55080. * Create a new RuntimeAnimation object
  55081. * @param target defines the target of the animation
  55082. * @param animation defines the source animation object
  55083. * @param scene defines the hosting scene
  55084. * @param host defines the initiating Animatable
  55085. */
  55086. function RuntimeAnimation(target, animation, scene, host) {
  55087. var _this = this;
  55088. this._events = new Array();
  55089. /**
  55090. * The current frame of the runtime animation
  55091. */
  55092. this._currentFrame = 0;
  55093. /**
  55094. * The original value of the runtime animation
  55095. */
  55096. this._originalValue = new Array();
  55097. /**
  55098. * The offsets cache of the runtime animation
  55099. */
  55100. this._offsetsCache = {};
  55101. /**
  55102. * The high limits cache of the runtime animation
  55103. */
  55104. this._highLimitsCache = {};
  55105. /**
  55106. * Specifies if the runtime animation has been stopped
  55107. */
  55108. this._stopped = false;
  55109. /**
  55110. * The blending factor of the runtime animation
  55111. */
  55112. this._blendingFactor = 0;
  55113. /**
  55114. * The target path of the runtime animation
  55115. */
  55116. this._targetPath = "";
  55117. /**
  55118. * The weight of the runtime animation
  55119. */
  55120. this._weight = 1.0;
  55121. /**
  55122. * The ratio offset of the runtime animation
  55123. */
  55124. this._ratioOffset = 0;
  55125. /**
  55126. * The previous delay of the runtime animation
  55127. */
  55128. this._previousDelay = 0;
  55129. /**
  55130. * The previous ratio of the runtime animation
  55131. */
  55132. this._previousRatio = 0;
  55133. this._animation = animation;
  55134. this._target = target;
  55135. this._scene = scene;
  55136. this._host = host;
  55137. animation._runtimeAnimations.push(this);
  55138. // Cloning events locally
  55139. var events = animation.getEvents();
  55140. if (events && events.length > 0) {
  55141. events.forEach(function (e) {
  55142. _this._events.push(e._clone());
  55143. });
  55144. }
  55145. }
  55146. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55147. /**
  55148. * Gets the current frame of the runtime animation
  55149. */
  55150. get: function () {
  55151. return this._currentFrame;
  55152. },
  55153. enumerable: true,
  55154. configurable: true
  55155. });
  55156. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55157. /**
  55158. * Gets the weight of the runtime animation
  55159. */
  55160. get: function () {
  55161. return this._weight;
  55162. },
  55163. enumerable: true,
  55164. configurable: true
  55165. });
  55166. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55167. /**
  55168. * Gets the current value of the runtime animation
  55169. */
  55170. get: function () {
  55171. return this._currentValue;
  55172. },
  55173. enumerable: true,
  55174. configurable: true
  55175. });
  55176. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55177. /**
  55178. * Gets the target path of the runtime animation
  55179. */
  55180. get: function () {
  55181. return this._targetPath;
  55182. },
  55183. enumerable: true,
  55184. configurable: true
  55185. });
  55186. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55187. /**
  55188. * Gets the actual target of the runtime animation
  55189. */
  55190. get: function () {
  55191. return this._activeTarget;
  55192. },
  55193. enumerable: true,
  55194. configurable: true
  55195. });
  55196. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55197. /**
  55198. * Gets the animation from the runtime animation
  55199. */
  55200. get: function () {
  55201. return this._animation;
  55202. },
  55203. enumerable: true,
  55204. configurable: true
  55205. });
  55206. /**
  55207. * Resets the runtime animation to the beginning
  55208. * @param restoreOriginal defines whether to restore the target property to the original value
  55209. */
  55210. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55211. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55212. if (restoreOriginal) {
  55213. if (this._target instanceof Array) {
  55214. var index = 0;
  55215. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55216. var target = _a[_i];
  55217. if (this._originalValue[index] !== undefined) {
  55218. this._setValue(target, this._originalValue[index], -1);
  55219. }
  55220. index++;
  55221. }
  55222. }
  55223. else {
  55224. if (this._originalValue[0] !== undefined) {
  55225. this._setValue(this._target, this._originalValue[0], -1);
  55226. }
  55227. }
  55228. }
  55229. this._offsetsCache = {};
  55230. this._highLimitsCache = {};
  55231. this._currentFrame = 0;
  55232. this._blendingFactor = 0;
  55233. this._originalValue = new Array();
  55234. // Events
  55235. for (var index = 0; index < this._events.length; index++) {
  55236. this._events[index].isDone = false;
  55237. }
  55238. };
  55239. /**
  55240. * Specifies if the runtime animation is stopped
  55241. * @returns Boolean specifying if the runtime animation is stopped
  55242. */
  55243. RuntimeAnimation.prototype.isStopped = function () {
  55244. return this._stopped;
  55245. };
  55246. /**
  55247. * Disposes of the runtime animation
  55248. */
  55249. RuntimeAnimation.prototype.dispose = function () {
  55250. var index = this._animation.runtimeAnimations.indexOf(this);
  55251. if (index > -1) {
  55252. this._animation.runtimeAnimations.splice(index, 1);
  55253. }
  55254. };
  55255. /**
  55256. * Interpolates the animation from the current frame
  55257. * @param currentFrame The frame to interpolate the animation to
  55258. * @param repeatCount The number of times that the animation should loop
  55259. * @param loopMode The type of looping mode to use
  55260. * @param offsetValue Animation offset value
  55261. * @param highLimitValue The high limit value
  55262. * @returns The interpolated value
  55263. */
  55264. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55265. this._currentFrame = currentFrame;
  55266. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55267. this._workValue = BABYLON.Matrix.Zero();
  55268. }
  55269. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55270. };
  55271. /**
  55272. * Apply the interpolated value to the target
  55273. * @param currentValue defines the value computed by the animation
  55274. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55275. */
  55276. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55277. if (weight === void 0) { weight = 1.0; }
  55278. if (this._target instanceof Array) {
  55279. var index = 0;
  55280. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55281. var target = _a[_i];
  55282. this._setValue(target, currentValue, weight, index);
  55283. index++;
  55284. }
  55285. }
  55286. else {
  55287. this._setValue(this._target, currentValue, weight);
  55288. }
  55289. };
  55290. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55291. if (targetIndex === void 0) { targetIndex = 0; }
  55292. // Set value
  55293. var path;
  55294. var destination;
  55295. var targetPropertyPath = this._animation.targetPropertyPath;
  55296. if (targetPropertyPath.length > 1) {
  55297. var property = target[targetPropertyPath[0]];
  55298. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55299. property = property[targetPropertyPath[index]];
  55300. }
  55301. path = targetPropertyPath[targetPropertyPath.length - 1];
  55302. destination = property;
  55303. }
  55304. else {
  55305. path = targetPropertyPath[0];
  55306. destination = target;
  55307. }
  55308. this._targetPath = path;
  55309. this._activeTarget = destination;
  55310. this._weight = weight;
  55311. if (this._originalValue[targetIndex] === undefined) {
  55312. var originalValue = void 0;
  55313. if (destination.getRestPose && path === "_matrix") { // For bones
  55314. originalValue = destination.getRestPose();
  55315. }
  55316. else {
  55317. originalValue = destination[path];
  55318. }
  55319. if (originalValue && originalValue.clone) {
  55320. this._originalValue[targetIndex] = originalValue.clone();
  55321. }
  55322. else {
  55323. this._originalValue[targetIndex] = originalValue;
  55324. }
  55325. }
  55326. // Blending
  55327. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55328. if (enableBlending && this._blendingFactor <= 1.0) {
  55329. if (!this._originalBlendValue) {
  55330. var originalValue = destination[path];
  55331. if (originalValue.clone) {
  55332. this._originalBlendValue = originalValue.clone();
  55333. }
  55334. else {
  55335. this._originalBlendValue = originalValue;
  55336. }
  55337. }
  55338. if (this._originalBlendValue.m) { // Matrix
  55339. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55340. if (this._currentValue) {
  55341. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55342. }
  55343. else {
  55344. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55345. }
  55346. }
  55347. else {
  55348. if (this._currentValue) {
  55349. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55350. }
  55351. else {
  55352. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55353. }
  55354. }
  55355. }
  55356. else {
  55357. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55358. }
  55359. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55360. this._blendingFactor += blendingSpeed;
  55361. }
  55362. else {
  55363. this._currentValue = currentValue;
  55364. }
  55365. if (weight !== -1.0) {
  55366. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55367. }
  55368. else {
  55369. destination[path] = this._currentValue;
  55370. }
  55371. if (target.markAsDirty) {
  55372. target.markAsDirty(this._animation.targetProperty);
  55373. }
  55374. };
  55375. /**
  55376. * Gets the loop pmode of the runtime animation
  55377. * @returns Loop Mode
  55378. */
  55379. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55380. if (this._target && this._target.animationPropertiesOverride) {
  55381. return this._target.animationPropertiesOverride.loopMode;
  55382. }
  55383. return this._animation.loopMode;
  55384. };
  55385. /**
  55386. * Move the current animation to a given frame
  55387. * @param frame defines the frame to move to
  55388. */
  55389. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55390. var keys = this._animation.getKeys();
  55391. if (frame < keys[0].frame) {
  55392. frame = keys[0].frame;
  55393. }
  55394. else if (frame > keys[keys.length - 1].frame) {
  55395. frame = keys[keys.length - 1].frame;
  55396. }
  55397. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55398. this.setValue(currentValue, -1);
  55399. };
  55400. /**
  55401. * @hidden Internal use only
  55402. */
  55403. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55404. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55405. this._ratioOffset = this._previousRatio - newRatio;
  55406. };
  55407. /**
  55408. * Execute the current animation
  55409. * @param delay defines the delay to add to the current frame
  55410. * @param from defines the lower bound of the animation range
  55411. * @param to defines the upper bound of the animation range
  55412. * @param loop defines if the current animation must loop
  55413. * @param speedRatio defines the current speed ratio
  55414. * @param weight defines the weight of the animation (default is -1 so no weight)
  55415. * @returns a boolean indicating if the animation is running
  55416. */
  55417. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55418. if (weight === void 0) { weight = -1.0; }
  55419. var targetPropertyPath = this._animation.targetPropertyPath;
  55420. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55421. this._stopped = true;
  55422. return false;
  55423. }
  55424. var returnValue = true;
  55425. var keys = this._animation.getKeys();
  55426. // Adding a start key at frame 0 if missing
  55427. if (keys[0].frame !== 0) {
  55428. var newKey = { frame: 0, value: keys[0].value };
  55429. keys.splice(0, 0, newKey);
  55430. }
  55431. // Adding a duplicate key when there is only one key at frame zero
  55432. else if (keys.length === 1) {
  55433. var newKey = { frame: 0.001, value: keys[0].value };
  55434. keys.push(newKey);
  55435. }
  55436. // Check limits
  55437. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55438. from = keys[0].frame;
  55439. }
  55440. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55441. to = keys[keys.length - 1].frame;
  55442. }
  55443. //to and from cannot be the same key
  55444. if (from === to) {
  55445. if (from > keys[0].frame) {
  55446. from--;
  55447. }
  55448. else if (to < keys[keys.length - 1].frame) {
  55449. to++;
  55450. }
  55451. }
  55452. // Compute ratio
  55453. var range = to - from;
  55454. var offsetValue;
  55455. // ratio represents the frame delta between from and to
  55456. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55457. var highLimitValue = 0;
  55458. this._previousDelay = delay;
  55459. this._previousRatio = ratio;
  55460. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55461. returnValue = false;
  55462. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55463. }
  55464. else {
  55465. // Get max value if required
  55466. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55467. var keyOffset = to.toString() + from.toString();
  55468. if (!this._offsetsCache[keyOffset]) {
  55469. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55470. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55471. switch (this._animation.dataType) {
  55472. // Float
  55473. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55474. this._offsetsCache[keyOffset] = toValue - fromValue;
  55475. break;
  55476. // Quaternion
  55477. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55478. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55479. break;
  55480. // Vector3
  55481. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55482. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55483. // Vector2
  55484. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55485. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55486. // Size
  55487. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55488. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55489. // Color3
  55490. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55491. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55492. default:
  55493. break;
  55494. }
  55495. this._highLimitsCache[keyOffset] = toValue;
  55496. }
  55497. highLimitValue = this._highLimitsCache[keyOffset];
  55498. offsetValue = this._offsetsCache[keyOffset];
  55499. }
  55500. }
  55501. if (offsetValue === undefined) {
  55502. switch (this._animation.dataType) {
  55503. // Float
  55504. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55505. offsetValue = 0;
  55506. break;
  55507. // Quaternion
  55508. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55509. offsetValue = _staticOffsetValueQuaternion;
  55510. break;
  55511. // Vector3
  55512. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55513. offsetValue = _staticOffsetValueVector3;
  55514. break;
  55515. // Vector2
  55516. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55517. offsetValue = _staticOffsetValueVector2;
  55518. break;
  55519. // Size
  55520. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55521. offsetValue = _staticOffsetValueSize;
  55522. break;
  55523. // Color3
  55524. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55525. offsetValue = _staticOffsetValueColor3;
  55526. }
  55527. }
  55528. // Compute value
  55529. var repeatCount = (ratio / range) >> 0;
  55530. var currentFrame = returnValue ? from + ratio % range : to;
  55531. // Need to normalize?
  55532. if (this._host && this._host.syncRoot) {
  55533. var syncRoot = this._host.syncRoot;
  55534. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55535. currentFrame = from + (to - from) * hostNormalizedFrame;
  55536. }
  55537. // Reset events if looping
  55538. var events = this._events;
  55539. if (range > 0 && this.currentFrame > currentFrame ||
  55540. range < 0 && this.currentFrame < currentFrame) {
  55541. // Need to reset animation events
  55542. for (var index = 0; index < events.length; index++) {
  55543. if (!events[index].onlyOnce) {
  55544. // reset event, the animation is looping
  55545. events[index].isDone = false;
  55546. }
  55547. }
  55548. }
  55549. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55550. // Set value
  55551. this.setValue(currentValue, weight);
  55552. // Check events
  55553. for (var index = 0; index < events.length; index++) {
  55554. // Make sure current frame has passed event frame and that event frame is within the current range
  55555. // Also, handle both forward and reverse animations
  55556. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55557. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55558. var event = events[index];
  55559. if (!event.isDone) {
  55560. // If event should be done only once, remove it.
  55561. if (event.onlyOnce) {
  55562. events.splice(index, 1);
  55563. index--;
  55564. }
  55565. event.isDone = true;
  55566. event.action(currentFrame);
  55567. } // Don't do anything if the event has already be done.
  55568. }
  55569. }
  55570. if (!returnValue) {
  55571. this._stopped = true;
  55572. }
  55573. return returnValue;
  55574. };
  55575. return RuntimeAnimation;
  55576. }());
  55577. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55578. })(BABYLON || (BABYLON = {}));
  55579. //# sourceMappingURL=runtimeAnimation.js.map
  55580. var BABYLON;
  55581. (function (BABYLON) {
  55582. /**
  55583. * Class used to store an actual running animation
  55584. */
  55585. var Animatable = /** @class */ (function () {
  55586. /**
  55587. * Creates a new Animatable
  55588. * @param scene defines the hosting scene
  55589. * @param target defines the target object
  55590. * @param fromFrame defines the starting frame number (default is 0)
  55591. * @param toFrame defines the ending frame number (default is 100)
  55592. * @param loopAnimation defines if the animation must loop (default is false)
  55593. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55594. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55595. * @param animations defines a group of animation to add to the new Animatable
  55596. */
  55597. function Animatable(scene,
  55598. /** defines the target object */
  55599. target,
  55600. /** defines the starting frame number (default is 0) */
  55601. fromFrame,
  55602. /** defines the ending frame number (default is 100) */
  55603. toFrame,
  55604. /** defines if the animation must loop (default is false) */
  55605. loopAnimation, speedRatio,
  55606. /** defines a callback to call when animation ends if it is not looping */
  55607. onAnimationEnd, animations) {
  55608. if (fromFrame === void 0) { fromFrame = 0; }
  55609. if (toFrame === void 0) { toFrame = 100; }
  55610. if (loopAnimation === void 0) { loopAnimation = false; }
  55611. if (speedRatio === void 0) { speedRatio = 1.0; }
  55612. this.target = target;
  55613. this.fromFrame = fromFrame;
  55614. this.toFrame = toFrame;
  55615. this.loopAnimation = loopAnimation;
  55616. this.onAnimationEnd = onAnimationEnd;
  55617. this._localDelayOffset = null;
  55618. this._pausedDelay = null;
  55619. this._runtimeAnimations = new Array();
  55620. this._paused = false;
  55621. this._speedRatio = 1;
  55622. this._weight = -1.0;
  55623. /**
  55624. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55625. * This will only apply for non looping animation (default is true)
  55626. */
  55627. this.disposeOnEnd = true;
  55628. /**
  55629. * Gets a boolean indicating if the animation has started
  55630. */
  55631. this.animationStarted = false;
  55632. /**
  55633. * Observer raised when the animation ends
  55634. */
  55635. this.onAnimationEndObservable = new BABYLON.Observable();
  55636. this._scene = scene;
  55637. if (animations) {
  55638. this.appendAnimations(target, animations);
  55639. }
  55640. this._speedRatio = speedRatio;
  55641. scene._activeAnimatables.push(this);
  55642. }
  55643. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55644. /**
  55645. * Gets the root Animatable used to synchronize and normalize animations
  55646. */
  55647. get: function () {
  55648. return this._syncRoot;
  55649. },
  55650. enumerable: true,
  55651. configurable: true
  55652. });
  55653. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55654. /**
  55655. * Gets the current frame of the first RuntimeAnimation
  55656. * Used to synchronize Animatables
  55657. */
  55658. get: function () {
  55659. if (this._runtimeAnimations.length === 0) {
  55660. return 0;
  55661. }
  55662. return this._runtimeAnimations[0].currentFrame;
  55663. },
  55664. enumerable: true,
  55665. configurable: true
  55666. });
  55667. Object.defineProperty(Animatable.prototype, "weight", {
  55668. /**
  55669. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55670. */
  55671. get: function () {
  55672. return this._weight;
  55673. },
  55674. set: function (value) {
  55675. if (value === -1) { // -1 is ok and means no weight
  55676. this._weight = -1;
  55677. return;
  55678. }
  55679. // Else weight must be in [0, 1] range
  55680. this._weight = Math.min(Math.max(value, 0), 1.0);
  55681. },
  55682. enumerable: true,
  55683. configurable: true
  55684. });
  55685. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55686. /**
  55687. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55688. */
  55689. get: function () {
  55690. return this._speedRatio;
  55691. },
  55692. set: function (value) {
  55693. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55694. var animation = this._runtimeAnimations[index];
  55695. animation._prepareForSpeedRatioChange(value);
  55696. }
  55697. this._speedRatio = value;
  55698. },
  55699. enumerable: true,
  55700. configurable: true
  55701. });
  55702. // Methods
  55703. /**
  55704. * Synchronize and normalize current Animatable with a source Animatable
  55705. * This is useful when using animation weights and when animations are not of the same length
  55706. * @param root defines the root Animatable to synchronize with
  55707. * @returns the current Animatable
  55708. */
  55709. Animatable.prototype.syncWith = function (root) {
  55710. this._syncRoot = root;
  55711. if (root) {
  55712. // Make sure this animatable will animate after the root
  55713. var index = this._scene._activeAnimatables.indexOf(this);
  55714. if (index > -1) {
  55715. this._scene._activeAnimatables.splice(index, 1);
  55716. this._scene._activeAnimatables.push(this);
  55717. }
  55718. }
  55719. return this;
  55720. };
  55721. /**
  55722. * Gets the list of runtime animations
  55723. * @returns an array of RuntimeAnimation
  55724. */
  55725. Animatable.prototype.getAnimations = function () {
  55726. return this._runtimeAnimations;
  55727. };
  55728. /**
  55729. * Adds more animations to the current animatable
  55730. * @param target defines the target of the animations
  55731. * @param animations defines the new animations to add
  55732. */
  55733. Animatable.prototype.appendAnimations = function (target, animations) {
  55734. for (var index = 0; index < animations.length; index++) {
  55735. var animation = animations[index];
  55736. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55737. }
  55738. };
  55739. /**
  55740. * Gets the source animation for a specific property
  55741. * @param property defines the propertyu to look for
  55742. * @returns null or the source animation for the given property
  55743. */
  55744. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55745. var runtimeAnimations = this._runtimeAnimations;
  55746. for (var index = 0; index < runtimeAnimations.length; index++) {
  55747. if (runtimeAnimations[index].animation.targetProperty === property) {
  55748. return runtimeAnimations[index].animation;
  55749. }
  55750. }
  55751. return null;
  55752. };
  55753. /**
  55754. * Gets the runtime animation for a specific property
  55755. * @param property defines the propertyu to look for
  55756. * @returns null or the runtime animation for the given property
  55757. */
  55758. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55759. var runtimeAnimations = this._runtimeAnimations;
  55760. for (var index = 0; index < runtimeAnimations.length; index++) {
  55761. if (runtimeAnimations[index].animation.targetProperty === property) {
  55762. return runtimeAnimations[index];
  55763. }
  55764. }
  55765. return null;
  55766. };
  55767. /**
  55768. * Resets the animatable to its original state
  55769. */
  55770. Animatable.prototype.reset = function () {
  55771. var runtimeAnimations = this._runtimeAnimations;
  55772. for (var index = 0; index < runtimeAnimations.length; index++) {
  55773. runtimeAnimations[index].reset(true);
  55774. }
  55775. this._localDelayOffset = null;
  55776. this._pausedDelay = null;
  55777. };
  55778. /**
  55779. * Allows the animatable to blend with current running animations
  55780. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55781. * @param blendingSpeed defines the blending speed to use
  55782. */
  55783. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55784. var runtimeAnimations = this._runtimeAnimations;
  55785. for (var index = 0; index < runtimeAnimations.length; index++) {
  55786. runtimeAnimations[index].animation.enableBlending = true;
  55787. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55788. }
  55789. };
  55790. /**
  55791. * Disable animation blending
  55792. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55793. */
  55794. Animatable.prototype.disableBlending = function () {
  55795. var runtimeAnimations = this._runtimeAnimations;
  55796. for (var index = 0; index < runtimeAnimations.length; index++) {
  55797. runtimeAnimations[index].animation.enableBlending = false;
  55798. }
  55799. };
  55800. /**
  55801. * Jump directly to a given frame
  55802. * @param frame defines the frame to jump to
  55803. */
  55804. Animatable.prototype.goToFrame = function (frame) {
  55805. var runtimeAnimations = this._runtimeAnimations;
  55806. if (runtimeAnimations[0]) {
  55807. var fps = runtimeAnimations[0].animation.framePerSecond;
  55808. var currentFrame = runtimeAnimations[0].currentFrame;
  55809. var adjustTime = frame - currentFrame;
  55810. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55811. if (this._localDelayOffset === null) {
  55812. this._localDelayOffset = 0;
  55813. }
  55814. this._localDelayOffset -= delay;
  55815. }
  55816. for (var index = 0; index < runtimeAnimations.length; index++) {
  55817. runtimeAnimations[index].goToFrame(frame);
  55818. }
  55819. };
  55820. /**
  55821. * Pause the animation
  55822. */
  55823. Animatable.prototype.pause = function () {
  55824. if (this._paused) {
  55825. return;
  55826. }
  55827. this._paused = true;
  55828. };
  55829. /**
  55830. * Restart the animation
  55831. */
  55832. Animatable.prototype.restart = function () {
  55833. this._paused = false;
  55834. };
  55835. Animatable.prototype._raiseOnAnimationEnd = function () {
  55836. if (this.onAnimationEnd) {
  55837. this.onAnimationEnd();
  55838. }
  55839. this.onAnimationEndObservable.notifyObservers(this);
  55840. };
  55841. /**
  55842. * Stop and delete the current animation
  55843. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55844. * @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)
  55845. */
  55846. Animatable.prototype.stop = function (animationName, targetMask) {
  55847. if (animationName || targetMask) {
  55848. var idx = this._scene._activeAnimatables.indexOf(this);
  55849. if (idx > -1) {
  55850. var runtimeAnimations = this._runtimeAnimations;
  55851. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55852. var runtimeAnimation = runtimeAnimations[index];
  55853. if (animationName && runtimeAnimation.animation.name != animationName) {
  55854. continue;
  55855. }
  55856. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55857. continue;
  55858. }
  55859. runtimeAnimation.dispose();
  55860. runtimeAnimations.splice(index, 1);
  55861. }
  55862. if (runtimeAnimations.length == 0) {
  55863. this._scene._activeAnimatables.splice(idx, 1);
  55864. this._raiseOnAnimationEnd();
  55865. }
  55866. }
  55867. }
  55868. else {
  55869. var index = this._scene._activeAnimatables.indexOf(this);
  55870. if (index > -1) {
  55871. this._scene._activeAnimatables.splice(index, 1);
  55872. var runtimeAnimations = this._runtimeAnimations;
  55873. for (var index = 0; index < runtimeAnimations.length; index++) {
  55874. runtimeAnimations[index].dispose();
  55875. }
  55876. this._raiseOnAnimationEnd();
  55877. }
  55878. }
  55879. };
  55880. /**
  55881. * Wait asynchronously for the animation to end
  55882. * @returns a promise which will be fullfilled when the animation ends
  55883. */
  55884. Animatable.prototype.waitAsync = function () {
  55885. var _this = this;
  55886. return new Promise(function (resolve, reject) {
  55887. _this.onAnimationEndObservable.add(function () {
  55888. resolve(_this);
  55889. }, undefined, undefined, _this, true);
  55890. });
  55891. };
  55892. /** @hidden */
  55893. Animatable.prototype._animate = function (delay) {
  55894. if (this._paused) {
  55895. this.animationStarted = false;
  55896. if (this._pausedDelay === null) {
  55897. this._pausedDelay = delay;
  55898. }
  55899. return true;
  55900. }
  55901. if (this._localDelayOffset === null) {
  55902. this._localDelayOffset = delay;
  55903. this._pausedDelay = null;
  55904. }
  55905. else if (this._pausedDelay !== null) {
  55906. this._localDelayOffset += delay - this._pausedDelay;
  55907. this._pausedDelay = null;
  55908. }
  55909. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55910. return true;
  55911. }
  55912. // Animating
  55913. var running = false;
  55914. var runtimeAnimations = this._runtimeAnimations;
  55915. var index;
  55916. for (index = 0; index < runtimeAnimations.length; index++) {
  55917. var animation = runtimeAnimations[index];
  55918. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55919. running = running || isRunning;
  55920. }
  55921. this.animationStarted = running;
  55922. if (!running) {
  55923. if (this.disposeOnEnd) {
  55924. // Remove from active animatables
  55925. index = this._scene._activeAnimatables.indexOf(this);
  55926. this._scene._activeAnimatables.splice(index, 1);
  55927. // Dispose all runtime animations
  55928. for (index = 0; index < runtimeAnimations.length; index++) {
  55929. runtimeAnimations[index].dispose();
  55930. }
  55931. }
  55932. this._raiseOnAnimationEnd();
  55933. if (this.disposeOnEnd) {
  55934. this.onAnimationEnd = null;
  55935. this.onAnimationEndObservable.clear();
  55936. }
  55937. }
  55938. return running;
  55939. };
  55940. return Animatable;
  55941. }());
  55942. BABYLON.Animatable = Animatable;
  55943. })(BABYLON || (BABYLON = {}));
  55944. //# sourceMappingURL=animatable.js.map
  55945. var BABYLON;
  55946. (function (BABYLON) {
  55947. /**
  55948. * Base class used for every default easing function.
  55949. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55950. */
  55951. var EasingFunction = /** @class */ (function () {
  55952. function EasingFunction() {
  55953. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55954. }
  55955. /**
  55956. * Sets the easing mode of the current function.
  55957. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55958. */
  55959. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55960. var n = Math.min(Math.max(easingMode, 0), 2);
  55961. this._easingMode = n;
  55962. };
  55963. /**
  55964. * Gets the current easing mode.
  55965. * @returns the easing mode
  55966. */
  55967. EasingFunction.prototype.getEasingMode = function () {
  55968. return this._easingMode;
  55969. };
  55970. /**
  55971. * @hidden
  55972. */
  55973. EasingFunction.prototype.easeInCore = function (gradient) {
  55974. throw new Error('You must implement this method');
  55975. };
  55976. /**
  55977. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55978. * of the easing function.
  55979. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55980. * @returns the corresponding value on the curve defined by the easing function
  55981. */
  55982. EasingFunction.prototype.ease = function (gradient) {
  55983. switch (this._easingMode) {
  55984. case EasingFunction.EASINGMODE_EASEIN:
  55985. return this.easeInCore(gradient);
  55986. case EasingFunction.EASINGMODE_EASEOUT:
  55987. return (1 - this.easeInCore(1 - gradient));
  55988. }
  55989. if (gradient >= 0.5) {
  55990. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55991. }
  55992. return (this.easeInCore(gradient * 2) * 0.5);
  55993. };
  55994. /**
  55995. * Interpolation follows the mathematical formula associated with the easing function.
  55996. */
  55997. EasingFunction.EASINGMODE_EASEIN = 0;
  55998. /**
  55999. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56000. */
  56001. EasingFunction.EASINGMODE_EASEOUT = 1;
  56002. /**
  56003. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56004. */
  56005. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56006. return EasingFunction;
  56007. }());
  56008. BABYLON.EasingFunction = EasingFunction;
  56009. /**
  56010. * Easing function with a circle shape (see link below).
  56011. * @see https://easings.net/#easeInCirc
  56012. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56013. */
  56014. var CircleEase = /** @class */ (function (_super) {
  56015. __extends(CircleEase, _super);
  56016. function CircleEase() {
  56017. return _super !== null && _super.apply(this, arguments) || this;
  56018. }
  56019. /** @hidden */
  56020. CircleEase.prototype.easeInCore = function (gradient) {
  56021. gradient = Math.max(0, Math.min(1, gradient));
  56022. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56023. };
  56024. return CircleEase;
  56025. }(EasingFunction));
  56026. BABYLON.CircleEase = CircleEase;
  56027. /**
  56028. * Easing function with a ease back shape (see link below).
  56029. * @see https://easings.net/#easeInBack
  56030. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56031. */
  56032. var BackEase = /** @class */ (function (_super) {
  56033. __extends(BackEase, _super);
  56034. /**
  56035. * Instantiates a back ease easing
  56036. * @see https://easings.net/#easeInBack
  56037. * @param amplitude Defines the amplitude of the function
  56038. */
  56039. function BackEase(
  56040. /** Defines the amplitude of the function */
  56041. amplitude) {
  56042. if (amplitude === void 0) { amplitude = 1; }
  56043. var _this = _super.call(this) || this;
  56044. _this.amplitude = amplitude;
  56045. return _this;
  56046. }
  56047. /** @hidden */
  56048. BackEase.prototype.easeInCore = function (gradient) {
  56049. var num = Math.max(0, this.amplitude);
  56050. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56051. };
  56052. return BackEase;
  56053. }(EasingFunction));
  56054. BABYLON.BackEase = BackEase;
  56055. /**
  56056. * Easing function with a bouncing shape (see link below).
  56057. * @see https://easings.net/#easeInBounce
  56058. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56059. */
  56060. var BounceEase = /** @class */ (function (_super) {
  56061. __extends(BounceEase, _super);
  56062. /**
  56063. * Instantiates a bounce easing
  56064. * @see https://easings.net/#easeInBounce
  56065. * @param bounces Defines the number of bounces
  56066. * @param bounciness Defines the amplitude of the bounce
  56067. */
  56068. function BounceEase(
  56069. /** Defines the number of bounces */
  56070. bounces,
  56071. /** Defines the amplitude of the bounce */
  56072. bounciness) {
  56073. if (bounces === void 0) { bounces = 3; }
  56074. if (bounciness === void 0) { bounciness = 2; }
  56075. var _this = _super.call(this) || this;
  56076. _this.bounces = bounces;
  56077. _this.bounciness = bounciness;
  56078. return _this;
  56079. }
  56080. /** @hidden */
  56081. BounceEase.prototype.easeInCore = function (gradient) {
  56082. var y = Math.max(0.0, this.bounces);
  56083. var bounciness = this.bounciness;
  56084. if (bounciness <= 1.0) {
  56085. bounciness = 1.001;
  56086. }
  56087. var num9 = Math.pow(bounciness, y);
  56088. var num5 = 1.0 - bounciness;
  56089. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56090. var num15 = gradient * num4;
  56091. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56092. var num3 = Math.floor(num65);
  56093. var num13 = num3 + 1.0;
  56094. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56095. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56096. var num7 = (num8 + num12) * 0.5;
  56097. var num6 = gradient - num7;
  56098. var num2 = num7 - num8;
  56099. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56100. };
  56101. return BounceEase;
  56102. }(EasingFunction));
  56103. BABYLON.BounceEase = BounceEase;
  56104. /**
  56105. * Easing function with a power of 3 shape (see link below).
  56106. * @see https://easings.net/#easeInCubic
  56107. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56108. */
  56109. var CubicEase = /** @class */ (function (_super) {
  56110. __extends(CubicEase, _super);
  56111. function CubicEase() {
  56112. return _super !== null && _super.apply(this, arguments) || this;
  56113. }
  56114. /** @hidden */
  56115. CubicEase.prototype.easeInCore = function (gradient) {
  56116. return (gradient * gradient * gradient);
  56117. };
  56118. return CubicEase;
  56119. }(EasingFunction));
  56120. BABYLON.CubicEase = CubicEase;
  56121. /**
  56122. * Easing function with an elastic shape (see link below).
  56123. * @see https://easings.net/#easeInElastic
  56124. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56125. */
  56126. var ElasticEase = /** @class */ (function (_super) {
  56127. __extends(ElasticEase, _super);
  56128. /**
  56129. * Instantiates an elastic easing function
  56130. * @see https://easings.net/#easeInElastic
  56131. * @param oscillations Defines the number of oscillations
  56132. * @param springiness Defines the amplitude of the oscillations
  56133. */
  56134. function ElasticEase(
  56135. /** Defines the number of oscillations*/
  56136. oscillations,
  56137. /** Defines the amplitude of the oscillations*/
  56138. springiness) {
  56139. if (oscillations === void 0) { oscillations = 3; }
  56140. if (springiness === void 0) { springiness = 3; }
  56141. var _this = _super.call(this) || this;
  56142. _this.oscillations = oscillations;
  56143. _this.springiness = springiness;
  56144. return _this;
  56145. }
  56146. /** @hidden */
  56147. ElasticEase.prototype.easeInCore = function (gradient) {
  56148. var num2;
  56149. var num3 = Math.max(0.0, this.oscillations);
  56150. var num = Math.max(0.0, this.springiness);
  56151. if (num == 0) {
  56152. num2 = gradient;
  56153. }
  56154. else {
  56155. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56156. }
  56157. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56158. };
  56159. return ElasticEase;
  56160. }(EasingFunction));
  56161. BABYLON.ElasticEase = ElasticEase;
  56162. /**
  56163. * Easing function with an exponential shape (see link below).
  56164. * @see https://easings.net/#easeInExpo
  56165. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56166. */
  56167. var ExponentialEase = /** @class */ (function (_super) {
  56168. __extends(ExponentialEase, _super);
  56169. /**
  56170. * Instantiates an exponential easing function
  56171. * @see https://easings.net/#easeInExpo
  56172. * @param exponent Defines the exponent of the function
  56173. */
  56174. function ExponentialEase(
  56175. /** Defines the exponent of the function */
  56176. exponent) {
  56177. if (exponent === void 0) { exponent = 2; }
  56178. var _this = _super.call(this) || this;
  56179. _this.exponent = exponent;
  56180. return _this;
  56181. }
  56182. /** @hidden */
  56183. ExponentialEase.prototype.easeInCore = function (gradient) {
  56184. if (this.exponent <= 0) {
  56185. return gradient;
  56186. }
  56187. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56188. };
  56189. return ExponentialEase;
  56190. }(EasingFunction));
  56191. BABYLON.ExponentialEase = ExponentialEase;
  56192. /**
  56193. * Easing function with a power shape (see link below).
  56194. * @see https://easings.net/#easeInQuad
  56195. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56196. */
  56197. var PowerEase = /** @class */ (function (_super) {
  56198. __extends(PowerEase, _super);
  56199. /**
  56200. * Instantiates an power base easing function
  56201. * @see https://easings.net/#easeInQuad
  56202. * @param power Defines the power of the function
  56203. */
  56204. function PowerEase(
  56205. /** Defines the power of the function */
  56206. power) {
  56207. if (power === void 0) { power = 2; }
  56208. var _this = _super.call(this) || this;
  56209. _this.power = power;
  56210. return _this;
  56211. }
  56212. /** @hidden */
  56213. PowerEase.prototype.easeInCore = function (gradient) {
  56214. var y = Math.max(0.0, this.power);
  56215. return Math.pow(gradient, y);
  56216. };
  56217. return PowerEase;
  56218. }(EasingFunction));
  56219. BABYLON.PowerEase = PowerEase;
  56220. /**
  56221. * Easing function with a power of 2 shape (see link below).
  56222. * @see https://easings.net/#easeInQuad
  56223. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56224. */
  56225. var QuadraticEase = /** @class */ (function (_super) {
  56226. __extends(QuadraticEase, _super);
  56227. function QuadraticEase() {
  56228. return _super !== null && _super.apply(this, arguments) || this;
  56229. }
  56230. /** @hidden */
  56231. QuadraticEase.prototype.easeInCore = function (gradient) {
  56232. return (gradient * gradient);
  56233. };
  56234. return QuadraticEase;
  56235. }(EasingFunction));
  56236. BABYLON.QuadraticEase = QuadraticEase;
  56237. /**
  56238. * Easing function with a power of 4 shape (see link below).
  56239. * @see https://easings.net/#easeInQuart
  56240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56241. */
  56242. var QuarticEase = /** @class */ (function (_super) {
  56243. __extends(QuarticEase, _super);
  56244. function QuarticEase() {
  56245. return _super !== null && _super.apply(this, arguments) || this;
  56246. }
  56247. /** @hidden */
  56248. QuarticEase.prototype.easeInCore = function (gradient) {
  56249. return (gradient * gradient * gradient * gradient);
  56250. };
  56251. return QuarticEase;
  56252. }(EasingFunction));
  56253. BABYLON.QuarticEase = QuarticEase;
  56254. /**
  56255. * Easing function with a power of 5 shape (see link below).
  56256. * @see https://easings.net/#easeInQuint
  56257. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56258. */
  56259. var QuinticEase = /** @class */ (function (_super) {
  56260. __extends(QuinticEase, _super);
  56261. function QuinticEase() {
  56262. return _super !== null && _super.apply(this, arguments) || this;
  56263. }
  56264. /** @hidden */
  56265. QuinticEase.prototype.easeInCore = function (gradient) {
  56266. return (gradient * gradient * gradient * gradient * gradient);
  56267. };
  56268. return QuinticEase;
  56269. }(EasingFunction));
  56270. BABYLON.QuinticEase = QuinticEase;
  56271. /**
  56272. * Easing function with a sin shape (see link below).
  56273. * @see https://easings.net/#easeInSine
  56274. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56275. */
  56276. var SineEase = /** @class */ (function (_super) {
  56277. __extends(SineEase, _super);
  56278. function SineEase() {
  56279. return _super !== null && _super.apply(this, arguments) || this;
  56280. }
  56281. /** @hidden */
  56282. SineEase.prototype.easeInCore = function (gradient) {
  56283. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56284. };
  56285. return SineEase;
  56286. }(EasingFunction));
  56287. BABYLON.SineEase = SineEase;
  56288. /**
  56289. * Easing function with a bezier shape (see link below).
  56290. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56292. */
  56293. var BezierCurveEase = /** @class */ (function (_super) {
  56294. __extends(BezierCurveEase, _super);
  56295. /**
  56296. * Instantiates a bezier function
  56297. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56298. * @param x1 Defines the x component of the start tangent in the bezier curve
  56299. * @param y1 Defines the y component of the start tangent in the bezier curve
  56300. * @param x2 Defines the x component of the end tangent in the bezier curve
  56301. * @param y2 Defines the y component of the end tangent in the bezier curve
  56302. */
  56303. function BezierCurveEase(
  56304. /** Defines the x component of the start tangent in the bezier curve */
  56305. x1,
  56306. /** Defines the y component of the start tangent in the bezier curve */
  56307. y1,
  56308. /** Defines the x component of the end tangent in the bezier curve */
  56309. x2,
  56310. /** Defines the y component of the end tangent in the bezier curve */
  56311. y2) {
  56312. if (x1 === void 0) { x1 = 0; }
  56313. if (y1 === void 0) { y1 = 0; }
  56314. if (x2 === void 0) { x2 = 1; }
  56315. if (y2 === void 0) { y2 = 1; }
  56316. var _this = _super.call(this) || this;
  56317. _this.x1 = x1;
  56318. _this.y1 = y1;
  56319. _this.x2 = x2;
  56320. _this.y2 = y2;
  56321. return _this;
  56322. }
  56323. /** @hidden */
  56324. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56325. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56326. };
  56327. return BezierCurveEase;
  56328. }(EasingFunction));
  56329. BABYLON.BezierCurveEase = BezierCurveEase;
  56330. })(BABYLON || (BABYLON = {}));
  56331. //# sourceMappingURL=easing.js.map
  56332. var BABYLON;
  56333. (function (BABYLON) {
  56334. /**
  56335. * A Condition applied to an Action
  56336. */
  56337. var Condition = /** @class */ (function () {
  56338. /**
  56339. * Creates a new Condition
  56340. * @param actionManager the manager of the action the condition is applied to
  56341. */
  56342. function Condition(actionManager) {
  56343. this._actionManager = actionManager;
  56344. }
  56345. /**
  56346. * Check if the current condition is valid
  56347. * @returns a boolean
  56348. */
  56349. Condition.prototype.isValid = function () {
  56350. return true;
  56351. };
  56352. /**
  56353. * Internal only
  56354. * @hidden
  56355. */
  56356. Condition.prototype._getProperty = function (propertyPath) {
  56357. return this._actionManager._getProperty(propertyPath);
  56358. };
  56359. /**
  56360. * Internal only
  56361. * @hidden
  56362. */
  56363. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56364. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56365. };
  56366. /**
  56367. * Serialize placeholder for child classes
  56368. * @returns the serialized object
  56369. */
  56370. Condition.prototype.serialize = function () {
  56371. };
  56372. /**
  56373. * Internal only
  56374. * @hidden
  56375. */
  56376. Condition.prototype._serialize = function (serializedCondition) {
  56377. return {
  56378. type: 2,
  56379. children: [],
  56380. name: serializedCondition.name,
  56381. properties: serializedCondition.properties
  56382. };
  56383. };
  56384. return Condition;
  56385. }());
  56386. BABYLON.Condition = Condition;
  56387. /**
  56388. * Defines specific conditional operators as extensions of Condition
  56389. */
  56390. var ValueCondition = /** @class */ (function (_super) {
  56391. __extends(ValueCondition, _super);
  56392. /**
  56393. * Creates a new ValueCondition
  56394. * @param actionManager manager for the action the condition applies to
  56395. * @param target for the action
  56396. * @param propertyPath path to specify the property of the target the conditional operator uses
  56397. * @param value the value compared by the conditional operator against the current value of the property
  56398. * @param operator the conditional operator, default ValueCondition.IsEqual
  56399. */
  56400. function ValueCondition(actionManager, target,
  56401. /** path to specify the property of the target the conditional operator uses */
  56402. propertyPath,
  56403. /** the value compared by the conditional operator against the current value of the property */
  56404. value,
  56405. /** the conditional operator, default ValueCondition.IsEqual */
  56406. operator) {
  56407. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56408. var _this = _super.call(this, actionManager) || this;
  56409. _this.propertyPath = propertyPath;
  56410. _this.value = value;
  56411. _this.operator = operator;
  56412. _this._target = target;
  56413. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56414. _this._property = _this._getProperty(_this.propertyPath);
  56415. return _this;
  56416. }
  56417. Object.defineProperty(ValueCondition, "IsEqual", {
  56418. /**
  56419. * returns the number for IsEqual
  56420. */
  56421. get: function () {
  56422. return ValueCondition._IsEqual;
  56423. },
  56424. enumerable: true,
  56425. configurable: true
  56426. });
  56427. Object.defineProperty(ValueCondition, "IsDifferent", {
  56428. /**
  56429. * Returns the number for IsDifferent
  56430. */
  56431. get: function () {
  56432. return ValueCondition._IsDifferent;
  56433. },
  56434. enumerable: true,
  56435. configurable: true
  56436. });
  56437. Object.defineProperty(ValueCondition, "IsGreater", {
  56438. /**
  56439. * Returns the number for IsGreater
  56440. */
  56441. get: function () {
  56442. return ValueCondition._IsGreater;
  56443. },
  56444. enumerable: true,
  56445. configurable: true
  56446. });
  56447. Object.defineProperty(ValueCondition, "IsLesser", {
  56448. /**
  56449. * Returns the number for IsLesser
  56450. */
  56451. get: function () {
  56452. return ValueCondition._IsLesser;
  56453. },
  56454. enumerable: true,
  56455. configurable: true
  56456. });
  56457. /**
  56458. * Compares the given value with the property value for the specified conditional operator
  56459. * @returns the result of the comparison
  56460. */
  56461. ValueCondition.prototype.isValid = function () {
  56462. switch (this.operator) {
  56463. case ValueCondition.IsGreater:
  56464. return this._effectiveTarget[this._property] > this.value;
  56465. case ValueCondition.IsLesser:
  56466. return this._effectiveTarget[this._property] < this.value;
  56467. case ValueCondition.IsEqual:
  56468. case ValueCondition.IsDifferent:
  56469. var check;
  56470. if (this.value.equals) {
  56471. check = this.value.equals(this._effectiveTarget[this._property]);
  56472. }
  56473. else {
  56474. check = this.value === this._effectiveTarget[this._property];
  56475. }
  56476. return this.operator === ValueCondition.IsEqual ? check : !check;
  56477. }
  56478. return false;
  56479. };
  56480. /**
  56481. * Serialize the ValueCondition into a JSON compatible object
  56482. * @returns serialization object
  56483. */
  56484. ValueCondition.prototype.serialize = function () {
  56485. return this._serialize({
  56486. name: "ValueCondition",
  56487. properties: [
  56488. BABYLON.Action._GetTargetProperty(this._target),
  56489. { name: "propertyPath", value: this.propertyPath },
  56490. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56491. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56492. ]
  56493. });
  56494. };
  56495. /**
  56496. * Gets the name of the conditional operator for the ValueCondition
  56497. * @param operator the conditional operator
  56498. * @returns the name
  56499. */
  56500. ValueCondition.GetOperatorName = function (operator) {
  56501. switch (operator) {
  56502. case ValueCondition._IsEqual: return "IsEqual";
  56503. case ValueCondition._IsDifferent: return "IsDifferent";
  56504. case ValueCondition._IsGreater: return "IsGreater";
  56505. case ValueCondition._IsLesser: return "IsLesser";
  56506. default: return "";
  56507. }
  56508. };
  56509. /**
  56510. * Internal only
  56511. * @hidden
  56512. */
  56513. ValueCondition._IsEqual = 0;
  56514. /**
  56515. * Internal only
  56516. * @hidden
  56517. */
  56518. ValueCondition._IsDifferent = 1;
  56519. /**
  56520. * Internal only
  56521. * @hidden
  56522. */
  56523. ValueCondition._IsGreater = 2;
  56524. /**
  56525. * Internal only
  56526. * @hidden
  56527. */
  56528. ValueCondition._IsLesser = 3;
  56529. return ValueCondition;
  56530. }(Condition));
  56531. BABYLON.ValueCondition = ValueCondition;
  56532. /**
  56533. * Defines a predicate condition as an extension of Condition
  56534. */
  56535. var PredicateCondition = /** @class */ (function (_super) {
  56536. __extends(PredicateCondition, _super);
  56537. /**
  56538. * Creates a new PredicateCondition
  56539. * @param actionManager manager for the action the condition applies to
  56540. * @param predicate defines the predicate function used to validate the condition
  56541. */
  56542. function PredicateCondition(actionManager,
  56543. /** defines the predicate function used to validate the condition */
  56544. predicate) {
  56545. var _this = _super.call(this, actionManager) || this;
  56546. _this.predicate = predicate;
  56547. return _this;
  56548. }
  56549. /**
  56550. * @returns the validity of the predicate condition
  56551. */
  56552. PredicateCondition.prototype.isValid = function () {
  56553. return this.predicate();
  56554. };
  56555. return PredicateCondition;
  56556. }(Condition));
  56557. BABYLON.PredicateCondition = PredicateCondition;
  56558. /**
  56559. * Defines a state condition as an extension of Condition
  56560. */
  56561. var StateCondition = /** @class */ (function (_super) {
  56562. __extends(StateCondition, _super);
  56563. /**
  56564. * Creates a new StateCondition
  56565. * @param actionManager manager for the action the condition applies to
  56566. * @param target of the condition
  56567. * @param value to compare with target state
  56568. */
  56569. function StateCondition(actionManager, target,
  56570. /** Value to compare with target state */
  56571. value) {
  56572. var _this = _super.call(this, actionManager) || this;
  56573. _this.value = value;
  56574. _this._target = target;
  56575. return _this;
  56576. }
  56577. /**
  56578. * Gets a boolean indicating if the current condition is met
  56579. * @returns the validity of the state
  56580. */
  56581. StateCondition.prototype.isValid = function () {
  56582. return this._target.state === this.value;
  56583. };
  56584. /**
  56585. * Serialize the StateCondition into a JSON compatible object
  56586. * @returns serialization object
  56587. */
  56588. StateCondition.prototype.serialize = function () {
  56589. return this._serialize({
  56590. name: "StateCondition",
  56591. properties: [
  56592. BABYLON.Action._GetTargetProperty(this._target),
  56593. { name: "value", value: this.value }
  56594. ]
  56595. });
  56596. };
  56597. return StateCondition;
  56598. }(Condition));
  56599. BABYLON.StateCondition = StateCondition;
  56600. })(BABYLON || (BABYLON = {}));
  56601. //# sourceMappingURL=condition.js.map
  56602. var BABYLON;
  56603. (function (BABYLON) {
  56604. /**
  56605. * The action to be carried out following a trigger
  56606. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56607. */
  56608. var Action = /** @class */ (function () {
  56609. /**
  56610. * Creates a new Action
  56611. * @param triggerOptions the trigger, with or without parameters, for the action
  56612. * @param condition an optional determinant of action
  56613. */
  56614. function Action(
  56615. /** the trigger, with or without parameters, for the action */
  56616. triggerOptions, condition) {
  56617. this.triggerOptions = triggerOptions;
  56618. /**
  56619. * An event triggered prior to action being executed.
  56620. */
  56621. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56622. if (triggerOptions.parameter) {
  56623. this.trigger = triggerOptions.trigger;
  56624. this._triggerParameter = triggerOptions.parameter;
  56625. }
  56626. else if (triggerOptions.trigger) {
  56627. this.trigger = triggerOptions.trigger;
  56628. }
  56629. else {
  56630. this.trigger = triggerOptions;
  56631. }
  56632. this._nextActiveAction = this;
  56633. this._condition = condition;
  56634. }
  56635. /**
  56636. * Internal only
  56637. * @hidden
  56638. */
  56639. Action.prototype._prepare = function () {
  56640. };
  56641. /**
  56642. * Gets the trigger parameters
  56643. * @returns the trigger parameters
  56644. */
  56645. Action.prototype.getTriggerParameter = function () {
  56646. return this._triggerParameter;
  56647. };
  56648. /**
  56649. * Internal only - executes current action event
  56650. * @hidden
  56651. */
  56652. Action.prototype._executeCurrent = function (evt) {
  56653. if (this._nextActiveAction._condition) {
  56654. var condition = this._nextActiveAction._condition;
  56655. var currentRenderId = this._actionManager.getScene().getRenderId();
  56656. // We cache the current evaluation for the current frame
  56657. if (condition._evaluationId === currentRenderId) {
  56658. if (!condition._currentResult) {
  56659. return;
  56660. }
  56661. }
  56662. else {
  56663. condition._evaluationId = currentRenderId;
  56664. if (!condition.isValid()) {
  56665. condition._currentResult = false;
  56666. return;
  56667. }
  56668. condition._currentResult = true;
  56669. }
  56670. }
  56671. this.onBeforeExecuteObservable.notifyObservers(this);
  56672. this._nextActiveAction.execute(evt);
  56673. this.skipToNextActiveAction();
  56674. };
  56675. /**
  56676. * Execute placeholder for child classes
  56677. * @param evt optional action event
  56678. */
  56679. Action.prototype.execute = function (evt) {
  56680. };
  56681. /**
  56682. * Skips to next active action
  56683. */
  56684. Action.prototype.skipToNextActiveAction = function () {
  56685. if (this._nextActiveAction._child) {
  56686. if (!this._nextActiveAction._child._actionManager) {
  56687. this._nextActiveAction._child._actionManager = this._actionManager;
  56688. }
  56689. this._nextActiveAction = this._nextActiveAction._child;
  56690. }
  56691. else {
  56692. this._nextActiveAction = this;
  56693. }
  56694. };
  56695. /**
  56696. * Adds action to chain of actions, may be a DoNothingAction
  56697. * @param action defines the next action to execute
  56698. * @returns The action passed in
  56699. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56700. */
  56701. Action.prototype.then = function (action) {
  56702. this._child = action;
  56703. action._actionManager = this._actionManager;
  56704. action._prepare();
  56705. return action;
  56706. };
  56707. /**
  56708. * Internal only
  56709. * @hidden
  56710. */
  56711. Action.prototype._getProperty = function (propertyPath) {
  56712. return this._actionManager._getProperty(propertyPath);
  56713. };
  56714. /**
  56715. * Internal only
  56716. * @hidden
  56717. */
  56718. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56719. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56720. };
  56721. /**
  56722. * Serialize placeholder for child classes
  56723. * @param parent of child
  56724. * @returns the serialized object
  56725. */
  56726. Action.prototype.serialize = function (parent) {
  56727. };
  56728. /**
  56729. * Internal only called by serialize
  56730. * @hidden
  56731. */
  56732. Action.prototype._serialize = function (serializedAction, parent) {
  56733. var serializationObject = {
  56734. type: 1,
  56735. children: [],
  56736. name: serializedAction.name,
  56737. properties: serializedAction.properties || []
  56738. };
  56739. // Serialize child
  56740. if (this._child) {
  56741. this._child.serialize(serializationObject);
  56742. }
  56743. // Check if "this" has a condition
  56744. if (this._condition) {
  56745. var serializedCondition = this._condition.serialize();
  56746. serializedCondition.children.push(serializationObject);
  56747. if (parent) {
  56748. parent.children.push(serializedCondition);
  56749. }
  56750. return serializedCondition;
  56751. }
  56752. if (parent) {
  56753. parent.children.push(serializationObject);
  56754. }
  56755. return serializationObject;
  56756. };
  56757. /**
  56758. * Internal only
  56759. * @hidden
  56760. */
  56761. Action._SerializeValueAsString = function (value) {
  56762. if (typeof value === "number") {
  56763. return value.toString();
  56764. }
  56765. if (typeof value === "boolean") {
  56766. return value ? "true" : "false";
  56767. }
  56768. if (value instanceof BABYLON.Vector2) {
  56769. return value.x + ", " + value.y;
  56770. }
  56771. if (value instanceof BABYLON.Vector3) {
  56772. return value.x + ", " + value.y + ", " + value.z;
  56773. }
  56774. if (value instanceof BABYLON.Color3) {
  56775. return value.r + ", " + value.g + ", " + value.b;
  56776. }
  56777. if (value instanceof BABYLON.Color4) {
  56778. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56779. }
  56780. return value; // string
  56781. };
  56782. /**
  56783. * Internal only
  56784. * @hidden
  56785. */
  56786. Action._GetTargetProperty = function (target) {
  56787. return {
  56788. name: "target",
  56789. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56790. : target instanceof BABYLON.Light ? "LightProperties"
  56791. : target instanceof BABYLON.Camera ? "CameraProperties"
  56792. : "SceneProperties",
  56793. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56794. };
  56795. };
  56796. return Action;
  56797. }());
  56798. BABYLON.Action = Action;
  56799. })(BABYLON || (BABYLON = {}));
  56800. //# sourceMappingURL=action.js.map
  56801. var BABYLON;
  56802. (function (BABYLON) {
  56803. /**
  56804. * ActionEvent is the event being sent when an action is triggered.
  56805. */
  56806. var ActionEvent = /** @class */ (function () {
  56807. /**
  56808. * Creates a new ActionEvent
  56809. * @param source The mesh or sprite that triggered the action
  56810. * @param pointerX The X mouse cursor position at the time of the event
  56811. * @param pointerY The Y mouse cursor position at the time of the event
  56812. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56813. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56814. * @param additionalData additional data for the event
  56815. */
  56816. function ActionEvent(
  56817. /** The mesh or sprite that triggered the action */
  56818. source,
  56819. /** The X mouse cursor position at the time of the event */
  56820. pointerX,
  56821. /** The Y mouse cursor position at the time of the event */
  56822. pointerY,
  56823. /** The mesh that is currently pointed at (can be null) */
  56824. meshUnderPointer,
  56825. /** the original (browser) event that triggered the ActionEvent */
  56826. sourceEvent,
  56827. /** additional data for the event */
  56828. additionalData) {
  56829. this.source = source;
  56830. this.pointerX = pointerX;
  56831. this.pointerY = pointerY;
  56832. this.meshUnderPointer = meshUnderPointer;
  56833. this.sourceEvent = sourceEvent;
  56834. this.additionalData = additionalData;
  56835. }
  56836. /**
  56837. * Helper function to auto-create an ActionEvent from a source mesh.
  56838. * @param source The source mesh that triggered the event
  56839. * @param evt The original (browser) event
  56840. * @param additionalData additional data for the event
  56841. * @returns the new ActionEvent
  56842. */
  56843. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56844. var scene = source.getScene();
  56845. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56846. };
  56847. /**
  56848. * Helper function to auto-create an ActionEvent from a source sprite
  56849. * @param source The source sprite that triggered the event
  56850. * @param scene Scene associated with the sprite
  56851. * @param evt The original (browser) event
  56852. * @param additionalData additional data for the event
  56853. * @returns the new ActionEvent
  56854. */
  56855. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56856. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56857. };
  56858. /**
  56859. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56860. * @param scene the scene where the event occurred
  56861. * @param evt The original (browser) event
  56862. * @returns the new ActionEvent
  56863. */
  56864. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56865. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56866. };
  56867. /**
  56868. * Helper function to auto-create an ActionEvent from a primitive
  56869. * @param prim defines the target primitive
  56870. * @param pointerPos defines the pointer position
  56871. * @param evt The original (browser) event
  56872. * @param additionalData additional data for the event
  56873. * @returns the new ActionEvent
  56874. */
  56875. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56876. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56877. };
  56878. return ActionEvent;
  56879. }());
  56880. BABYLON.ActionEvent = ActionEvent;
  56881. /**
  56882. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56883. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56884. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56885. */
  56886. var ActionManager = /** @class */ (function () {
  56887. /**
  56888. * Creates a new action manager
  56889. * @param scene defines the hosting scene
  56890. */
  56891. function ActionManager(scene) {
  56892. // Members
  56893. /** Gets the list of actions */
  56894. this.actions = new Array();
  56895. /** Gets the cursor to use when hovering items */
  56896. this.hoverCursor = '';
  56897. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56898. scene.actionManagers.push(this);
  56899. }
  56900. // Methods
  56901. /**
  56902. * Releases all associated resources
  56903. */
  56904. ActionManager.prototype.dispose = function () {
  56905. var index = this._scene.actionManagers.indexOf(this);
  56906. for (var i = 0; i < this.actions.length; i++) {
  56907. var action = this.actions[i];
  56908. ActionManager.Triggers[action.trigger]--;
  56909. if (ActionManager.Triggers[action.trigger] === 0) {
  56910. delete ActionManager.Triggers[action.trigger];
  56911. }
  56912. }
  56913. if (index > -1) {
  56914. this._scene.actionManagers.splice(index, 1);
  56915. }
  56916. };
  56917. /**
  56918. * Gets hosting scene
  56919. * @returns the hosting scene
  56920. */
  56921. ActionManager.prototype.getScene = function () {
  56922. return this._scene;
  56923. };
  56924. /**
  56925. * Does this action manager handles actions of any of the given triggers
  56926. * @param triggers defines the triggers to be tested
  56927. * @return a boolean indicating whether one (or more) of the triggers is handled
  56928. */
  56929. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56930. for (var index = 0; index < this.actions.length; index++) {
  56931. var action = this.actions[index];
  56932. if (triggers.indexOf(action.trigger) > -1) {
  56933. return true;
  56934. }
  56935. }
  56936. return false;
  56937. };
  56938. /**
  56939. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56940. * speed.
  56941. * @param triggerA defines the trigger to be tested
  56942. * @param triggerB defines the trigger to be tested
  56943. * @return a boolean indicating whether one (or more) of the triggers is handled
  56944. */
  56945. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56946. for (var index = 0; index < this.actions.length; index++) {
  56947. var action = this.actions[index];
  56948. if (triggerA == action.trigger || triggerB == action.trigger) {
  56949. return true;
  56950. }
  56951. }
  56952. return false;
  56953. };
  56954. /**
  56955. * Does this action manager handles actions of a given trigger
  56956. * @param trigger defines the trigger to be tested
  56957. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56958. * @return whether the trigger is handled
  56959. */
  56960. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56961. for (var index = 0; index < this.actions.length; index++) {
  56962. var action = this.actions[index];
  56963. if (action.trigger === trigger) {
  56964. if (parameterPredicate) {
  56965. if (parameterPredicate(action.getTriggerParameter())) {
  56966. return true;
  56967. }
  56968. }
  56969. else {
  56970. return true;
  56971. }
  56972. }
  56973. }
  56974. return false;
  56975. };
  56976. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56977. /**
  56978. * Does this action manager has pointer triggers
  56979. */
  56980. get: function () {
  56981. for (var index = 0; index < this.actions.length; index++) {
  56982. var action = this.actions[index];
  56983. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56984. return true;
  56985. }
  56986. }
  56987. return false;
  56988. },
  56989. enumerable: true,
  56990. configurable: true
  56991. });
  56992. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56993. /**
  56994. * Does this action manager has pick triggers
  56995. */
  56996. get: function () {
  56997. for (var index = 0; index < this.actions.length; index++) {
  56998. var action = this.actions[index];
  56999. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57000. return true;
  57001. }
  57002. }
  57003. return false;
  57004. },
  57005. enumerable: true,
  57006. configurable: true
  57007. });
  57008. Object.defineProperty(ActionManager, "HasTriggers", {
  57009. /**
  57010. * Does exist one action manager with at least one trigger
  57011. **/
  57012. get: function () {
  57013. for (var t in ActionManager.Triggers) {
  57014. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57015. return true;
  57016. }
  57017. }
  57018. return false;
  57019. },
  57020. enumerable: true,
  57021. configurable: true
  57022. });
  57023. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57024. /**
  57025. * Does exist one action manager with at least one pick trigger
  57026. **/
  57027. get: function () {
  57028. for (var t in ActionManager.Triggers) {
  57029. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57030. var t_int = parseInt(t);
  57031. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57032. return true;
  57033. }
  57034. }
  57035. }
  57036. return false;
  57037. },
  57038. enumerable: true,
  57039. configurable: true
  57040. });
  57041. /**
  57042. * Does exist one action manager that handles actions of a given trigger
  57043. * @param trigger defines the trigger to be tested
  57044. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57045. **/
  57046. ActionManager.HasSpecificTrigger = function (trigger) {
  57047. for (var t in ActionManager.Triggers) {
  57048. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57049. var t_int = parseInt(t);
  57050. if (t_int === trigger) {
  57051. return true;
  57052. }
  57053. }
  57054. }
  57055. return false;
  57056. };
  57057. /**
  57058. * Registers an action to this action manager
  57059. * @param action defines the action to be registered
  57060. * @return the action amended (prepared) after registration
  57061. */
  57062. ActionManager.prototype.registerAction = function (action) {
  57063. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57064. if (this.getScene().actionManager !== this) {
  57065. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57066. return null;
  57067. }
  57068. }
  57069. this.actions.push(action);
  57070. if (ActionManager.Triggers[action.trigger]) {
  57071. ActionManager.Triggers[action.trigger]++;
  57072. }
  57073. else {
  57074. ActionManager.Triggers[action.trigger] = 1;
  57075. }
  57076. action._actionManager = this;
  57077. action._prepare();
  57078. return action;
  57079. };
  57080. /**
  57081. * Unregisters an action to this action manager
  57082. * @param action defines the action to be unregistered
  57083. * @return a boolean indicating whether the action has been unregistered
  57084. */
  57085. ActionManager.prototype.unregisterAction = function (action) {
  57086. var index = this.actions.indexOf(action);
  57087. if (index !== -1) {
  57088. this.actions.splice(index, 1);
  57089. ActionManager.Triggers[action.trigger] -= 1;
  57090. if (ActionManager.Triggers[action.trigger] === 0) {
  57091. delete ActionManager.Triggers[action.trigger];
  57092. }
  57093. delete action._actionManager;
  57094. return true;
  57095. }
  57096. return false;
  57097. };
  57098. /**
  57099. * Process a specific trigger
  57100. * @param trigger defines the trigger to process
  57101. * @param evt defines the event details to be processed
  57102. */
  57103. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57104. for (var index = 0; index < this.actions.length; index++) {
  57105. var action = this.actions[index];
  57106. if (action.trigger === trigger) {
  57107. if (evt) {
  57108. if (trigger === ActionManager.OnKeyUpTrigger
  57109. || trigger === ActionManager.OnKeyDownTrigger) {
  57110. var parameter = action.getTriggerParameter();
  57111. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57112. if (!parameter.toLowerCase) {
  57113. continue;
  57114. }
  57115. var lowerCase = parameter.toLowerCase();
  57116. if (lowerCase !== evt.sourceEvent.key) {
  57117. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57118. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57119. if (actualkey !== lowerCase) {
  57120. continue;
  57121. }
  57122. }
  57123. }
  57124. }
  57125. }
  57126. action._executeCurrent(evt);
  57127. }
  57128. }
  57129. };
  57130. /** @hidden */
  57131. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57132. var properties = propertyPath.split(".");
  57133. for (var index = 0; index < properties.length - 1; index++) {
  57134. target = target[properties[index]];
  57135. }
  57136. return target;
  57137. };
  57138. /** @hidden */
  57139. ActionManager.prototype._getProperty = function (propertyPath) {
  57140. var properties = propertyPath.split(".");
  57141. return properties[properties.length - 1];
  57142. };
  57143. /**
  57144. * Serialize this manager to a JSON object
  57145. * @param name defines the property name to store this manager
  57146. * @returns a JSON representation of this manager
  57147. */
  57148. ActionManager.prototype.serialize = function (name) {
  57149. var root = {
  57150. children: new Array(),
  57151. name: name,
  57152. type: 3,
  57153. properties: new Array() // Empty for root but required
  57154. };
  57155. for (var i = 0; i < this.actions.length; i++) {
  57156. var triggerObject = {
  57157. type: 0,
  57158. children: new Array(),
  57159. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57160. properties: new Array()
  57161. };
  57162. var triggerOptions = this.actions[i].triggerOptions;
  57163. if (triggerOptions && typeof triggerOptions !== "number") {
  57164. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57165. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57166. }
  57167. else {
  57168. var parameter = {};
  57169. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57170. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57171. parameter._meshId = triggerOptions.parameter.mesh.id;
  57172. }
  57173. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57174. }
  57175. }
  57176. // Serialize child action, recursively
  57177. this.actions[i].serialize(triggerObject);
  57178. // Add serialized trigger
  57179. root.children.push(triggerObject);
  57180. }
  57181. return root;
  57182. };
  57183. /**
  57184. * Creates a new ActionManager from a JSON data
  57185. * @param parsedActions defines the JSON data to read from
  57186. * @param object defines the hosting mesh
  57187. * @param scene defines the hosting scene
  57188. */
  57189. ActionManager.Parse = function (parsedActions, object, scene) {
  57190. var actionManager = new ActionManager(scene);
  57191. if (object === null) {
  57192. scene.actionManager = actionManager;
  57193. }
  57194. else {
  57195. object.actionManager = actionManager;
  57196. }
  57197. // instanciate a new object
  57198. var instanciate = function (name, params) {
  57199. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57200. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57201. newInstance.constructor.apply(newInstance, params);
  57202. return newInstance;
  57203. };
  57204. var parseParameter = function (name, value, target, propertyPath) {
  57205. if (propertyPath === null) {
  57206. // String, boolean or float
  57207. var floatValue = parseFloat(value);
  57208. if (value === "true" || value === "false") {
  57209. return value === "true";
  57210. }
  57211. else {
  57212. return isNaN(floatValue) ? value : floatValue;
  57213. }
  57214. }
  57215. var effectiveTarget = propertyPath.split(".");
  57216. var values = value.split(",");
  57217. // Get effective Target
  57218. for (var i = 0; i < effectiveTarget.length; i++) {
  57219. target = target[effectiveTarget[i]];
  57220. }
  57221. // Return appropriate value with its type
  57222. if (typeof (target) === "boolean") {
  57223. return values[0] === "true";
  57224. }
  57225. if (typeof (target) === "string") {
  57226. return values[0];
  57227. }
  57228. // Parameters with multiple values such as Vector3 etc.
  57229. var split = new Array();
  57230. for (var i = 0; i < values.length; i++) {
  57231. split.push(parseFloat(values[i]));
  57232. }
  57233. if (target instanceof BABYLON.Vector3) {
  57234. return BABYLON.Vector3.FromArray(split);
  57235. }
  57236. if (target instanceof BABYLON.Vector4) {
  57237. return BABYLON.Vector4.FromArray(split);
  57238. }
  57239. if (target instanceof BABYLON.Color3) {
  57240. return BABYLON.Color3.FromArray(split);
  57241. }
  57242. if (target instanceof BABYLON.Color4) {
  57243. return BABYLON.Color4.FromArray(split);
  57244. }
  57245. return parseFloat(values[0]);
  57246. };
  57247. // traverse graph per trigger
  57248. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57249. if (combineArray === void 0) { combineArray = null; }
  57250. if (parsedAction.detached) {
  57251. return;
  57252. }
  57253. var parameters = new Array();
  57254. var target = null;
  57255. var propertyPath = null;
  57256. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57257. // Parameters
  57258. if (parsedAction.type === 2) {
  57259. parameters.push(actionManager);
  57260. }
  57261. else {
  57262. parameters.push(trigger);
  57263. }
  57264. if (combine) {
  57265. var actions = new Array();
  57266. for (var j = 0; j < parsedAction.combine.length; j++) {
  57267. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57268. }
  57269. parameters.push(actions);
  57270. }
  57271. else {
  57272. for (var i = 0; i < parsedAction.properties.length; i++) {
  57273. var value = parsedAction.properties[i].value;
  57274. var name = parsedAction.properties[i].name;
  57275. var targetType = parsedAction.properties[i].targetType;
  57276. if (name === "target") {
  57277. if (targetType !== null && targetType === "SceneProperties") {
  57278. value = target = scene;
  57279. }
  57280. else {
  57281. value = target = scene.getNodeByName(value);
  57282. }
  57283. }
  57284. else if (name === "parent") {
  57285. value = scene.getNodeByName(value);
  57286. }
  57287. else if (name === "sound") {
  57288. // Can not externalize to component, so only checks for the presence off the API.
  57289. if (scene.getSoundByName) {
  57290. value = scene.getSoundByName(value);
  57291. }
  57292. }
  57293. else if (name !== "propertyPath") {
  57294. if (parsedAction.type === 2 && name === "operator") {
  57295. value = BABYLON.ValueCondition[value];
  57296. }
  57297. else {
  57298. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57299. }
  57300. }
  57301. else {
  57302. propertyPath = value;
  57303. }
  57304. parameters.push(value);
  57305. }
  57306. }
  57307. if (combineArray === null) {
  57308. parameters.push(condition);
  57309. }
  57310. else {
  57311. parameters.push(null);
  57312. }
  57313. // If interpolate value action
  57314. if (parsedAction.name === "InterpolateValueAction") {
  57315. var param = parameters[parameters.length - 2];
  57316. parameters[parameters.length - 1] = param;
  57317. parameters[parameters.length - 2] = condition;
  57318. }
  57319. // Action or condition(s) and not CombineAction
  57320. var newAction = instanciate(parsedAction.name, parameters);
  57321. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57322. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57323. if (action) {
  57324. action.then(nothing);
  57325. }
  57326. else {
  57327. actionManager.registerAction(nothing);
  57328. }
  57329. action = nothing;
  57330. }
  57331. if (combineArray === null) {
  57332. if (newAction instanceof BABYLON.Condition) {
  57333. condition = newAction;
  57334. newAction = action;
  57335. }
  57336. else {
  57337. condition = null;
  57338. if (action) {
  57339. action.then(newAction);
  57340. }
  57341. else {
  57342. actionManager.registerAction(newAction);
  57343. }
  57344. }
  57345. }
  57346. else {
  57347. combineArray.push(newAction);
  57348. }
  57349. for (var i = 0; i < parsedAction.children.length; i++) {
  57350. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57351. }
  57352. };
  57353. // triggers
  57354. for (var i = 0; i < parsedActions.children.length; i++) {
  57355. var triggerParams;
  57356. var trigger = parsedActions.children[i];
  57357. if (trigger.properties.length > 0) {
  57358. var param = trigger.properties[0].value;
  57359. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57360. if (value._meshId) {
  57361. value.mesh = scene.getMeshByID(value._meshId);
  57362. }
  57363. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57364. }
  57365. else {
  57366. triggerParams = ActionManager[trigger.name];
  57367. }
  57368. for (var j = 0; j < trigger.children.length; j++) {
  57369. if (!trigger.detached) {
  57370. traverse(trigger.children[j], triggerParams, null, null);
  57371. }
  57372. }
  57373. }
  57374. };
  57375. /**
  57376. * Get a trigger name by index
  57377. * @param trigger defines the trigger index
  57378. * @returns a trigger name
  57379. */
  57380. ActionManager.GetTriggerName = function (trigger) {
  57381. switch (trigger) {
  57382. case 0: return "NothingTrigger";
  57383. case 1: return "OnPickTrigger";
  57384. case 2: return "OnLeftPickTrigger";
  57385. case 3: return "OnRightPickTrigger";
  57386. case 4: return "OnCenterPickTrigger";
  57387. case 5: return "OnPickDownTrigger";
  57388. case 6: return "OnPickUpTrigger";
  57389. case 7: return "OnLongPressTrigger";
  57390. case 8: return "OnPointerOverTrigger";
  57391. case 9: return "OnPointerOutTrigger";
  57392. case 10: return "OnEveryFrameTrigger";
  57393. case 11: return "OnIntersectionEnterTrigger";
  57394. case 12: return "OnIntersectionExitTrigger";
  57395. case 13: return "OnKeyDownTrigger";
  57396. case 14: return "OnKeyUpTrigger";
  57397. case 15: return "OnPickOutTrigger";
  57398. default: return "";
  57399. }
  57400. };
  57401. /**
  57402. * Nothing
  57403. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57404. */
  57405. ActionManager.NothingTrigger = 0;
  57406. /**
  57407. * On pick
  57408. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57409. */
  57410. ActionManager.OnPickTrigger = 1;
  57411. /**
  57412. * On left pick
  57413. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57414. */
  57415. ActionManager.OnLeftPickTrigger = 2;
  57416. /**
  57417. * On right pick
  57418. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57419. */
  57420. ActionManager.OnRightPickTrigger = 3;
  57421. /**
  57422. * On center pick
  57423. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57424. */
  57425. ActionManager.OnCenterPickTrigger = 4;
  57426. /**
  57427. * On pick down
  57428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57429. */
  57430. ActionManager.OnPickDownTrigger = 5;
  57431. /**
  57432. * On double pick
  57433. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57434. */
  57435. ActionManager.OnDoublePickTrigger = 6;
  57436. /**
  57437. * On pick up
  57438. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57439. */
  57440. ActionManager.OnPickUpTrigger = 7;
  57441. /**
  57442. * On pick out.
  57443. * This trigger will only be raised if you also declared a OnPickDown
  57444. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57445. */
  57446. ActionManager.OnPickOutTrigger = 16;
  57447. /**
  57448. * On long press
  57449. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57450. */
  57451. ActionManager.OnLongPressTrigger = 8;
  57452. /**
  57453. * On pointer over
  57454. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57455. */
  57456. ActionManager.OnPointerOverTrigger = 9;
  57457. /**
  57458. * On pointer out
  57459. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57460. */
  57461. ActionManager.OnPointerOutTrigger = 10;
  57462. /**
  57463. * On every frame
  57464. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57465. */
  57466. ActionManager.OnEveryFrameTrigger = 11;
  57467. /**
  57468. * On intersection enter
  57469. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57470. */
  57471. ActionManager.OnIntersectionEnterTrigger = 12;
  57472. /**
  57473. * On intersection exit
  57474. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57475. */
  57476. ActionManager.OnIntersectionExitTrigger = 13;
  57477. /**
  57478. * On key down
  57479. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57480. */
  57481. ActionManager.OnKeyDownTrigger = 14;
  57482. /**
  57483. * On key up
  57484. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57485. */
  57486. ActionManager.OnKeyUpTrigger = 15;
  57487. /** Gets the list of active triggers */
  57488. ActionManager.Triggers = {};
  57489. return ActionManager;
  57490. }());
  57491. BABYLON.ActionManager = ActionManager;
  57492. })(BABYLON || (BABYLON = {}));
  57493. //# sourceMappingURL=actionManager.js.map
  57494. var BABYLON;
  57495. (function (BABYLON) {
  57496. /**
  57497. * This defines an action responsible to change the value of a property
  57498. * by interpolating between its current value and the newly set one once triggered.
  57499. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57500. */
  57501. var InterpolateValueAction = /** @class */ (function (_super) {
  57502. __extends(InterpolateValueAction, _super);
  57503. /**
  57504. * Instantiate the action
  57505. * @param triggerOptions defines the trigger options
  57506. * @param target defines the object containing the value to interpolate
  57507. * @param propertyPath defines the path to the property in the target object
  57508. * @param value defines the target value at the end of the interpolation
  57509. * @param duration deines the time it will take for the property to interpolate to the value.
  57510. * @param condition defines the trigger related conditions
  57511. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57512. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57513. */
  57514. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57515. if (duration === void 0) { duration = 1000; }
  57516. var _this = _super.call(this, triggerOptions, condition) || this;
  57517. /**
  57518. * Defines the time it will take for the property to interpolate to the value.
  57519. */
  57520. _this.duration = 1000;
  57521. /**
  57522. * Observable triggered once the interpolation animation has been done.
  57523. */
  57524. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57525. _this.propertyPath = propertyPath;
  57526. _this.value = value;
  57527. _this.duration = duration;
  57528. _this.stopOtherAnimations = stopOtherAnimations;
  57529. _this.onInterpolationDone = onInterpolationDone;
  57530. _this._target = _this._effectiveTarget = target;
  57531. return _this;
  57532. }
  57533. /** @hidden */
  57534. InterpolateValueAction.prototype._prepare = function () {
  57535. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57536. this._property = this._getProperty(this.propertyPath);
  57537. };
  57538. /**
  57539. * Execute the action starts the value interpolation.
  57540. */
  57541. InterpolateValueAction.prototype.execute = function () {
  57542. var _this = this;
  57543. var scene = this._actionManager.getScene();
  57544. var keys = [
  57545. {
  57546. frame: 0,
  57547. value: this._effectiveTarget[this._property]
  57548. }, {
  57549. frame: 100,
  57550. value: this.value
  57551. }
  57552. ];
  57553. var dataType;
  57554. if (typeof this.value === "number") {
  57555. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57556. }
  57557. else if (this.value instanceof BABYLON.Color3) {
  57558. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57559. }
  57560. else if (this.value instanceof BABYLON.Vector3) {
  57561. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57562. }
  57563. else if (this.value instanceof BABYLON.Matrix) {
  57564. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57565. }
  57566. else if (this.value instanceof BABYLON.Quaternion) {
  57567. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57568. }
  57569. else {
  57570. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57571. return;
  57572. }
  57573. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57574. animation.setKeys(keys);
  57575. if (this.stopOtherAnimations) {
  57576. scene.stopAnimation(this._effectiveTarget);
  57577. }
  57578. var wrapper = function () {
  57579. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57580. if (_this.onInterpolationDone) {
  57581. _this.onInterpolationDone();
  57582. }
  57583. };
  57584. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57585. };
  57586. /**
  57587. * Serializes the actions and its related information.
  57588. * @param parent defines the object to serialize in
  57589. * @returns the serialized object
  57590. */
  57591. InterpolateValueAction.prototype.serialize = function (parent) {
  57592. return _super.prototype._serialize.call(this, {
  57593. name: "InterpolateValueAction",
  57594. properties: [
  57595. BABYLON.Action._GetTargetProperty(this._target),
  57596. { name: "propertyPath", value: this.propertyPath },
  57597. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57598. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57599. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57600. ]
  57601. }, parent);
  57602. };
  57603. return InterpolateValueAction;
  57604. }(BABYLON.Action));
  57605. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57606. })(BABYLON || (BABYLON = {}));
  57607. //# sourceMappingURL=interpolateValueAction.js.map
  57608. var BABYLON;
  57609. (function (BABYLON) {
  57610. /**
  57611. * This defines an action responsible to toggle a boolean once triggered.
  57612. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57613. */
  57614. var SwitchBooleanAction = /** @class */ (function (_super) {
  57615. __extends(SwitchBooleanAction, _super);
  57616. /**
  57617. * Instantiate the action
  57618. * @param triggerOptions defines the trigger options
  57619. * @param target defines the object containing the boolean
  57620. * @param propertyPath defines the path to the boolean property in the target object
  57621. * @param condition defines the trigger related conditions
  57622. */
  57623. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57624. var _this = _super.call(this, triggerOptions, condition) || this;
  57625. _this.propertyPath = propertyPath;
  57626. _this._target = _this._effectiveTarget = target;
  57627. return _this;
  57628. }
  57629. /** @hidden */
  57630. SwitchBooleanAction.prototype._prepare = function () {
  57631. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57632. this._property = this._getProperty(this.propertyPath);
  57633. };
  57634. /**
  57635. * Execute the action toggle the boolean value.
  57636. */
  57637. SwitchBooleanAction.prototype.execute = function () {
  57638. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57639. };
  57640. /**
  57641. * Serializes the actions and its related information.
  57642. * @param parent defines the object to serialize in
  57643. * @returns the serialized object
  57644. */
  57645. SwitchBooleanAction.prototype.serialize = function (parent) {
  57646. return _super.prototype._serialize.call(this, {
  57647. name: "SwitchBooleanAction",
  57648. properties: [
  57649. BABYLON.Action._GetTargetProperty(this._target),
  57650. { name: "propertyPath", value: this.propertyPath }
  57651. ]
  57652. }, parent);
  57653. };
  57654. return SwitchBooleanAction;
  57655. }(BABYLON.Action));
  57656. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57657. /**
  57658. * This defines an action responsible to set a the state field of the target
  57659. * to a desired value once triggered.
  57660. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57661. */
  57662. var SetStateAction = /** @class */ (function (_super) {
  57663. __extends(SetStateAction, _super);
  57664. /**
  57665. * Instantiate the action
  57666. * @param triggerOptions defines the trigger options
  57667. * @param target defines the object containing the state property
  57668. * @param value defines the value to store in the state field
  57669. * @param condition defines the trigger related conditions
  57670. */
  57671. function SetStateAction(triggerOptions, target, value, condition) {
  57672. var _this = _super.call(this, triggerOptions, condition) || this;
  57673. _this.value = value;
  57674. _this._target = target;
  57675. return _this;
  57676. }
  57677. /**
  57678. * Execute the action and store the value on the target state property.
  57679. */
  57680. SetStateAction.prototype.execute = function () {
  57681. this._target.state = this.value;
  57682. };
  57683. /**
  57684. * Serializes the actions and its related information.
  57685. * @param parent defines the object to serialize in
  57686. * @returns the serialized object
  57687. */
  57688. SetStateAction.prototype.serialize = function (parent) {
  57689. return _super.prototype._serialize.call(this, {
  57690. name: "SetStateAction",
  57691. properties: [
  57692. BABYLON.Action._GetTargetProperty(this._target),
  57693. { name: "value", value: this.value }
  57694. ]
  57695. }, parent);
  57696. };
  57697. return SetStateAction;
  57698. }(BABYLON.Action));
  57699. BABYLON.SetStateAction = SetStateAction;
  57700. /**
  57701. * This defines an action responsible to set a property of the target
  57702. * to a desired value once triggered.
  57703. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57704. */
  57705. var SetValueAction = /** @class */ (function (_super) {
  57706. __extends(SetValueAction, _super);
  57707. /**
  57708. * Instantiate the action
  57709. * @param triggerOptions defines the trigger options
  57710. * @param target defines the object containing the property
  57711. * @param propertyPath defines the path of the property to set in the target
  57712. * @param value defines the value to set in the property
  57713. * @param condition defines the trigger related conditions
  57714. */
  57715. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57716. var _this = _super.call(this, triggerOptions, condition) || this;
  57717. _this.propertyPath = propertyPath;
  57718. _this.value = value;
  57719. _this._target = _this._effectiveTarget = target;
  57720. return _this;
  57721. }
  57722. /** @hidden */
  57723. SetValueAction.prototype._prepare = function () {
  57724. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57725. this._property = this._getProperty(this.propertyPath);
  57726. };
  57727. /**
  57728. * Execute the action and set the targetted property to the desired value.
  57729. */
  57730. SetValueAction.prototype.execute = function () {
  57731. this._effectiveTarget[this._property] = this.value;
  57732. if (this._target.markAsDirty) {
  57733. this._target.markAsDirty(this._property);
  57734. }
  57735. };
  57736. /**
  57737. * Serializes the actions and its related information.
  57738. * @param parent defines the object to serialize in
  57739. * @returns the serialized object
  57740. */
  57741. SetValueAction.prototype.serialize = function (parent) {
  57742. return _super.prototype._serialize.call(this, {
  57743. name: "SetValueAction",
  57744. properties: [
  57745. BABYLON.Action._GetTargetProperty(this._target),
  57746. { name: "propertyPath", value: this.propertyPath },
  57747. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57748. ]
  57749. }, parent);
  57750. };
  57751. return SetValueAction;
  57752. }(BABYLON.Action));
  57753. BABYLON.SetValueAction = SetValueAction;
  57754. /**
  57755. * This defines an action responsible to increment the target value
  57756. * to a desired value once triggered.
  57757. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57758. */
  57759. var IncrementValueAction = /** @class */ (function (_super) {
  57760. __extends(IncrementValueAction, _super);
  57761. /**
  57762. * Instantiate the action
  57763. * @param triggerOptions defines the trigger options
  57764. * @param target defines the object containing the property
  57765. * @param propertyPath defines the path of the property to increment in the target
  57766. * @param value defines the value value we should increment the property by
  57767. * @param condition defines the trigger related conditions
  57768. */
  57769. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57770. var _this = _super.call(this, triggerOptions, condition) || this;
  57771. _this.propertyPath = propertyPath;
  57772. _this.value = value;
  57773. _this._target = _this._effectiveTarget = target;
  57774. return _this;
  57775. }
  57776. /** @hidden */
  57777. IncrementValueAction.prototype._prepare = function () {
  57778. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57779. this._property = this._getProperty(this.propertyPath);
  57780. if (typeof this._effectiveTarget[this._property] !== "number") {
  57781. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57782. }
  57783. };
  57784. /**
  57785. * Execute the action and increment the target of the value amount.
  57786. */
  57787. IncrementValueAction.prototype.execute = function () {
  57788. this._effectiveTarget[this._property] += this.value;
  57789. if (this._target.markAsDirty) {
  57790. this._target.markAsDirty(this._property);
  57791. }
  57792. };
  57793. /**
  57794. * Serializes the actions and its related information.
  57795. * @param parent defines the object to serialize in
  57796. * @returns the serialized object
  57797. */
  57798. IncrementValueAction.prototype.serialize = function (parent) {
  57799. return _super.prototype._serialize.call(this, {
  57800. name: "IncrementValueAction",
  57801. properties: [
  57802. BABYLON.Action._GetTargetProperty(this._target),
  57803. { name: "propertyPath", value: this.propertyPath },
  57804. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57805. ]
  57806. }, parent);
  57807. };
  57808. return IncrementValueAction;
  57809. }(BABYLON.Action));
  57810. BABYLON.IncrementValueAction = IncrementValueAction;
  57811. /**
  57812. * This defines an action responsible to start an animation once triggered.
  57813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57814. */
  57815. var PlayAnimationAction = /** @class */ (function (_super) {
  57816. __extends(PlayAnimationAction, _super);
  57817. /**
  57818. * Instantiate the action
  57819. * @param triggerOptions defines the trigger options
  57820. * @param target defines the target animation or animation name
  57821. * @param from defines from where the animation should start (animation frame)
  57822. * @param end defines where the animation should stop (animation frame)
  57823. * @param loop defines if the animation should loop or stop after the first play
  57824. * @param condition defines the trigger related conditions
  57825. */
  57826. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57827. var _this = _super.call(this, triggerOptions, condition) || this;
  57828. _this.from = from;
  57829. _this.to = to;
  57830. _this.loop = loop;
  57831. _this._target = target;
  57832. return _this;
  57833. }
  57834. /** @hidden */
  57835. PlayAnimationAction.prototype._prepare = function () {
  57836. };
  57837. /**
  57838. * Execute the action and play the animation.
  57839. */
  57840. PlayAnimationAction.prototype.execute = function () {
  57841. var scene = this._actionManager.getScene();
  57842. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57843. };
  57844. /**
  57845. * Serializes the actions and its related information.
  57846. * @param parent defines the object to serialize in
  57847. * @returns the serialized object
  57848. */
  57849. PlayAnimationAction.prototype.serialize = function (parent) {
  57850. return _super.prototype._serialize.call(this, {
  57851. name: "PlayAnimationAction",
  57852. properties: [
  57853. BABYLON.Action._GetTargetProperty(this._target),
  57854. { name: "from", value: String(this.from) },
  57855. { name: "to", value: String(this.to) },
  57856. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57857. ]
  57858. }, parent);
  57859. };
  57860. return PlayAnimationAction;
  57861. }(BABYLON.Action));
  57862. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57863. /**
  57864. * This defines an action responsible to stop an animation once triggered.
  57865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57866. */
  57867. var StopAnimationAction = /** @class */ (function (_super) {
  57868. __extends(StopAnimationAction, _super);
  57869. /**
  57870. * Instantiate the action
  57871. * @param triggerOptions defines the trigger options
  57872. * @param target defines the target animation or animation name
  57873. * @param condition defines the trigger related conditions
  57874. */
  57875. function StopAnimationAction(triggerOptions, target, condition) {
  57876. var _this = _super.call(this, triggerOptions, condition) || this;
  57877. _this._target = target;
  57878. return _this;
  57879. }
  57880. /** @hidden */
  57881. StopAnimationAction.prototype._prepare = function () {
  57882. };
  57883. /**
  57884. * Execute the action and stop the animation.
  57885. */
  57886. StopAnimationAction.prototype.execute = function () {
  57887. var scene = this._actionManager.getScene();
  57888. scene.stopAnimation(this._target);
  57889. };
  57890. /**
  57891. * Serializes the actions and its related information.
  57892. * @param parent defines the object to serialize in
  57893. * @returns the serialized object
  57894. */
  57895. StopAnimationAction.prototype.serialize = function (parent) {
  57896. return _super.prototype._serialize.call(this, {
  57897. name: "StopAnimationAction",
  57898. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57899. }, parent);
  57900. };
  57901. return StopAnimationAction;
  57902. }(BABYLON.Action));
  57903. BABYLON.StopAnimationAction = StopAnimationAction;
  57904. /**
  57905. * This defines an action responsible that does nothing once triggered.
  57906. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57907. */
  57908. var DoNothingAction = /** @class */ (function (_super) {
  57909. __extends(DoNothingAction, _super);
  57910. /**
  57911. * Instantiate the action
  57912. * @param triggerOptions defines the trigger options
  57913. * @param condition defines the trigger related conditions
  57914. */
  57915. function DoNothingAction(triggerOptions, condition) {
  57916. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57917. return _super.call(this, triggerOptions, condition) || this;
  57918. }
  57919. /**
  57920. * Execute the action and do nothing.
  57921. */
  57922. DoNothingAction.prototype.execute = function () {
  57923. };
  57924. /**
  57925. * Serializes the actions and its related information.
  57926. * @param parent defines the object to serialize in
  57927. * @returns the serialized object
  57928. */
  57929. DoNothingAction.prototype.serialize = function (parent) {
  57930. return _super.prototype._serialize.call(this, {
  57931. name: "DoNothingAction",
  57932. properties: []
  57933. }, parent);
  57934. };
  57935. return DoNothingAction;
  57936. }(BABYLON.Action));
  57937. BABYLON.DoNothingAction = DoNothingAction;
  57938. /**
  57939. * This defines an action responsible to trigger several actions once triggered.
  57940. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57941. */
  57942. var CombineAction = /** @class */ (function (_super) {
  57943. __extends(CombineAction, _super);
  57944. /**
  57945. * Instantiate the action
  57946. * @param triggerOptions defines the trigger options
  57947. * @param children defines the list of aggregated animations to run
  57948. * @param condition defines the trigger related conditions
  57949. */
  57950. function CombineAction(triggerOptions, children, condition) {
  57951. var _this = _super.call(this, triggerOptions, condition) || this;
  57952. _this.children = children;
  57953. return _this;
  57954. }
  57955. /** @hidden */
  57956. CombineAction.prototype._prepare = function () {
  57957. for (var index = 0; index < this.children.length; index++) {
  57958. this.children[index]._actionManager = this._actionManager;
  57959. this.children[index]._prepare();
  57960. }
  57961. };
  57962. /**
  57963. * Execute the action and executes all the aggregated actions.
  57964. */
  57965. CombineAction.prototype.execute = function (evt) {
  57966. for (var index = 0; index < this.children.length; index++) {
  57967. this.children[index].execute(evt);
  57968. }
  57969. };
  57970. /**
  57971. * Serializes the actions and its related information.
  57972. * @param parent defines the object to serialize in
  57973. * @returns the serialized object
  57974. */
  57975. CombineAction.prototype.serialize = function (parent) {
  57976. var serializationObject = _super.prototype._serialize.call(this, {
  57977. name: "CombineAction",
  57978. properties: [],
  57979. combine: []
  57980. }, parent);
  57981. for (var i = 0; i < this.children.length; i++) {
  57982. serializationObject.combine.push(this.children[i].serialize(null));
  57983. }
  57984. return serializationObject;
  57985. };
  57986. return CombineAction;
  57987. }(BABYLON.Action));
  57988. BABYLON.CombineAction = CombineAction;
  57989. /**
  57990. * This defines an action responsible to run code (external event) once triggered.
  57991. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57992. */
  57993. var ExecuteCodeAction = /** @class */ (function (_super) {
  57994. __extends(ExecuteCodeAction, _super);
  57995. /**
  57996. * Instantiate the action
  57997. * @param triggerOptions defines the trigger options
  57998. * @param func defines the callback function to run
  57999. * @param condition defines the trigger related conditions
  58000. */
  58001. function ExecuteCodeAction(triggerOptions, func, condition) {
  58002. var _this = _super.call(this, triggerOptions, condition) || this;
  58003. _this.func = func;
  58004. return _this;
  58005. }
  58006. /**
  58007. * Execute the action and run the attached code.
  58008. */
  58009. ExecuteCodeAction.prototype.execute = function (evt) {
  58010. this.func(evt);
  58011. };
  58012. return ExecuteCodeAction;
  58013. }(BABYLON.Action));
  58014. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58015. /**
  58016. * This defines an action responsible to set the parent property of the target once triggered.
  58017. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58018. */
  58019. var SetParentAction = /** @class */ (function (_super) {
  58020. __extends(SetParentAction, _super);
  58021. /**
  58022. * Instantiate the action
  58023. * @param triggerOptions defines the trigger options
  58024. * @param target defines the target containing the parent property
  58025. * @param parent defines from where the animation should start (animation frame)
  58026. * @param condition defines the trigger related conditions
  58027. */
  58028. function SetParentAction(triggerOptions, target, parent, condition) {
  58029. var _this = _super.call(this, triggerOptions, condition) || this;
  58030. _this._target = target;
  58031. _this._parent = parent;
  58032. return _this;
  58033. }
  58034. /** @hidden */
  58035. SetParentAction.prototype._prepare = function () {
  58036. };
  58037. /**
  58038. * Execute the action and set the parent property.
  58039. */
  58040. SetParentAction.prototype.execute = function () {
  58041. if (this._target.parent === this._parent) {
  58042. return;
  58043. }
  58044. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58045. invertParentWorldMatrix.invert();
  58046. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58047. this._target.parent = this._parent;
  58048. };
  58049. /**
  58050. * Serializes the actions and its related information.
  58051. * @param parent defines the object to serialize in
  58052. * @returns the serialized object
  58053. */
  58054. SetParentAction.prototype.serialize = function (parent) {
  58055. return _super.prototype._serialize.call(this, {
  58056. name: "SetParentAction",
  58057. properties: [
  58058. BABYLON.Action._GetTargetProperty(this._target),
  58059. BABYLON.Action._GetTargetProperty(this._parent),
  58060. ]
  58061. }, parent);
  58062. };
  58063. return SetParentAction;
  58064. }(BABYLON.Action));
  58065. BABYLON.SetParentAction = SetParentAction;
  58066. })(BABYLON || (BABYLON = {}));
  58067. //# sourceMappingURL=directActions.js.map
  58068. var BABYLON;
  58069. (function (BABYLON) {
  58070. /**
  58071. * Class used to manage multiple sprites on the same spritesheet
  58072. * @see http://doc.babylonjs.com/babylon101/sprites
  58073. */
  58074. var SpriteManager = /** @class */ (function () {
  58075. /**
  58076. * Creates a new sprite manager
  58077. * @param name defines the manager's name
  58078. * @param imgUrl defines the sprite sheet url
  58079. * @param capacity defines the maximum allowed number of sprites
  58080. * @param cellSize defines the size of a sprite cell
  58081. * @param scene defines the hosting scene
  58082. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58083. * @param samplingMode defines the smapling mode to use with spritesheet
  58084. */
  58085. function SpriteManager(
  58086. /** defines the manager's name */
  58087. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58088. if (epsilon === void 0) { epsilon = 0.01; }
  58089. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58090. this.name = name;
  58091. /** Gets the list of sprites */
  58092. this.sprites = new Array();
  58093. /** Gets or sets the rendering group id (0 by default) */
  58094. this.renderingGroupId = 0;
  58095. /** Gets or sets camera layer mask */
  58096. this.layerMask = 0x0FFFFFFF;
  58097. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58098. this.fogEnabled = true;
  58099. /** Gets or sets a boolean indicating if the sprites are pickable */
  58100. this.isPickable = false;
  58101. /**
  58102. * An event triggered when the manager is disposed.
  58103. */
  58104. this.onDisposeObservable = new BABYLON.Observable();
  58105. this._vertexBuffers = {};
  58106. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58107. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58108. }
  58109. this._capacity = capacity;
  58110. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58111. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58112. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58113. if (cellSize.width && cellSize.height) {
  58114. this.cellWidth = cellSize.width;
  58115. this.cellHeight = cellSize.height;
  58116. }
  58117. else if (cellSize !== undefined) {
  58118. this.cellWidth = cellSize;
  58119. this.cellHeight = cellSize;
  58120. }
  58121. else {
  58122. return;
  58123. }
  58124. this._epsilon = epsilon;
  58125. this._scene = scene;
  58126. this._scene.spriteManagers.push(this);
  58127. var indices = [];
  58128. var index = 0;
  58129. for (var count = 0; count < capacity; count++) {
  58130. indices.push(index);
  58131. indices.push(index + 1);
  58132. indices.push(index + 2);
  58133. indices.push(index);
  58134. indices.push(index + 2);
  58135. indices.push(index + 3);
  58136. index += 4;
  58137. }
  58138. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58139. // VBO
  58140. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58141. this._vertexData = new Float32Array(capacity * 16 * 4);
  58142. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58143. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58144. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58145. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58146. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58147. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58148. this._vertexBuffers["options"] = options;
  58149. this._vertexBuffers["cellInfo"] = cellInfo;
  58150. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58151. // Effects
  58152. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58153. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58154. }
  58155. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58156. /**
  58157. * Callback called when the manager is disposed
  58158. */
  58159. set: function (callback) {
  58160. if (this._onDisposeObserver) {
  58161. this.onDisposeObservable.remove(this._onDisposeObserver);
  58162. }
  58163. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58164. },
  58165. enumerable: true,
  58166. configurable: true
  58167. });
  58168. Object.defineProperty(SpriteManager.prototype, "texture", {
  58169. /**
  58170. * Gets or sets the spritesheet texture
  58171. */
  58172. get: function () {
  58173. return this._spriteTexture;
  58174. },
  58175. set: function (value) {
  58176. this._spriteTexture = value;
  58177. },
  58178. enumerable: true,
  58179. configurable: true
  58180. });
  58181. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58182. var arrayOffset = index * 16;
  58183. if (offsetX === 0) {
  58184. offsetX = this._epsilon;
  58185. }
  58186. else if (offsetX === 1) {
  58187. offsetX = 1 - this._epsilon;
  58188. }
  58189. if (offsetY === 0) {
  58190. offsetY = this._epsilon;
  58191. }
  58192. else if (offsetY === 1) {
  58193. offsetY = 1 - this._epsilon;
  58194. }
  58195. this._vertexData[arrayOffset] = sprite.position.x;
  58196. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58197. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58198. this._vertexData[arrayOffset + 3] = sprite.angle;
  58199. this._vertexData[arrayOffset + 4] = sprite.width;
  58200. this._vertexData[arrayOffset + 5] = sprite.height;
  58201. this._vertexData[arrayOffset + 6] = offsetX;
  58202. this._vertexData[arrayOffset + 7] = offsetY;
  58203. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58204. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58205. var offset = (sprite.cellIndex / rowSize) >> 0;
  58206. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58207. this._vertexData[arrayOffset + 11] = offset;
  58208. // Color
  58209. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58210. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58211. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58212. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58213. };
  58214. /**
  58215. * Intersects the sprites with a ray
  58216. * @param ray defines the ray to intersect with
  58217. * @param camera defines the current active camera
  58218. * @param predicate defines a predicate used to select candidate sprites
  58219. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58220. * @returns null if no hit or a PickingInfo
  58221. */
  58222. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58223. var count = Math.min(this._capacity, this.sprites.length);
  58224. var min = BABYLON.Vector3.Zero();
  58225. var max = BABYLON.Vector3.Zero();
  58226. var distance = Number.MAX_VALUE;
  58227. var currentSprite = null;
  58228. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58229. var cameraView = camera.getViewMatrix();
  58230. for (var index = 0; index < count; index++) {
  58231. var sprite = this.sprites[index];
  58232. if (!sprite) {
  58233. continue;
  58234. }
  58235. if (predicate) {
  58236. if (!predicate(sprite)) {
  58237. continue;
  58238. }
  58239. }
  58240. else if (!sprite.isPickable) {
  58241. continue;
  58242. }
  58243. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58244. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58245. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58246. if (ray.intersectsBoxMinMax(min, max)) {
  58247. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58248. if (distance > currentDistance) {
  58249. distance = currentDistance;
  58250. currentSprite = sprite;
  58251. if (fastCheck) {
  58252. break;
  58253. }
  58254. }
  58255. }
  58256. }
  58257. if (currentSprite) {
  58258. var result = new BABYLON.PickingInfo();
  58259. result.hit = true;
  58260. result.pickedSprite = currentSprite;
  58261. result.distance = distance;
  58262. return result;
  58263. }
  58264. return null;
  58265. };
  58266. /**
  58267. * Render all child sprites
  58268. */
  58269. SpriteManager.prototype.render = function () {
  58270. // Check
  58271. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58272. return;
  58273. }
  58274. var engine = this._scene.getEngine();
  58275. var baseSize = this._spriteTexture.getBaseSize();
  58276. // Sprites
  58277. var deltaTime = engine.getDeltaTime();
  58278. var max = Math.min(this._capacity, this.sprites.length);
  58279. var rowSize = baseSize.width / this.cellWidth;
  58280. var offset = 0;
  58281. for (var index = 0; index < max; index++) {
  58282. var sprite = this.sprites[index];
  58283. if (!sprite || !sprite.isVisible) {
  58284. continue;
  58285. }
  58286. sprite._animate(deltaTime);
  58287. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58288. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58289. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58290. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58291. }
  58292. this._buffer.update(this._vertexData);
  58293. // Render
  58294. var effect = this._effectBase;
  58295. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58296. effect = this._effectFog;
  58297. }
  58298. engine.enableEffect(effect);
  58299. var viewMatrix = this._scene.getViewMatrix();
  58300. effect.setTexture("diffuseSampler", this._spriteTexture);
  58301. effect.setMatrix("view", viewMatrix);
  58302. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58303. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58304. // Fog
  58305. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58306. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58307. effect.setColor3("vFogColor", this._scene.fogColor);
  58308. }
  58309. // VBOs
  58310. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58311. // Draw order
  58312. engine.setDepthFunctionToLessOrEqual();
  58313. effect.setBool("alphaTest", true);
  58314. engine.setColorWrite(false);
  58315. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58316. engine.setColorWrite(true);
  58317. effect.setBool("alphaTest", false);
  58318. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58319. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58320. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58321. };
  58322. /**
  58323. * Release associated resources
  58324. */
  58325. SpriteManager.prototype.dispose = function () {
  58326. if (this._buffer) {
  58327. this._buffer.dispose();
  58328. this._buffer = null;
  58329. }
  58330. if (this._indexBuffer) {
  58331. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58332. this._indexBuffer = null;
  58333. }
  58334. if (this._spriteTexture) {
  58335. this._spriteTexture.dispose();
  58336. this._spriteTexture = null;
  58337. }
  58338. // Remove from scene
  58339. var index = this._scene.spriteManagers.indexOf(this);
  58340. this._scene.spriteManagers.splice(index, 1);
  58341. // Callback
  58342. this.onDisposeObservable.notifyObservers(this);
  58343. this.onDisposeObservable.clear();
  58344. };
  58345. return SpriteManager;
  58346. }());
  58347. BABYLON.SpriteManager = SpriteManager;
  58348. })(BABYLON || (BABYLON = {}));
  58349. //# sourceMappingURL=spriteManager.js.map
  58350. var BABYLON;
  58351. (function (BABYLON) {
  58352. /**
  58353. * Class used to represent a sprite
  58354. * @see http://doc.babylonjs.com/babylon101/sprites
  58355. */
  58356. var Sprite = /** @class */ (function () {
  58357. /**
  58358. * Creates a new Sprite
  58359. * @param name defines the name
  58360. * @param manager defines the manager
  58361. */
  58362. function Sprite(
  58363. /** defines the name */
  58364. name, manager) {
  58365. this.name = name;
  58366. /** Gets or sets the main color */
  58367. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58368. /** Gets or sets the width */
  58369. this.width = 1.0;
  58370. /** Gets or sets the height */
  58371. this.height = 1.0;
  58372. /** Gets or sets rotation angle */
  58373. this.angle = 0;
  58374. /** Gets or sets the cell index in the sprite sheet */
  58375. this.cellIndex = 0;
  58376. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58377. this.invertU = 0;
  58378. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58379. this.invertV = 0;
  58380. /** Gets the list of attached animations */
  58381. this.animations = new Array();
  58382. /** Gets or sets a boolean indicating if the sprite can be picked */
  58383. this.isPickable = false;
  58384. this._animationStarted = false;
  58385. this._loopAnimation = false;
  58386. this._fromIndex = 0;
  58387. this._toIndex = 0;
  58388. this._delay = 0;
  58389. this._direction = 1;
  58390. this._time = 0;
  58391. /**
  58392. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58393. */
  58394. this.isVisible = true;
  58395. this._manager = manager;
  58396. this._manager.sprites.push(this);
  58397. this.position = BABYLON.Vector3.Zero();
  58398. }
  58399. Object.defineProperty(Sprite.prototype, "size", {
  58400. /**
  58401. * Gets or sets the sprite size
  58402. */
  58403. get: function () {
  58404. return this.width;
  58405. },
  58406. set: function (value) {
  58407. this.width = value;
  58408. this.height = value;
  58409. },
  58410. enumerable: true,
  58411. configurable: true
  58412. });
  58413. /**
  58414. * Starts an animation
  58415. * @param from defines the initial key
  58416. * @param to defines the end key
  58417. * @param loop defines if the animation must loop
  58418. * @param delay defines the start delay (in ms)
  58419. * @param onAnimationEnd defines a callback to call when animation ends
  58420. */
  58421. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58422. this._fromIndex = from;
  58423. this._toIndex = to;
  58424. this._loopAnimation = loop;
  58425. this._delay = delay;
  58426. this._animationStarted = true;
  58427. this._direction = from < to ? 1 : -1;
  58428. this.cellIndex = from;
  58429. this._time = 0;
  58430. this._onAnimationEnd = onAnimationEnd;
  58431. };
  58432. /** Stops current animation (if any) */
  58433. Sprite.prototype.stopAnimation = function () {
  58434. this._animationStarted = false;
  58435. };
  58436. /** @hidden */
  58437. Sprite.prototype._animate = function (deltaTime) {
  58438. if (!this._animationStarted) {
  58439. return;
  58440. }
  58441. this._time += deltaTime;
  58442. if (this._time > this._delay) {
  58443. this._time = this._time % this._delay;
  58444. this.cellIndex += this._direction;
  58445. if (this.cellIndex > this._toIndex) {
  58446. if (this._loopAnimation) {
  58447. this.cellIndex = this._fromIndex;
  58448. }
  58449. else {
  58450. this.cellIndex = this._toIndex;
  58451. this._animationStarted = false;
  58452. if (this._onAnimationEnd) {
  58453. this._onAnimationEnd();
  58454. }
  58455. if (this.disposeWhenFinishedAnimating) {
  58456. this.dispose();
  58457. }
  58458. }
  58459. }
  58460. }
  58461. };
  58462. /** Release associated resources */
  58463. Sprite.prototype.dispose = function () {
  58464. for (var i = 0; i < this._manager.sprites.length; i++) {
  58465. if (this._manager.sprites[i] == this) {
  58466. this._manager.sprites.splice(i, 1);
  58467. }
  58468. }
  58469. };
  58470. return Sprite;
  58471. }());
  58472. BABYLON.Sprite = Sprite;
  58473. })(BABYLON || (BABYLON = {}));
  58474. //# sourceMappingURL=sprite.js.map
  58475. var BABYLON;
  58476. (function (BABYLON) {
  58477. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58478. if (!BABYLON.PickingInfo) {
  58479. return null;
  58480. }
  58481. var pickingInfo = null;
  58482. if (!camera) {
  58483. if (!this.activeCamera) {
  58484. return null;
  58485. }
  58486. camera = this.activeCamera;
  58487. }
  58488. if (this.spriteManagers.length > 0) {
  58489. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58490. var spriteManager = this.spriteManagers[spriteIndex];
  58491. if (!spriteManager.isPickable) {
  58492. continue;
  58493. }
  58494. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58495. if (!result || !result.hit) {
  58496. continue;
  58497. }
  58498. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58499. continue;
  58500. }
  58501. pickingInfo = result;
  58502. if (fastCheck) {
  58503. break;
  58504. }
  58505. }
  58506. }
  58507. return pickingInfo || new BABYLON.PickingInfo();
  58508. };
  58509. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58510. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58511. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58512. };
  58513. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58514. if (!this._tempSpritePickingRay) {
  58515. return null;
  58516. }
  58517. if (!camera) {
  58518. if (!this.activeCamera) {
  58519. return null;
  58520. }
  58521. camera = this.activeCamera;
  58522. }
  58523. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58524. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58525. };
  58526. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58527. if (this._pointerOverSprite === sprite) {
  58528. return;
  58529. }
  58530. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58531. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58532. }
  58533. this._pointerOverSprite = sprite;
  58534. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58535. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58536. }
  58537. };
  58538. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58539. return this._pointerOverSprite;
  58540. };
  58541. /**
  58542. * Defines the sprite scene component responsible to manage sprites
  58543. * in a given scene.
  58544. */
  58545. var SpriteSceneComponent = /** @class */ (function () {
  58546. /**
  58547. * Creates a new instance of the component for the given scene
  58548. * @param scene Defines the scene to register the component in
  58549. */
  58550. function SpriteSceneComponent(scene) {
  58551. /**
  58552. * The component name helpfull to identify the component in the list of scene components.
  58553. */
  58554. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58555. this.scene = scene;
  58556. this.scene.spriteManagers = new Array();
  58557. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58558. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58559. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58560. this._spritePredicate = function (sprite) {
  58561. if (!sprite.actionManager) {
  58562. return false;
  58563. }
  58564. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58565. };
  58566. }
  58567. /**
  58568. * Registers the component in a given scene
  58569. */
  58570. SpriteSceneComponent.prototype.register = function () {
  58571. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58572. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58573. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58574. };
  58575. /**
  58576. * Rebuilds the elements related to this component in case of
  58577. * context lost for instance.
  58578. */
  58579. SpriteSceneComponent.prototype.rebuild = function () {
  58580. /** Nothing to do for sprites */
  58581. };
  58582. /**
  58583. * Disposes the component and the associated ressources.
  58584. */
  58585. SpriteSceneComponent.prototype.dispose = function () {
  58586. this.scene.onBeforeSpritesRenderingObservable.clear();
  58587. this.scene.onAfterSpritesRenderingObservable.clear();
  58588. var spriteManagers = this.scene.spriteManagers;
  58589. while (spriteManagers.length) {
  58590. spriteManagers[0].dispose();
  58591. }
  58592. };
  58593. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58594. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58595. if (result) {
  58596. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58597. }
  58598. return result;
  58599. };
  58600. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58601. var scene = this.scene;
  58602. if (isMeshPicked) {
  58603. scene.setPointerOverSprite(null);
  58604. }
  58605. else {
  58606. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58607. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58608. scene.setPointerOverSprite(pickResult.pickedSprite);
  58609. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58610. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58611. }
  58612. else {
  58613. canvas.style.cursor = scene.hoverCursor;
  58614. }
  58615. }
  58616. else {
  58617. scene.setPointerOverSprite(null);
  58618. }
  58619. }
  58620. return pickResult;
  58621. };
  58622. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58623. var scene = this.scene;
  58624. scene._pickedDownSprite = null;
  58625. if (scene.spriteManagers.length > 0) {
  58626. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58627. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58628. if (pickResult.pickedSprite.actionManager) {
  58629. scene._pickedDownSprite = pickResult.pickedSprite;
  58630. switch (evt.button) {
  58631. case 0:
  58632. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58633. break;
  58634. case 1:
  58635. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58636. break;
  58637. case 2:
  58638. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58639. break;
  58640. }
  58641. if (pickResult.pickedSprite.actionManager) {
  58642. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58643. }
  58644. }
  58645. }
  58646. }
  58647. return pickResult;
  58648. };
  58649. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58650. var scene = this.scene;
  58651. if (scene.spriteManagers.length > 0) {
  58652. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58653. if (spritePickResult) {
  58654. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58655. if (spritePickResult.pickedSprite.actionManager) {
  58656. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58657. if (spritePickResult.pickedSprite.actionManager) {
  58658. if (!this.scene._isPointerSwiping()) {
  58659. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58660. }
  58661. }
  58662. }
  58663. }
  58664. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58665. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58666. }
  58667. }
  58668. }
  58669. return pickResult;
  58670. };
  58671. return SpriteSceneComponent;
  58672. }());
  58673. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58674. })(BABYLON || (BABYLON = {}));
  58675. //# sourceMappingURL=spriteSceneComponent.js.map
  58676. var BABYLON;
  58677. (function (BABYLON) {
  58678. /**
  58679. * @hidden
  58680. */
  58681. var IntersectionInfo = /** @class */ (function () {
  58682. function IntersectionInfo(bu, bv, distance) {
  58683. this.bu = bu;
  58684. this.bv = bv;
  58685. this.distance = distance;
  58686. this.faceId = 0;
  58687. this.subMeshId = 0;
  58688. }
  58689. return IntersectionInfo;
  58690. }());
  58691. BABYLON.IntersectionInfo = IntersectionInfo;
  58692. /**
  58693. * Information about the result of picking within a scene
  58694. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58695. */
  58696. var PickingInfo = /** @class */ (function () {
  58697. function PickingInfo() {
  58698. /**
  58699. * If the pick collided with an object
  58700. */
  58701. this.hit = false;
  58702. /**
  58703. * Distance away where the pick collided
  58704. */
  58705. this.distance = 0;
  58706. /**
  58707. * The location of pick collision
  58708. */
  58709. this.pickedPoint = null;
  58710. /**
  58711. * The mesh corresponding the the pick collision
  58712. */
  58713. this.pickedMesh = null;
  58714. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58715. this.bu = 0;
  58716. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58717. this.bv = 0;
  58718. /** The id of the face on the mesh that was picked */
  58719. this.faceId = -1;
  58720. /** Id of the the submesh that was picked */
  58721. this.subMeshId = 0;
  58722. /** If a sprite was picked, this will be the sprite the pick collided with */
  58723. this.pickedSprite = null;
  58724. /**
  58725. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58726. */
  58727. this.originMesh = null;
  58728. /**
  58729. * The ray that was used to perform the picking.
  58730. */
  58731. this.ray = null;
  58732. }
  58733. /**
  58734. * Gets the normal correspodning to the face the pick collided with
  58735. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58736. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58737. * @returns The normal correspodning to the face the pick collided with
  58738. */
  58739. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58740. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58741. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58742. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58743. return null;
  58744. }
  58745. var indices = this.pickedMesh.getIndices();
  58746. if (!indices) {
  58747. return null;
  58748. }
  58749. var result;
  58750. if (useVerticesNormals) {
  58751. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58752. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58753. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58754. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58755. normal0 = normal0.scale(this.bu);
  58756. normal1 = normal1.scale(this.bv);
  58757. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58758. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58759. }
  58760. else {
  58761. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58762. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58763. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58764. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58765. var p1p2 = vertex1.subtract(vertex2);
  58766. var p3p2 = vertex3.subtract(vertex2);
  58767. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58768. }
  58769. if (useWorldCoordinates) {
  58770. var wm = this.pickedMesh.getWorldMatrix();
  58771. if (this.pickedMesh.nonUniformScaling) {
  58772. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58773. wm = BABYLON.Tmp.Matrix[0];
  58774. wm.setTranslationFromFloats(0, 0, 0);
  58775. wm.invert();
  58776. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58777. wm = BABYLON.Tmp.Matrix[1];
  58778. }
  58779. result = BABYLON.Vector3.TransformNormal(result, wm);
  58780. }
  58781. result.normalize();
  58782. return result;
  58783. };
  58784. /**
  58785. * Gets the texture coordinates of where the pick occured
  58786. * @returns the vector containing the coordnates of the texture
  58787. */
  58788. PickingInfo.prototype.getTextureCoordinates = function () {
  58789. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58790. return null;
  58791. }
  58792. var indices = this.pickedMesh.getIndices();
  58793. if (!indices) {
  58794. return null;
  58795. }
  58796. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58797. if (!uvs) {
  58798. return null;
  58799. }
  58800. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58801. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58802. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58803. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58804. uv1 = uv1.scale(this.bu);
  58805. uv2 = uv2.scale(this.bv);
  58806. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58807. };
  58808. return PickingInfo;
  58809. }());
  58810. BABYLON.PickingInfo = PickingInfo;
  58811. })(BABYLON || (BABYLON = {}));
  58812. //# sourceMappingURL=pickingInfo.js.map
  58813. var BABYLON;
  58814. (function (BABYLON) {
  58815. /**
  58816. * Class representing a ray with position and direction
  58817. */
  58818. var Ray = /** @class */ (function () {
  58819. /**
  58820. * Creates a new ray
  58821. * @param origin origin point
  58822. * @param direction direction
  58823. * @param length length of the ray
  58824. */
  58825. function Ray(
  58826. /** origin point */
  58827. origin,
  58828. /** direction */
  58829. direction,
  58830. /** length of the ray */
  58831. length) {
  58832. if (length === void 0) { length = Number.MAX_VALUE; }
  58833. this.origin = origin;
  58834. this.direction = direction;
  58835. this.length = length;
  58836. }
  58837. // Methods
  58838. /**
  58839. * Checks if the ray intersects a box
  58840. * @param minimum bound of the box
  58841. * @param maximum bound of the box
  58842. * @param intersectionTreshold extra extend to be added to the box in all direction
  58843. * @returns if the box was hit
  58844. */
  58845. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58846. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58847. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58848. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58849. var d = 0.0;
  58850. var maxValue = Number.MAX_VALUE;
  58851. var inv;
  58852. var min;
  58853. var max;
  58854. var temp;
  58855. if (Math.abs(this.direction.x) < 0.0000001) {
  58856. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58857. return false;
  58858. }
  58859. }
  58860. else {
  58861. inv = 1.0 / this.direction.x;
  58862. min = (newMinimum.x - this.origin.x) * inv;
  58863. max = (newMaximum.x - this.origin.x) * inv;
  58864. if (max === -Infinity) {
  58865. max = Infinity;
  58866. }
  58867. if (min > max) {
  58868. temp = min;
  58869. min = max;
  58870. max = temp;
  58871. }
  58872. d = Math.max(min, d);
  58873. maxValue = Math.min(max, maxValue);
  58874. if (d > maxValue) {
  58875. return false;
  58876. }
  58877. }
  58878. if (Math.abs(this.direction.y) < 0.0000001) {
  58879. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58880. return false;
  58881. }
  58882. }
  58883. else {
  58884. inv = 1.0 / this.direction.y;
  58885. min = (newMinimum.y - this.origin.y) * inv;
  58886. max = (newMaximum.y - this.origin.y) * inv;
  58887. if (max === -Infinity) {
  58888. max = Infinity;
  58889. }
  58890. if (min > max) {
  58891. temp = min;
  58892. min = max;
  58893. max = temp;
  58894. }
  58895. d = Math.max(min, d);
  58896. maxValue = Math.min(max, maxValue);
  58897. if (d > maxValue) {
  58898. return false;
  58899. }
  58900. }
  58901. if (Math.abs(this.direction.z) < 0.0000001) {
  58902. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  58903. return false;
  58904. }
  58905. }
  58906. else {
  58907. inv = 1.0 / this.direction.z;
  58908. min = (newMinimum.z - this.origin.z) * inv;
  58909. max = (newMaximum.z - this.origin.z) * inv;
  58910. if (max === -Infinity) {
  58911. max = Infinity;
  58912. }
  58913. if (min > max) {
  58914. temp = min;
  58915. min = max;
  58916. max = temp;
  58917. }
  58918. d = Math.max(min, d);
  58919. maxValue = Math.min(max, maxValue);
  58920. if (d > maxValue) {
  58921. return false;
  58922. }
  58923. }
  58924. return true;
  58925. };
  58926. /**
  58927. * Checks if the ray intersects a box
  58928. * @param box the bounding box to check
  58929. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  58930. * @returns if the box was hit
  58931. */
  58932. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  58933. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58934. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  58935. };
  58936. /**
  58937. * If the ray hits a sphere
  58938. * @param sphere the bounding sphere to check
  58939. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  58940. * @returns true if it hits the sphere
  58941. */
  58942. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  58943. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58944. var x = sphere.center.x - this.origin.x;
  58945. var y = sphere.center.y - this.origin.y;
  58946. var z = sphere.center.z - this.origin.z;
  58947. var pyth = (x * x) + (y * y) + (z * z);
  58948. var radius = sphere.radius + intersectionTreshold;
  58949. var rr = radius * radius;
  58950. if (pyth <= rr) {
  58951. return true;
  58952. }
  58953. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58954. if (dot < 0.0) {
  58955. return false;
  58956. }
  58957. var temp = pyth - (dot * dot);
  58958. return temp <= rr;
  58959. };
  58960. /**
  58961. * If the ray hits a triange
  58962. * @param vertex0 triangle vertex
  58963. * @param vertex1 triangle vertex
  58964. * @param vertex2 triangle vertex
  58965. * @returns intersection information if hit
  58966. */
  58967. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58968. var edge1 = Ray.TmpVector3[0];
  58969. var edge2 = Ray.TmpVector3[1];
  58970. var pvec = Ray.TmpVector3[2];
  58971. var tvec = Ray.TmpVector3[3];
  58972. var qvec = Ray.TmpVector3[4];
  58973. vertex1.subtractToRef(vertex0, edge1);
  58974. vertex2.subtractToRef(vertex0, edge2);
  58975. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  58976. var det = BABYLON.Vector3.Dot(edge1, pvec);
  58977. if (det === 0) {
  58978. return null;
  58979. }
  58980. var invdet = 1 / det;
  58981. this.origin.subtractToRef(vertex0, tvec);
  58982. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  58983. if (bu < 0 || bu > 1.0) {
  58984. return null;
  58985. }
  58986. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  58987. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  58988. if (bv < 0 || bu + bv > 1.0) {
  58989. return null;
  58990. }
  58991. //check if the distance is longer than the predefined length.
  58992. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  58993. if (distance > this.length) {
  58994. return null;
  58995. }
  58996. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58997. };
  58998. /**
  58999. * Checks if ray intersects a plane
  59000. * @param plane the plane to check
  59001. * @returns the distance away it was hit
  59002. */
  59003. Ray.prototype.intersectsPlane = function (plane) {
  59004. var distance;
  59005. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59006. if (Math.abs(result1) < 9.99999997475243E-07) {
  59007. return null;
  59008. }
  59009. else {
  59010. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59011. distance = (-plane.d - result2) / result1;
  59012. if (distance < 0.0) {
  59013. if (distance < -9.99999997475243E-07) {
  59014. return null;
  59015. }
  59016. else {
  59017. return 0;
  59018. }
  59019. }
  59020. return distance;
  59021. }
  59022. };
  59023. /**
  59024. * Checks if ray intersects a mesh
  59025. * @param mesh the mesh to check
  59026. * @param fastCheck if only the bounding box should checked
  59027. * @returns picking info of the intersecton
  59028. */
  59029. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59030. var tm = BABYLON.Tmp.Matrix[0];
  59031. mesh.getWorldMatrix().invertToRef(tm);
  59032. if (this._tmpRay) {
  59033. Ray.TransformToRef(this, tm, this._tmpRay);
  59034. }
  59035. else {
  59036. this._tmpRay = Ray.Transform(this, tm);
  59037. }
  59038. return mesh.intersects(this._tmpRay, fastCheck);
  59039. };
  59040. /**
  59041. * Checks if ray intersects a mesh
  59042. * @param meshes the meshes to check
  59043. * @param fastCheck if only the bounding box should checked
  59044. * @param results array to store result in
  59045. * @returns Array of picking infos
  59046. */
  59047. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59048. if (results) {
  59049. results.length = 0;
  59050. }
  59051. else {
  59052. results = [];
  59053. }
  59054. for (var i = 0; i < meshes.length; i++) {
  59055. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59056. if (pickInfo.hit) {
  59057. results.push(pickInfo);
  59058. }
  59059. }
  59060. results.sort(this._comparePickingInfo);
  59061. return results;
  59062. };
  59063. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59064. if (pickingInfoA.distance < pickingInfoB.distance) {
  59065. return -1;
  59066. }
  59067. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59068. return 1;
  59069. }
  59070. else {
  59071. return 0;
  59072. }
  59073. };
  59074. /**
  59075. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59076. * @param sega the first point of the segment to test the intersection against
  59077. * @param segb the second point of the segment to test the intersection against
  59078. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59079. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59080. */
  59081. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59082. var o = this.origin;
  59083. var u = BABYLON.Tmp.Vector3[0];
  59084. var rsegb = BABYLON.Tmp.Vector3[1];
  59085. var v = BABYLON.Tmp.Vector3[2];
  59086. var w = BABYLON.Tmp.Vector3[3];
  59087. segb.subtractToRef(sega, u);
  59088. this.direction.scaleToRef(Ray.rayl, v);
  59089. o.addToRef(v, rsegb);
  59090. sega.subtractToRef(o, w);
  59091. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59092. var b = BABYLON.Vector3.Dot(u, v);
  59093. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59094. var d = BABYLON.Vector3.Dot(u, w);
  59095. var e = BABYLON.Vector3.Dot(v, w);
  59096. var D = a * c - b * b; // always >= 0
  59097. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59098. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59099. // compute the line parameters of the two closest points
  59100. if (D < Ray.smallnum) { // the lines are almost parallel
  59101. sN = 0.0; // force using point P0 on segment S1
  59102. sD = 1.0; // to prevent possible division by 0.0 later
  59103. tN = e;
  59104. tD = c;
  59105. }
  59106. else { // get the closest points on the infinite lines
  59107. sN = (b * e - c * d);
  59108. tN = (a * e - b * d);
  59109. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59110. sN = 0.0;
  59111. tN = e;
  59112. tD = c;
  59113. }
  59114. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59115. sN = sD;
  59116. tN = e + b;
  59117. tD = c;
  59118. }
  59119. }
  59120. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59121. tN = 0.0;
  59122. // recompute sc for this edge
  59123. if (-d < 0.0) {
  59124. sN = 0.0;
  59125. }
  59126. else if (-d > a) {
  59127. sN = sD;
  59128. }
  59129. else {
  59130. sN = -d;
  59131. sD = a;
  59132. }
  59133. }
  59134. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59135. tN = tD;
  59136. // recompute sc for this edge
  59137. if ((-d + b) < 0.0) {
  59138. sN = 0;
  59139. }
  59140. else if ((-d + b) > a) {
  59141. sN = sD;
  59142. }
  59143. else {
  59144. sN = (-d + b);
  59145. sD = a;
  59146. }
  59147. }
  59148. // finally do the division to get sc and tc
  59149. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59150. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59151. // get the difference of the two closest points
  59152. var qtc = BABYLON.Tmp.Vector3[4];
  59153. v.scaleToRef(tc, qtc);
  59154. var qsc = BABYLON.Tmp.Vector3[5];
  59155. u.scaleToRef(sc, qsc);
  59156. qsc.addInPlace(w);
  59157. var dP = BABYLON.Tmp.Vector3[6];
  59158. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59159. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59160. if (isIntersected) {
  59161. return qsc.length();
  59162. }
  59163. return -1;
  59164. };
  59165. /**
  59166. * Update the ray from viewport position
  59167. * @param x position
  59168. * @param y y position
  59169. * @param viewportWidth viewport width
  59170. * @param viewportHeight viewport height
  59171. * @param world world matrix
  59172. * @param view view matrix
  59173. * @param projection projection matrix
  59174. * @returns this ray updated
  59175. */
  59176. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59177. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59178. return this;
  59179. };
  59180. // Statics
  59181. /**
  59182. * Creates a ray with origin and direction of 0,0,0
  59183. * @returns the new ray
  59184. */
  59185. Ray.Zero = function () {
  59186. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59187. };
  59188. /**
  59189. * Creates a new ray from screen space and viewport
  59190. * @param x position
  59191. * @param y y position
  59192. * @param viewportWidth viewport width
  59193. * @param viewportHeight viewport height
  59194. * @param world world matrix
  59195. * @param view view matrix
  59196. * @param projection projection matrix
  59197. * @returns new ray
  59198. */
  59199. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59200. var result = Ray.Zero();
  59201. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59202. };
  59203. /**
  59204. * 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
  59205. * transformed to the given world matrix.
  59206. * @param origin The origin point
  59207. * @param end The end point
  59208. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59209. * @returns the new ray
  59210. */
  59211. Ray.CreateNewFromTo = function (origin, end, world) {
  59212. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59213. var direction = end.subtract(origin);
  59214. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59215. direction.normalize();
  59216. return Ray.Transform(new Ray(origin, direction, length), world);
  59217. };
  59218. /**
  59219. * Transforms a ray by a matrix
  59220. * @param ray ray to transform
  59221. * @param matrix matrix to apply
  59222. * @returns the resulting new ray
  59223. */
  59224. Ray.Transform = function (ray, matrix) {
  59225. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59226. Ray.TransformToRef(ray, matrix, result);
  59227. return result;
  59228. };
  59229. /**
  59230. * Transforms a ray by a matrix
  59231. * @param ray ray to transform
  59232. * @param matrix matrix to apply
  59233. * @param result ray to store result in
  59234. */
  59235. Ray.TransformToRef = function (ray, matrix, result) {
  59236. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59237. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59238. result.length = ray.length;
  59239. var dir = result.direction;
  59240. var len = dir.length();
  59241. if (!(len === 0 || len === 1)) {
  59242. var num = 1.0 / len;
  59243. dir.x *= num;
  59244. dir.y *= num;
  59245. dir.z *= num;
  59246. result.length *= len;
  59247. }
  59248. };
  59249. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59250. Ray.smallnum = 0.00000001;
  59251. Ray.rayl = 10e8;
  59252. return Ray;
  59253. }());
  59254. BABYLON.Ray = Ray;
  59255. })(BABYLON || (BABYLON = {}));
  59256. //# sourceMappingURL=ray.js.map
  59257. var BABYLON;
  59258. (function (BABYLON) {
  59259. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59260. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59261. return false;
  59262. }
  59263. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59264. return false;
  59265. }
  59266. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59267. return false;
  59268. }
  59269. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59270. return false;
  59271. }
  59272. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59273. return false;
  59274. }
  59275. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59276. return false;
  59277. }
  59278. return true;
  59279. };
  59280. var getLowestRoot = (function () {
  59281. var result = { root: 0, found: false };
  59282. return function (a, b, c, maxR) {
  59283. result.root = 0;
  59284. result.found = false;
  59285. var determinant = b * b - 4.0 * a * c;
  59286. if (determinant < 0) {
  59287. return result;
  59288. }
  59289. var sqrtD = Math.sqrt(determinant);
  59290. var r1 = (-b - sqrtD) / (2.0 * a);
  59291. var r2 = (-b + sqrtD) / (2.0 * a);
  59292. if (r1 > r2) {
  59293. var temp = r2;
  59294. r2 = r1;
  59295. r1 = temp;
  59296. }
  59297. if (r1 > 0 && r1 < maxR) {
  59298. result.root = r1;
  59299. result.found = true;
  59300. return result;
  59301. }
  59302. if (r2 > 0 && r2 < maxR) {
  59303. result.root = r2;
  59304. result.found = true;
  59305. return result;
  59306. }
  59307. return result;
  59308. };
  59309. })();
  59310. /** @hidden */
  59311. var Collider = /** @class */ (function () {
  59312. function Collider() {
  59313. this._collisionPoint = BABYLON.Vector3.Zero();
  59314. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59315. this._tempVector = BABYLON.Vector3.Zero();
  59316. this._tempVector2 = BABYLON.Vector3.Zero();
  59317. this._tempVector3 = BABYLON.Vector3.Zero();
  59318. this._tempVector4 = BABYLON.Vector3.Zero();
  59319. this._edge = BABYLON.Vector3.Zero();
  59320. this._baseToVertex = BABYLON.Vector3.Zero();
  59321. this._destinationPoint = BABYLON.Vector3.Zero();
  59322. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59323. this._displacementVector = BABYLON.Vector3.Zero();
  59324. /** @hidden */
  59325. this._radius = BABYLON.Vector3.One();
  59326. /** @hidden */
  59327. this._retry = 0;
  59328. /** @hidden */
  59329. this._basePointWorld = BABYLON.Vector3.Zero();
  59330. this._velocityWorld = BABYLON.Vector3.Zero();
  59331. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59332. this._collisionMask = -1;
  59333. }
  59334. Object.defineProperty(Collider.prototype, "collisionMask", {
  59335. get: function () {
  59336. return this._collisionMask;
  59337. },
  59338. set: function (mask) {
  59339. this._collisionMask = !isNaN(mask) ? mask : -1;
  59340. },
  59341. enumerable: true,
  59342. configurable: true
  59343. });
  59344. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59345. /**
  59346. * Gets the plane normal used to compute the sliding response (in local space)
  59347. */
  59348. get: function () {
  59349. return this._slidePlaneNormal;
  59350. },
  59351. enumerable: true,
  59352. configurable: true
  59353. });
  59354. // Methods
  59355. /** @hidden */
  59356. Collider.prototype._initialize = function (source, dir, e) {
  59357. this._velocity = dir;
  59358. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59359. this._basePoint = source;
  59360. source.multiplyToRef(this._radius, this._basePointWorld);
  59361. dir.multiplyToRef(this._radius, this._velocityWorld);
  59362. this._velocityWorldLength = this._velocityWorld.length();
  59363. this._epsilon = e;
  59364. this.collisionFound = false;
  59365. };
  59366. /** @hidden */
  59367. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59368. pa.subtractToRef(point, this._tempVector);
  59369. pb.subtractToRef(point, this._tempVector2);
  59370. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59371. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59372. if (d < 0) {
  59373. return false;
  59374. }
  59375. pc.subtractToRef(point, this._tempVector3);
  59376. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59377. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59378. if (d < 0) {
  59379. return false;
  59380. }
  59381. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59382. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59383. return d >= 0;
  59384. };
  59385. /** @hidden */
  59386. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59387. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59388. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59389. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59390. return false;
  59391. }
  59392. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59393. return false;
  59394. }
  59395. return true;
  59396. };
  59397. /** @hidden */
  59398. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59399. var t0;
  59400. var embeddedInPlane = false;
  59401. //defensive programming, actually not needed.
  59402. if (!trianglePlaneArray) {
  59403. trianglePlaneArray = [];
  59404. }
  59405. if (!trianglePlaneArray[faceIndex]) {
  59406. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59407. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59408. }
  59409. var trianglePlane = trianglePlaneArray[faceIndex];
  59410. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59411. return;
  59412. }
  59413. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59414. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59415. if (normalDotVelocity == 0) {
  59416. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59417. return;
  59418. }
  59419. embeddedInPlane = true;
  59420. t0 = 0;
  59421. }
  59422. else {
  59423. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59424. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59425. if (t0 > t1) {
  59426. var temp = t1;
  59427. t1 = t0;
  59428. t0 = temp;
  59429. }
  59430. if (t0 > 1.0 || t1 < 0.0) {
  59431. return;
  59432. }
  59433. if (t0 < 0) {
  59434. t0 = 0;
  59435. }
  59436. if (t0 > 1.0) {
  59437. t0 = 1.0;
  59438. }
  59439. }
  59440. this._collisionPoint.copyFromFloats(0, 0, 0);
  59441. var found = false;
  59442. var t = 1.0;
  59443. if (!embeddedInPlane) {
  59444. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59445. this._velocity.scaleToRef(t0, this._tempVector);
  59446. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59447. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59448. found = true;
  59449. t = t0;
  59450. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59451. }
  59452. }
  59453. if (!found) {
  59454. var velocitySquaredLength = this._velocity.lengthSquared();
  59455. var a = velocitySquaredLength;
  59456. this._basePoint.subtractToRef(p1, this._tempVector);
  59457. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59458. var c = this._tempVector.lengthSquared() - 1.0;
  59459. var lowestRoot = getLowestRoot(a, b, c, t);
  59460. if (lowestRoot.found) {
  59461. t = lowestRoot.root;
  59462. found = true;
  59463. this._collisionPoint.copyFrom(p1);
  59464. }
  59465. this._basePoint.subtractToRef(p2, this._tempVector);
  59466. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59467. c = this._tempVector.lengthSquared() - 1.0;
  59468. lowestRoot = getLowestRoot(a, b, c, t);
  59469. if (lowestRoot.found) {
  59470. t = lowestRoot.root;
  59471. found = true;
  59472. this._collisionPoint.copyFrom(p2);
  59473. }
  59474. this._basePoint.subtractToRef(p3, this._tempVector);
  59475. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59476. c = this._tempVector.lengthSquared() - 1.0;
  59477. lowestRoot = getLowestRoot(a, b, c, t);
  59478. if (lowestRoot.found) {
  59479. t = lowestRoot.root;
  59480. found = true;
  59481. this._collisionPoint.copyFrom(p3);
  59482. }
  59483. p2.subtractToRef(p1, this._edge);
  59484. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59485. var edgeSquaredLength = this._edge.lengthSquared();
  59486. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59487. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59488. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59489. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59490. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59491. lowestRoot = getLowestRoot(a, b, c, t);
  59492. if (lowestRoot.found) {
  59493. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59494. if (f >= 0.0 && f <= 1.0) {
  59495. t = lowestRoot.root;
  59496. found = true;
  59497. this._edge.scaleInPlace(f);
  59498. p1.addToRef(this._edge, this._collisionPoint);
  59499. }
  59500. }
  59501. p3.subtractToRef(p2, this._edge);
  59502. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59503. edgeSquaredLength = this._edge.lengthSquared();
  59504. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59505. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59506. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59507. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59508. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59509. lowestRoot = getLowestRoot(a, b, c, t);
  59510. if (lowestRoot.found) {
  59511. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59512. if (f >= 0.0 && f <= 1.0) {
  59513. t = lowestRoot.root;
  59514. found = true;
  59515. this._edge.scaleInPlace(f);
  59516. p2.addToRef(this._edge, this._collisionPoint);
  59517. }
  59518. }
  59519. p1.subtractToRef(p3, this._edge);
  59520. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59521. edgeSquaredLength = this._edge.lengthSquared();
  59522. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59523. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59524. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59525. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59526. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59527. lowestRoot = getLowestRoot(a, b, c, t);
  59528. if (lowestRoot.found) {
  59529. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59530. if (f >= 0.0 && f <= 1.0) {
  59531. t = lowestRoot.root;
  59532. found = true;
  59533. this._edge.scaleInPlace(f);
  59534. p3.addToRef(this._edge, this._collisionPoint);
  59535. }
  59536. }
  59537. }
  59538. if (found) {
  59539. var distToCollision = t * this._velocity.length();
  59540. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59541. if (!this.intersectionPoint) {
  59542. this.intersectionPoint = this._collisionPoint.clone();
  59543. }
  59544. else {
  59545. this.intersectionPoint.copyFrom(this._collisionPoint);
  59546. }
  59547. this._nearestDistance = distToCollision;
  59548. this.collisionFound = true;
  59549. }
  59550. }
  59551. };
  59552. /** @hidden */
  59553. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59554. for (var i = indexStart; i < indexEnd; i += 3) {
  59555. var p1 = pts[indices[i] - decal];
  59556. var p2 = pts[indices[i + 1] - decal];
  59557. var p3 = pts[indices[i + 2] - decal];
  59558. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59559. }
  59560. };
  59561. /** @hidden */
  59562. Collider.prototype._getResponse = function (pos, vel) {
  59563. pos.addToRef(vel, this._destinationPoint);
  59564. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59565. this._basePoint.addToRef(vel, pos);
  59566. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59567. this._slidePlaneNormal.normalize();
  59568. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59569. pos.addInPlace(this._displacementVector);
  59570. this.intersectionPoint.addInPlace(this._displacementVector);
  59571. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59572. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59573. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59574. };
  59575. return Collider;
  59576. }());
  59577. BABYLON.Collider = Collider;
  59578. })(BABYLON || (BABYLON = {}));
  59579. //# sourceMappingURL=collider.js.map
  59580. var BABYLON;
  59581. (function (BABYLON) {
  59582. //WebWorker code will be inserted to this variable.
  59583. /** @hidden */
  59584. BABYLON.CollisionWorker = "";
  59585. /** Defines supported task for worker process */
  59586. var WorkerTaskType;
  59587. (function (WorkerTaskType) {
  59588. /** Initialization */
  59589. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59590. /** Update of geometry */
  59591. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59592. /** Evaluate collision */
  59593. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59594. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59595. /** Defines kind of replies returned by worker */
  59596. var WorkerReplyType;
  59597. (function (WorkerReplyType) {
  59598. /** Success */
  59599. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59600. /** Unkown error */
  59601. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59602. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59603. /** @hidden */
  59604. var CollisionCoordinatorWorker = /** @class */ (function () {
  59605. function CollisionCoordinatorWorker() {
  59606. var _this = this;
  59607. this._scaledPosition = BABYLON.Vector3.Zero();
  59608. this._scaledVelocity = BABYLON.Vector3.Zero();
  59609. this.onMeshUpdated = function (transformNode) {
  59610. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59611. };
  59612. this.onGeometryUpdated = function (geometry) {
  59613. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59614. };
  59615. this._afterRender = function () {
  59616. if (!_this._init) {
  59617. return;
  59618. }
  59619. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59620. return;
  59621. }
  59622. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59623. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59624. if (_this._runningUpdated > 4) {
  59625. return;
  59626. }
  59627. ++_this._runningUpdated;
  59628. var payload = {
  59629. updatedMeshes: _this._addUpdateMeshesList,
  59630. updatedGeometries: _this._addUpdateGeometriesList,
  59631. removedGeometries: _this._toRemoveGeometryArray,
  59632. removedMeshes: _this._toRemoveMeshesArray
  59633. };
  59634. var message = {
  59635. payload: payload,
  59636. taskType: WorkerTaskType.UPDATE
  59637. };
  59638. var serializable = [];
  59639. for (var id in payload.updatedGeometries) {
  59640. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59641. //prepare transferables
  59642. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59643. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59644. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59645. }
  59646. }
  59647. _this._worker.postMessage(message, serializable);
  59648. _this._addUpdateMeshesList = {};
  59649. _this._addUpdateGeometriesList = {};
  59650. _this._toRemoveGeometryArray = [];
  59651. _this._toRemoveMeshesArray = [];
  59652. };
  59653. this._onMessageFromWorker = function (e) {
  59654. var returnData = e.data;
  59655. if (returnData.error != WorkerReplyType.SUCCESS) {
  59656. //TODO what errors can be returned from the worker?
  59657. BABYLON.Tools.Warn("error returned from worker!");
  59658. return;
  59659. }
  59660. switch (returnData.taskType) {
  59661. case WorkerTaskType.INIT:
  59662. _this._init = true;
  59663. //Update the worked with ALL of the scene's current state
  59664. _this._scene.meshes.forEach(function (mesh) {
  59665. _this.onMeshAdded(mesh);
  59666. });
  59667. _this._scene.getGeometries().forEach(function (geometry) {
  59668. _this.onGeometryAdded(geometry);
  59669. });
  59670. break;
  59671. case WorkerTaskType.UPDATE:
  59672. _this._runningUpdated--;
  59673. break;
  59674. case WorkerTaskType.COLLIDE:
  59675. var returnPayload = returnData.payload;
  59676. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59677. return;
  59678. }
  59679. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59680. if (callback) {
  59681. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59682. if (mesh) {
  59683. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59684. }
  59685. }
  59686. //cleanup
  59687. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59688. break;
  59689. }
  59690. };
  59691. this._collisionsCallbackArray = [];
  59692. this._init = false;
  59693. this._runningUpdated = 0;
  59694. this._addUpdateMeshesList = {};
  59695. this._addUpdateGeometriesList = {};
  59696. this._toRemoveGeometryArray = [];
  59697. this._toRemoveMeshesArray = [];
  59698. }
  59699. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59700. if (!this._init) {
  59701. return;
  59702. }
  59703. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59704. return;
  59705. }
  59706. position.divideToRef(collider._radius, this._scaledPosition);
  59707. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59708. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59709. var payload = {
  59710. collider: {
  59711. position: this._scaledPosition.asArray(),
  59712. velocity: this._scaledVelocity.asArray(),
  59713. radius: collider._radius.asArray()
  59714. },
  59715. collisionId: collisionIndex,
  59716. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59717. maximumRetry: maximumRetry
  59718. };
  59719. var message = {
  59720. payload: payload,
  59721. taskType: WorkerTaskType.COLLIDE
  59722. };
  59723. this._worker.postMessage(message);
  59724. };
  59725. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59726. this._scene = scene;
  59727. this._scene.registerAfterRender(this._afterRender);
  59728. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59729. this._worker = new Worker(workerUrl);
  59730. this._worker.onmessage = this._onMessageFromWorker;
  59731. var message = {
  59732. payload: {},
  59733. taskType: WorkerTaskType.INIT
  59734. };
  59735. this._worker.postMessage(message);
  59736. };
  59737. CollisionCoordinatorWorker.prototype.destroy = function () {
  59738. this._scene.unregisterAfterRender(this._afterRender);
  59739. this._worker.terminate();
  59740. };
  59741. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59742. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59743. this.onMeshUpdated(mesh);
  59744. };
  59745. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59746. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59747. };
  59748. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59749. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59750. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59751. this.onGeometryUpdated(geometry);
  59752. };
  59753. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59754. this._toRemoveGeometryArray.push(geometry.id);
  59755. };
  59756. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59757. var submeshes = [];
  59758. if (mesh.subMeshes) {
  59759. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59760. var boundingInfo = sm.getBoundingInfo();
  59761. return {
  59762. position: idx,
  59763. verticesStart: sm.verticesStart,
  59764. verticesCount: sm.verticesCount,
  59765. indexStart: sm.indexStart,
  59766. indexCount: sm.indexCount,
  59767. hasMaterial: !!sm.getMaterial(),
  59768. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59769. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59770. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59771. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59772. };
  59773. });
  59774. }
  59775. var geometryId = null;
  59776. if (mesh instanceof BABYLON.Mesh) {
  59777. var geometry = mesh.geometry;
  59778. geometryId = geometry ? geometry.id : null;
  59779. }
  59780. else if (mesh instanceof BABYLON.InstancedMesh) {
  59781. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59782. geometryId = geometry ? geometry.id : null;
  59783. }
  59784. var boundingInfo = mesh.getBoundingInfo();
  59785. return {
  59786. uniqueId: mesh.uniqueId,
  59787. id: mesh.id,
  59788. name: mesh.name,
  59789. geometryId: geometryId,
  59790. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59791. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59792. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59793. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59794. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59795. subMeshes: submeshes,
  59796. checkCollisions: mesh.checkCollisions
  59797. };
  59798. };
  59799. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59800. return {
  59801. id: geometry.id,
  59802. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59803. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59804. indices: new Uint32Array(geometry.getIndices() || []),
  59805. };
  59806. };
  59807. return CollisionCoordinatorWorker;
  59808. }());
  59809. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59810. /** @hidden */
  59811. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59812. function CollisionCoordinatorLegacy() {
  59813. this._scaledPosition = BABYLON.Vector3.Zero();
  59814. this._scaledVelocity = BABYLON.Vector3.Zero();
  59815. this._finalPosition = BABYLON.Vector3.Zero();
  59816. }
  59817. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59818. position.divideToRef(collider._radius, this._scaledPosition);
  59819. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59820. collider.collidedMesh = null;
  59821. collider._retry = 0;
  59822. collider._initialVelocity = this._scaledVelocity;
  59823. collider._initialPosition = this._scaledPosition;
  59824. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59825. this._finalPosition.multiplyInPlace(collider._radius);
  59826. //run the callback
  59827. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59828. };
  59829. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59830. this._scene = scene;
  59831. };
  59832. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59833. //Legacy need no destruction method.
  59834. };
  59835. //No update in legacy mode
  59836. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59837. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59838. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59839. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59840. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59841. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59842. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59843. if (excludedMesh === void 0) { excludedMesh = null; }
  59844. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59845. if (collider._retry >= maximumRetry) {
  59846. finalPosition.copyFrom(position);
  59847. return;
  59848. }
  59849. // Check if this is a mesh else camera or -1
  59850. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59851. collider._initialize(position, velocity, closeDistance);
  59852. // Check all meshes
  59853. for (var index = 0; index < this._scene.meshes.length; index++) {
  59854. var mesh = this._scene.meshes[index];
  59855. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59856. mesh._checkCollision(collider);
  59857. }
  59858. }
  59859. if (!collider.collisionFound) {
  59860. position.addToRef(velocity, finalPosition);
  59861. return;
  59862. }
  59863. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59864. collider._getResponse(position, velocity);
  59865. }
  59866. if (velocity.length() <= closeDistance) {
  59867. finalPosition.copyFrom(position);
  59868. return;
  59869. }
  59870. collider._retry++;
  59871. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59872. };
  59873. return CollisionCoordinatorLegacy;
  59874. }());
  59875. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59876. })(BABYLON || (BABYLON = {}));
  59877. //# sourceMappingURL=collisionCoordinator.js.map
  59878. var BABYLON;
  59879. (function (BABYLON) {
  59880. /**
  59881. * A particle represents one of the element emitted by a particle system.
  59882. * This is mainly define by its coordinates, direction, velocity and age.
  59883. */
  59884. var Particle = /** @class */ (function () {
  59885. /**
  59886. * Creates a new instance Particle
  59887. * @param particleSystem the particle system the particle belongs to
  59888. */
  59889. function Particle(
  59890. /**
  59891. * The particle system the particle belongs to.
  59892. */
  59893. particleSystem) {
  59894. this.particleSystem = particleSystem;
  59895. /**
  59896. * The world position of the particle in the scene.
  59897. */
  59898. this.position = BABYLON.Vector3.Zero();
  59899. /**
  59900. * The world direction of the particle in the scene.
  59901. */
  59902. this.direction = BABYLON.Vector3.Zero();
  59903. /**
  59904. * The color of the particle.
  59905. */
  59906. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59907. /**
  59908. * The color change of the particle per step.
  59909. */
  59910. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59911. /**
  59912. * Defines how long will the life of the particle be.
  59913. */
  59914. this.lifeTime = 1.0;
  59915. /**
  59916. * The current age of the particle.
  59917. */
  59918. this.age = 0;
  59919. /**
  59920. * The current size of the particle.
  59921. */
  59922. this.size = 0;
  59923. /**
  59924. * The current scale of the particle.
  59925. */
  59926. this.scale = new BABYLON.Vector2(1, 1);
  59927. /**
  59928. * The current angle of the particle.
  59929. */
  59930. this.angle = 0;
  59931. /**
  59932. * Defines how fast is the angle changing.
  59933. */
  59934. this.angularSpeed = 0;
  59935. /**
  59936. * Defines the cell index used by the particle to be rendered from a sprite.
  59937. */
  59938. this.cellIndex = 0;
  59939. /** @hidden */
  59940. this._attachedSubEmitters = null;
  59941. /** @hidden */
  59942. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59943. /** @hidden */
  59944. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59945. /** @hidden */
  59946. this._currentSize1 = 0;
  59947. /** @hidden */
  59948. this._currentSize2 = 0;
  59949. /** @hidden */
  59950. this._currentAngularSpeed1 = 0;
  59951. /** @hidden */
  59952. this._currentAngularSpeed2 = 0;
  59953. /** @hidden */
  59954. this._currentVelocity1 = 0;
  59955. /** @hidden */
  59956. this._currentVelocity2 = 0;
  59957. /** @hidden */
  59958. this._currentLimitVelocity1 = 0;
  59959. /** @hidden */
  59960. this._currentLimitVelocity2 = 0;
  59961. /** @hidden */
  59962. this._currentDrag1 = 0;
  59963. /** @hidden */
  59964. this._currentDrag2 = 0;
  59965. this.id = Particle._Count++;
  59966. if (!this.particleSystem.isAnimationSheetEnabled) {
  59967. return;
  59968. }
  59969. this.updateCellInfoFromSystem();
  59970. }
  59971. Particle.prototype.updateCellInfoFromSystem = function () {
  59972. this.cellIndex = this.particleSystem.startSpriteCellID;
  59973. };
  59974. /**
  59975. * Defines how the sprite cell index is updated for the particle
  59976. */
  59977. Particle.prototype.updateCellIndex = function () {
  59978. var offsetAge = this.age;
  59979. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59980. if (this.particleSystem.spriteRandomStartCell) {
  59981. if (this._randomCellOffset === undefined) {
  59982. this._randomCellOffset = Math.random() * this.lifeTime;
  59983. }
  59984. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59985. changeSpeed = 1;
  59986. offsetAge = this._randomCellOffset;
  59987. }
  59988. else {
  59989. offsetAge += this._randomCellOffset;
  59990. }
  59991. }
  59992. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59993. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59994. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59995. };
  59996. /** @hidden */
  59997. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59998. if (subEmitter.particleSystem.emitter.position) {
  59999. var emitterMesh = subEmitter.particleSystem.emitter;
  60000. emitterMesh.position.copyFrom(this.position);
  60001. if (subEmitter.inheritDirection) {
  60002. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60003. // Look at using Y as forward
  60004. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60005. }
  60006. }
  60007. else {
  60008. var emitterPosition = subEmitter.particleSystem.emitter;
  60009. emitterPosition.copyFrom(this.position);
  60010. }
  60011. // Set inheritedVelocityOffset to be used when new particles are created
  60012. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60013. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60014. };
  60015. /** @hidden */
  60016. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60017. var _this = this;
  60018. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60019. this._attachedSubEmitters.forEach(function (subEmitter) {
  60020. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60021. });
  60022. }
  60023. };
  60024. /** @hidden */
  60025. Particle.prototype._reset = function () {
  60026. this.age = 0;
  60027. this._currentColorGradient = null;
  60028. this._currentSizeGradient = null;
  60029. this._currentAngularSpeedGradient = null;
  60030. this._currentVelocityGradient = null;
  60031. this._currentLimitVelocityGradient = null;
  60032. this._currentDragGradient = null;
  60033. this.cellIndex = this.particleSystem.startSpriteCellID;
  60034. this._randomCellOffset = undefined;
  60035. };
  60036. /**
  60037. * Copy the properties of particle to another one.
  60038. * @param other the particle to copy the information to.
  60039. */
  60040. Particle.prototype.copyTo = function (other) {
  60041. other.position.copyFrom(this.position);
  60042. if (this._initialDirection) {
  60043. if (other._initialDirection) {
  60044. other._initialDirection.copyFrom(this._initialDirection);
  60045. }
  60046. else {
  60047. other._initialDirection = this._initialDirection.clone();
  60048. }
  60049. }
  60050. else {
  60051. other._initialDirection = null;
  60052. }
  60053. other.direction.copyFrom(this.direction);
  60054. other.color.copyFrom(this.color);
  60055. other.colorStep.copyFrom(this.colorStep);
  60056. other.lifeTime = this.lifeTime;
  60057. other.age = this.age;
  60058. other._randomCellOffset = this._randomCellOffset;
  60059. other.size = this.size;
  60060. other.scale.copyFrom(this.scale);
  60061. other.angle = this.angle;
  60062. other.angularSpeed = this.angularSpeed;
  60063. other.particleSystem = this.particleSystem;
  60064. other.cellIndex = this.cellIndex;
  60065. other.id = this.id;
  60066. other._attachedSubEmitters = this._attachedSubEmitters;
  60067. if (this._currentColorGradient) {
  60068. other._currentColorGradient = this._currentColorGradient;
  60069. other._currentColor1.copyFrom(this._currentColor1);
  60070. other._currentColor2.copyFrom(this._currentColor2);
  60071. }
  60072. if (this._currentSizeGradient) {
  60073. other._currentSizeGradient = this._currentSizeGradient;
  60074. other._currentSize1 = this._currentSize1;
  60075. other._currentSize2 = this._currentSize2;
  60076. }
  60077. if (this._currentAngularSpeedGradient) {
  60078. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60079. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60080. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60081. }
  60082. if (this._currentVelocityGradient) {
  60083. other._currentVelocityGradient = this._currentVelocityGradient;
  60084. other._currentVelocity1 = this._currentVelocity1;
  60085. other._currentVelocity2 = this._currentVelocity2;
  60086. }
  60087. if (this._currentLimitVelocityGradient) {
  60088. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60089. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60090. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60091. }
  60092. if (this._currentDragGradient) {
  60093. other._currentDragGradient = this._currentDragGradient;
  60094. other._currentDrag1 = this._currentDrag1;
  60095. other._currentDrag2 = this._currentDrag2;
  60096. }
  60097. if (this.particleSystem.isAnimationSheetEnabled) {
  60098. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60099. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60100. }
  60101. if (this.particleSystem.useRampGradients) {
  60102. other.remapData.copyFrom(this.remapData);
  60103. }
  60104. if (this._randomNoiseCoordinates1) {
  60105. if (other._randomNoiseCoordinates1) {
  60106. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60107. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60108. }
  60109. else {
  60110. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60111. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60112. }
  60113. }
  60114. };
  60115. Particle._Count = 0;
  60116. return Particle;
  60117. }());
  60118. BABYLON.Particle = Particle;
  60119. })(BABYLON || (BABYLON = {}));
  60120. //# sourceMappingURL=particle.js.map
  60121. var BABYLON;
  60122. (function (BABYLON) {
  60123. /**
  60124. * This represents the base class for particle system in Babylon.
  60125. * 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.
  60126. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60127. * @example https://doc.babylonjs.com/babylon101/particles
  60128. */
  60129. var BaseParticleSystem = /** @class */ (function () {
  60130. /**
  60131. * Instantiates a particle system.
  60132. * 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.
  60133. * @param name The name of the particle system
  60134. */
  60135. function BaseParticleSystem(name) {
  60136. /**
  60137. * List of animations used by the particle system.
  60138. */
  60139. this.animations = [];
  60140. /**
  60141. * The rendering group used by the Particle system to chose when to render.
  60142. */
  60143. this.renderingGroupId = 0;
  60144. /**
  60145. * The emitter represents the Mesh or position we are attaching the particle system to.
  60146. */
  60147. this.emitter = null;
  60148. /**
  60149. * The maximum number of particles to emit per frame
  60150. */
  60151. this.emitRate = 10;
  60152. /**
  60153. * If you want to launch only a few particles at once, that can be done, as well.
  60154. */
  60155. this.manualEmitCount = -1;
  60156. /**
  60157. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60158. */
  60159. this.updateSpeed = 0.01;
  60160. /**
  60161. * The amount of time the particle system is running (depends of the overall update speed).
  60162. */
  60163. this.targetStopDuration = 0;
  60164. /**
  60165. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60166. */
  60167. this.disposeOnStop = false;
  60168. /**
  60169. * Minimum power of emitting particles.
  60170. */
  60171. this.minEmitPower = 1;
  60172. /**
  60173. * Maximum power of emitting particles.
  60174. */
  60175. this.maxEmitPower = 1;
  60176. /**
  60177. * Minimum life time of emitting particles.
  60178. */
  60179. this.minLifeTime = 1;
  60180. /**
  60181. * Maximum life time of emitting particles.
  60182. */
  60183. this.maxLifeTime = 1;
  60184. /**
  60185. * Minimum Size of emitting particles.
  60186. */
  60187. this.minSize = 1;
  60188. /**
  60189. * Maximum Size of emitting particles.
  60190. */
  60191. this.maxSize = 1;
  60192. /**
  60193. * Minimum scale of emitting particles on X axis.
  60194. */
  60195. this.minScaleX = 1;
  60196. /**
  60197. * Maximum scale of emitting particles on X axis.
  60198. */
  60199. this.maxScaleX = 1;
  60200. /**
  60201. * Minimum scale of emitting particles on Y axis.
  60202. */
  60203. this.minScaleY = 1;
  60204. /**
  60205. * Maximum scale of emitting particles on Y axis.
  60206. */
  60207. this.maxScaleY = 1;
  60208. /**
  60209. * Gets or sets the minimal initial rotation in radians.
  60210. */
  60211. this.minInitialRotation = 0;
  60212. /**
  60213. * Gets or sets the maximal initial rotation in radians.
  60214. */
  60215. this.maxInitialRotation = 0;
  60216. /**
  60217. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60218. */
  60219. this.minAngularSpeed = 0;
  60220. /**
  60221. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60222. */
  60223. this.maxAngularSpeed = 0;
  60224. /**
  60225. * The layer mask we are rendering the particles through.
  60226. */
  60227. this.layerMask = 0x0FFFFFFF;
  60228. /**
  60229. * This can help using your own shader to render the particle system.
  60230. * The according effect will be created
  60231. */
  60232. this.customShader = null;
  60233. /**
  60234. * By default particle system starts as soon as they are created. This prevents the
  60235. * automatic start to happen and let you decide when to start emitting particles.
  60236. */
  60237. this.preventAutoStart = false;
  60238. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60239. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60240. /**
  60241. * Callback triggered when the particle animation is ending.
  60242. */
  60243. this.onAnimationEnd = null;
  60244. /**
  60245. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60246. */
  60247. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60248. /**
  60249. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60250. * to override the particles.
  60251. */
  60252. this.forceDepthWrite = false;
  60253. /** 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 */
  60254. this.preWarmCycles = 0;
  60255. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60256. this.preWarmStepOffset = 1;
  60257. /**
  60258. * 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)
  60259. */
  60260. this.spriteCellChangeSpeed = 1;
  60261. /**
  60262. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60263. */
  60264. this.startSpriteCellID = 0;
  60265. /**
  60266. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60267. */
  60268. this.endSpriteCellID = 0;
  60269. /**
  60270. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60271. */
  60272. this.spriteCellWidth = 0;
  60273. /**
  60274. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60275. */
  60276. this.spriteCellHeight = 0;
  60277. /**
  60278. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60279. */
  60280. this.spriteRandomStartCell = false;
  60281. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60282. this.translationPivot = new BABYLON.Vector2(0, 0);
  60283. /**
  60284. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60285. */
  60286. this.beginAnimationOnStart = false;
  60287. /**
  60288. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60289. */
  60290. this.beginAnimationFrom = 0;
  60291. /**
  60292. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60293. */
  60294. this.beginAnimationTo = 60;
  60295. /**
  60296. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60297. */
  60298. this.beginAnimationLoop = false;
  60299. /**
  60300. * You can use gravity if you want to give an orientation to your particles.
  60301. */
  60302. this.gravity = BABYLON.Vector3.Zero();
  60303. this._colorGradients = null;
  60304. this._sizeGradients = null;
  60305. this._lifeTimeGradients = null;
  60306. this._angularSpeedGradients = null;
  60307. this._velocityGradients = null;
  60308. this._limitVelocityGradients = null;
  60309. this._dragGradients = null;
  60310. this._emitRateGradients = null;
  60311. this._startSizeGradients = null;
  60312. this._rampGradients = null;
  60313. this._colorRemapGradients = null;
  60314. this._alphaRemapGradients = null;
  60315. /**
  60316. * Defines the delay in milliseconds before starting the system (0 by default)
  60317. */
  60318. this.startDelay = 0;
  60319. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60320. this.limitVelocityDamping = 0.4;
  60321. /**
  60322. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60323. */
  60324. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60325. /**
  60326. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60327. */
  60328. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60329. /**
  60330. * Color the particle will have at the end of its lifetime
  60331. */
  60332. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60333. /**
  60334. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60335. */
  60336. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60337. /** @hidden */
  60338. this._isSubEmitter = false;
  60339. /**
  60340. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60341. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60342. */
  60343. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60344. this._isBillboardBased = true;
  60345. /**
  60346. * Local cache of defines for image processing.
  60347. */
  60348. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60349. this.id = name;
  60350. this.name = name;
  60351. }
  60352. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60353. /**
  60354. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60355. */
  60356. get: function () {
  60357. return this._isAnimationSheetEnabled;
  60358. },
  60359. set: function (value) {
  60360. if (this._isAnimationSheetEnabled == value) {
  60361. return;
  60362. }
  60363. this._isAnimationSheetEnabled = value;
  60364. this._reset();
  60365. },
  60366. enumerable: true,
  60367. configurable: true
  60368. });
  60369. /**
  60370. * Get hosting scene
  60371. * @returns the scene
  60372. */
  60373. BaseParticleSystem.prototype.getScene = function () {
  60374. return this._scene;
  60375. };
  60376. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60377. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60378. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60379. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60380. };
  60381. /**
  60382. * Gets the current list of drag gradients.
  60383. * You must use addDragGradient and removeDragGradient to udpate this list
  60384. * @returns the list of drag gradients
  60385. */
  60386. BaseParticleSystem.prototype.getDragGradients = function () {
  60387. return this._dragGradients;
  60388. };
  60389. /**
  60390. * Gets the current list of limit velocity gradients.
  60391. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60392. * @returns the list of limit velocity gradients
  60393. */
  60394. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60395. return this._limitVelocityGradients;
  60396. };
  60397. /**
  60398. * Gets the current list of color gradients.
  60399. * You must use addColorGradient and removeColorGradient to udpate this list
  60400. * @returns the list of color gradients
  60401. */
  60402. BaseParticleSystem.prototype.getColorGradients = function () {
  60403. return this._colorGradients;
  60404. };
  60405. /**
  60406. * Gets the current list of size gradients.
  60407. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60408. * @returns the list of size gradients
  60409. */
  60410. BaseParticleSystem.prototype.getSizeGradients = function () {
  60411. return this._sizeGradients;
  60412. };
  60413. /**
  60414. * Gets the current list of color remap gradients.
  60415. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60416. * @returns the list of color remap gradients
  60417. */
  60418. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60419. return this._colorRemapGradients;
  60420. };
  60421. /**
  60422. * Gets the current list of alpha remap gradients.
  60423. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60424. * @returns the list of alpha remap gradients
  60425. */
  60426. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60427. return this._alphaRemapGradients;
  60428. };
  60429. /**
  60430. * Gets the current list of life time gradients.
  60431. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60432. * @returns the list of life time gradients
  60433. */
  60434. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60435. return this._lifeTimeGradients;
  60436. };
  60437. /**
  60438. * Gets the current list of angular speed gradients.
  60439. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60440. * @returns the list of angular speed gradients
  60441. */
  60442. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60443. return this._angularSpeedGradients;
  60444. };
  60445. /**
  60446. * Gets the current list of velocity gradients.
  60447. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60448. * @returns the list of velocity gradients
  60449. */
  60450. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60451. return this._velocityGradients;
  60452. };
  60453. /**
  60454. * Gets the current list of start size gradients.
  60455. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60456. * @returns the list of start size gradients
  60457. */
  60458. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60459. return this._startSizeGradients;
  60460. };
  60461. /**
  60462. * Gets the current list of emit rate gradients.
  60463. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60464. * @returns the list of emit rate gradients
  60465. */
  60466. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60467. return this._emitRateGradients;
  60468. };
  60469. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60470. /**
  60471. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60472. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60473. */
  60474. get: function () {
  60475. if (this.particleEmitterType.direction1) {
  60476. return this.particleEmitterType.direction1;
  60477. }
  60478. return BABYLON.Vector3.Zero();
  60479. },
  60480. set: function (value) {
  60481. if (this.particleEmitterType.direction1) {
  60482. this.particleEmitterType.direction1 = value;
  60483. }
  60484. },
  60485. enumerable: true,
  60486. configurable: true
  60487. });
  60488. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60489. /**
  60490. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60491. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60492. */
  60493. get: function () {
  60494. if (this.particleEmitterType.direction2) {
  60495. return this.particleEmitterType.direction2;
  60496. }
  60497. return BABYLON.Vector3.Zero();
  60498. },
  60499. set: function (value) {
  60500. if (this.particleEmitterType.direction2) {
  60501. this.particleEmitterType.direction2 = value;
  60502. }
  60503. },
  60504. enumerable: true,
  60505. configurable: true
  60506. });
  60507. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60508. /**
  60509. * 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.
  60510. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60511. */
  60512. get: function () {
  60513. if (this.particleEmitterType.minEmitBox) {
  60514. return this.particleEmitterType.minEmitBox;
  60515. }
  60516. return BABYLON.Vector3.Zero();
  60517. },
  60518. set: function (value) {
  60519. if (this.particleEmitterType.minEmitBox) {
  60520. this.particleEmitterType.minEmitBox = value;
  60521. }
  60522. },
  60523. enumerable: true,
  60524. configurable: true
  60525. });
  60526. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60527. /**
  60528. * 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.
  60529. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60530. */
  60531. get: function () {
  60532. if (this.particleEmitterType.maxEmitBox) {
  60533. return this.particleEmitterType.maxEmitBox;
  60534. }
  60535. return BABYLON.Vector3.Zero();
  60536. },
  60537. set: function (value) {
  60538. if (this.particleEmitterType.maxEmitBox) {
  60539. this.particleEmitterType.maxEmitBox = value;
  60540. }
  60541. },
  60542. enumerable: true,
  60543. configurable: true
  60544. });
  60545. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60546. /**
  60547. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60548. */
  60549. get: function () {
  60550. return this._isBillboardBased;
  60551. },
  60552. set: function (value) {
  60553. if (this._isBillboardBased === value) {
  60554. return;
  60555. }
  60556. this._isBillboardBased = value;
  60557. this._reset();
  60558. },
  60559. enumerable: true,
  60560. configurable: true
  60561. });
  60562. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60563. /**
  60564. * Gets the image processing configuration used either in this material.
  60565. */
  60566. get: function () {
  60567. return this._imageProcessingConfiguration;
  60568. },
  60569. /**
  60570. * Sets the Default image processing configuration used either in the this material.
  60571. *
  60572. * If sets to null, the scene one is in use.
  60573. */
  60574. set: function (value) {
  60575. this._attachImageProcessingConfiguration(value);
  60576. },
  60577. enumerable: true,
  60578. configurable: true
  60579. });
  60580. /**
  60581. * Attaches a new image processing configuration to the Standard Material.
  60582. * @param configuration
  60583. */
  60584. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60585. if (configuration === this._imageProcessingConfiguration) {
  60586. return;
  60587. }
  60588. // Pick the scene configuration if needed.
  60589. if (!configuration) {
  60590. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60591. }
  60592. else {
  60593. this._imageProcessingConfiguration = configuration;
  60594. }
  60595. };
  60596. /** @hidden */
  60597. BaseParticleSystem.prototype._reset = function () {
  60598. };
  60599. /** @hidden */
  60600. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60601. if (!gradients) {
  60602. return this;
  60603. }
  60604. var index = 0;
  60605. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60606. var valueGradient = gradients_1[_i];
  60607. if (valueGradient.gradient === gradient) {
  60608. gradients.splice(index, 1);
  60609. break;
  60610. }
  60611. index++;
  60612. }
  60613. if (texture) {
  60614. texture.dispose();
  60615. }
  60616. return this;
  60617. };
  60618. /**
  60619. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60620. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60621. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60622. * @returns the emitter
  60623. */
  60624. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60625. var particleEmitter = new BABYLON.PointParticleEmitter();
  60626. particleEmitter.direction1 = direction1;
  60627. particleEmitter.direction2 = direction2;
  60628. this.particleEmitterType = particleEmitter;
  60629. return particleEmitter;
  60630. };
  60631. /**
  60632. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60633. * @param radius The radius of the hemisphere to emit from
  60634. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60635. * @returns the emitter
  60636. */
  60637. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60638. if (radius === void 0) { radius = 1; }
  60639. if (radiusRange === void 0) { radiusRange = 1; }
  60640. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60641. this.particleEmitterType = particleEmitter;
  60642. return particleEmitter;
  60643. };
  60644. /**
  60645. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60646. * @param radius The radius of the sphere to emit from
  60647. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60648. * @returns the emitter
  60649. */
  60650. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60651. if (radius === void 0) { radius = 1; }
  60652. if (radiusRange === void 0) { radiusRange = 1; }
  60653. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60654. this.particleEmitterType = particleEmitter;
  60655. return particleEmitter;
  60656. };
  60657. /**
  60658. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60659. * @param radius The radius of the sphere to emit from
  60660. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60661. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60662. * @returns the emitter
  60663. */
  60664. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60665. if (radius === void 0) { radius = 1; }
  60666. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60667. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60668. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60669. this.particleEmitterType = particleEmitter;
  60670. return particleEmitter;
  60671. };
  60672. /**
  60673. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60674. * @param radius The radius of the emission cylinder
  60675. * @param height The height of the emission cylinder
  60676. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60677. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60678. * @returns the emitter
  60679. */
  60680. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60681. if (radius === void 0) { radius = 1; }
  60682. if (height === void 0) { height = 1; }
  60683. if (radiusRange === void 0) { radiusRange = 1; }
  60684. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60685. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60686. this.particleEmitterType = particleEmitter;
  60687. return particleEmitter;
  60688. };
  60689. /**
  60690. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60691. * @param radius The radius of the cylinder to emit from
  60692. * @param height The height of the emission cylinder
  60693. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60694. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60695. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60696. * @returns the emitter
  60697. */
  60698. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60699. if (radius === void 0) { radius = 1; }
  60700. if (height === void 0) { height = 1; }
  60701. if (radiusRange === void 0) { radiusRange = 1; }
  60702. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60703. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60704. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60705. this.particleEmitterType = particleEmitter;
  60706. return particleEmitter;
  60707. };
  60708. /**
  60709. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60710. * @param radius The radius of the cone to emit from
  60711. * @param angle The base angle of the cone
  60712. * @returns the emitter
  60713. */
  60714. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60715. if (radius === void 0) { radius = 1; }
  60716. if (angle === void 0) { angle = Math.PI / 4; }
  60717. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60718. this.particleEmitterType = particleEmitter;
  60719. return particleEmitter;
  60720. };
  60721. /**
  60722. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60723. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60724. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60725. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60726. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60727. * @returns the emitter
  60728. */
  60729. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60730. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60731. this.particleEmitterType = particleEmitter;
  60732. this.direction1 = direction1;
  60733. this.direction2 = direction2;
  60734. this.minEmitBox = minEmitBox;
  60735. this.maxEmitBox = maxEmitBox;
  60736. return particleEmitter;
  60737. };
  60738. /**
  60739. * Source color is added to the destination color without alpha affecting the result
  60740. */
  60741. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60742. /**
  60743. * Blend current color and particle color using particle’s alpha
  60744. */
  60745. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60746. /**
  60747. * Add current color and particle color multiplied by particle’s alpha
  60748. */
  60749. BaseParticleSystem.BLENDMODE_ADD = 2;
  60750. /**
  60751. * Multiply current color with particle color
  60752. */
  60753. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60754. /**
  60755. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60756. */
  60757. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60758. return BaseParticleSystem;
  60759. }());
  60760. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60761. })(BABYLON || (BABYLON = {}));
  60762. //# sourceMappingURL=baseParticleSystem.js.map
  60763. var BABYLON;
  60764. (function (BABYLON) {
  60765. /**
  60766. * This represents a particle system in Babylon.
  60767. * 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.
  60768. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60769. * @example https://doc.babylonjs.com/babylon101/particles
  60770. */
  60771. var ParticleSystem = /** @class */ (function (_super) {
  60772. __extends(ParticleSystem, _super);
  60773. /**
  60774. * Instantiates a particle system.
  60775. * 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.
  60776. * @param name The name of the particle system
  60777. * @param capacity The max number of particles alive at the same time
  60778. * @param scene The scene the particle system belongs to
  60779. * @param customEffect a custom effect used to change the way particles are rendered by default
  60780. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60781. * @param epsilon Offset used to render the particles
  60782. */
  60783. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60784. if (customEffect === void 0) { customEffect = null; }
  60785. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60786. if (epsilon === void 0) { epsilon = 0.01; }
  60787. var _this = _super.call(this, name) || this;
  60788. /**
  60789. * @hidden
  60790. */
  60791. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60792. /**
  60793. * An event triggered when the system is disposed
  60794. */
  60795. _this.onDisposeObservable = new BABYLON.Observable();
  60796. _this._particles = new Array();
  60797. _this._stockParticles = new Array();
  60798. _this._newPartsExcess = 0;
  60799. _this._vertexBuffers = {};
  60800. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60801. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60802. _this._scaledDirection = BABYLON.Vector3.Zero();
  60803. _this._scaledGravity = BABYLON.Vector3.Zero();
  60804. _this._currentRenderId = -1;
  60805. _this._useInstancing = false;
  60806. _this._started = false;
  60807. _this._stopped = false;
  60808. _this._actualFrame = 0;
  60809. /** @hidden */
  60810. _this._currentEmitRate1 = 0;
  60811. /** @hidden */
  60812. _this._currentEmitRate2 = 0;
  60813. /** @hidden */
  60814. _this._currentStartSize1 = 0;
  60815. /** @hidden */
  60816. _this._currentStartSize2 = 0;
  60817. _this._rawTextureWidth = 256;
  60818. _this._useRampGradients = false;
  60819. /**
  60820. * @hidden
  60821. * If the particle systems emitter should be disposed when the particle system is disposed
  60822. */
  60823. _this._disposeEmitterOnDispose = false;
  60824. // start of sub system methods
  60825. /**
  60826. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60827. * Its lifetime will start back at 0.
  60828. */
  60829. _this.recycleParticle = function (particle) {
  60830. // move particle from activeParticle list to stock particles
  60831. var lastParticle = _this._particles.pop();
  60832. if (lastParticle !== particle) {
  60833. lastParticle.copyTo(particle);
  60834. }
  60835. _this._stockParticles.push(lastParticle);
  60836. };
  60837. _this._createParticle = function () {
  60838. var particle;
  60839. if (_this._stockParticles.length !== 0) {
  60840. particle = _this._stockParticles.pop();
  60841. particle._reset();
  60842. }
  60843. else {
  60844. particle = new BABYLON.Particle(_this);
  60845. }
  60846. // Attach emitters
  60847. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60848. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60849. particle._attachedSubEmitters = [];
  60850. subEmitters.forEach(function (subEmitter) {
  60851. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60852. var newEmitter = subEmitter.clone();
  60853. particle._attachedSubEmitters.push(newEmitter);
  60854. newEmitter.particleSystem.start();
  60855. }
  60856. });
  60857. }
  60858. return particle;
  60859. };
  60860. _this._emitFromParticle = function (particle) {
  60861. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60862. return;
  60863. }
  60864. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60865. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60866. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60867. var subSystem = subEmitter.clone();
  60868. particle._inheritParticleInfoToSubEmitter(subSystem);
  60869. subSystem.particleSystem._rootParticleSystem = _this;
  60870. _this.activeSubSystems.push(subSystem.particleSystem);
  60871. subSystem.particleSystem.start();
  60872. }
  60873. });
  60874. };
  60875. _this._capacity = capacity;
  60876. _this._epsilon = epsilon;
  60877. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60878. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60879. // Setup the default processing configuration to the scene.
  60880. _this._attachImageProcessingConfiguration(null);
  60881. _this._customEffect = customEffect;
  60882. _this._scene.particleSystems.push(_this);
  60883. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60884. _this._createIndexBuffer();
  60885. _this._createVertexBuffers();
  60886. // Default emitter type
  60887. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60888. // Update
  60889. _this.updateFunction = function (particles) {
  60890. var noiseTextureSize = null;
  60891. var noiseTextureData = null;
  60892. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60893. noiseTextureSize = _this.noiseTexture.getSize();
  60894. noiseTextureData = (_this.noiseTexture.getContent());
  60895. }
  60896. var _loop_1 = function () {
  60897. particle = particles[index];
  60898. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60899. var previousAge = particle.age;
  60900. particle.age += scaledUpdateSpeed;
  60901. // Evaluate step to death
  60902. if (particle.age > particle.lifeTime) {
  60903. var diff = particle.age - previousAge;
  60904. var oldDiff = particle.lifeTime - previousAge;
  60905. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60906. particle.age = particle.lifeTime;
  60907. }
  60908. var ratio = particle.age / particle.lifeTime;
  60909. // Color
  60910. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60911. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60912. if (currentGradient !== particle._currentColorGradient) {
  60913. particle._currentColor1.copyFrom(particle._currentColor2);
  60914. nextGradient.getColorToRef(particle._currentColor2);
  60915. particle._currentColorGradient = currentGradient;
  60916. }
  60917. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60918. });
  60919. }
  60920. else {
  60921. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60922. particle.color.addInPlace(_this._scaledColorStep);
  60923. if (particle.color.a < 0) {
  60924. particle.color.a = 0;
  60925. }
  60926. }
  60927. // Angular speed
  60928. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60929. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60930. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60931. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60932. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60933. particle._currentAngularSpeedGradient = currentGradient;
  60934. }
  60935. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60936. });
  60937. }
  60938. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60939. // Direction
  60940. var directionScale = scaledUpdateSpeed;
  60941. /// Velocity
  60942. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60943. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60944. if (currentGradient !== particle._currentVelocityGradient) {
  60945. particle._currentVelocity1 = particle._currentVelocity2;
  60946. particle._currentVelocity2 = nextGradient.getFactor();
  60947. particle._currentVelocityGradient = currentGradient;
  60948. }
  60949. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60950. });
  60951. }
  60952. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60953. /// Limit velocity
  60954. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60955. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60956. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60957. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60958. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60959. particle._currentLimitVelocityGradient = currentGradient;
  60960. }
  60961. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60962. var currentVelocity = particle.direction.length();
  60963. if (currentVelocity > limitVelocity) {
  60964. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60965. }
  60966. });
  60967. }
  60968. /// Drag
  60969. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60970. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60971. if (currentGradient !== particle._currentDragGradient) {
  60972. particle._currentDrag1 = particle._currentDrag2;
  60973. particle._currentDrag2 = nextGradient.getFactor();
  60974. particle._currentDragGradient = currentGradient;
  60975. }
  60976. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60977. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60978. });
  60979. }
  60980. particle.position.addInPlace(_this._scaledDirection);
  60981. // Noise
  60982. if (noiseTextureData && noiseTextureSize) {
  60983. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60984. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60985. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60986. var force = BABYLON.Tmp.Vector3[0];
  60987. var scaledForce = BABYLON.Tmp.Vector3[1];
  60988. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60989. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60990. particle.direction.addInPlace(scaledForce);
  60991. }
  60992. // Gravity
  60993. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60994. particle.direction.addInPlace(_this._scaledGravity);
  60995. // Size
  60996. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60997. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60998. if (currentGradient !== particle._currentSizeGradient) {
  60999. particle._currentSize1 = particle._currentSize2;
  61000. particle._currentSize2 = nextGradient.getFactor();
  61001. particle._currentSizeGradient = currentGradient;
  61002. }
  61003. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61004. });
  61005. }
  61006. // Remap data
  61007. if (_this._useRampGradients) {
  61008. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61009. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61010. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61011. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61012. particle.remapData.x = min;
  61013. particle.remapData.y = max - min;
  61014. });
  61015. }
  61016. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61017. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61018. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61019. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61020. particle.remapData.z = min;
  61021. particle.remapData.w = max - min;
  61022. });
  61023. }
  61024. }
  61025. if (_this._isAnimationSheetEnabled) {
  61026. particle.updateCellIndex();
  61027. }
  61028. // Update the position of the attached sub-emitters to match their attached particle
  61029. particle._inheritParticleInfoToSubEmitters();
  61030. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61031. _this._emitFromParticle(particle);
  61032. if (particle._attachedSubEmitters) {
  61033. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61034. subEmitter.particleSystem.disposeOnStop = true;
  61035. subEmitter.particleSystem.stop();
  61036. });
  61037. particle._attachedSubEmitters = null;
  61038. }
  61039. _this.recycleParticle(particle);
  61040. index--;
  61041. return "continue";
  61042. }
  61043. };
  61044. var particle;
  61045. for (var index = 0; index < particles.length; index++) {
  61046. _loop_1();
  61047. }
  61048. };
  61049. return _this;
  61050. }
  61051. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61052. /**
  61053. * Sets a callback that will be triggered when the system is disposed
  61054. */
  61055. set: function (callback) {
  61056. if (this._onDisposeObserver) {
  61057. this.onDisposeObservable.remove(this._onDisposeObserver);
  61058. }
  61059. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61060. },
  61061. enumerable: true,
  61062. configurable: true
  61063. });
  61064. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61065. /** Gets or sets a boolean indicating that ramp gradients must be used
  61066. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61067. */
  61068. get: function () {
  61069. return this._useRampGradients;
  61070. },
  61071. set: function (value) {
  61072. if (this._useRampGradients === value) {
  61073. return;
  61074. }
  61075. this._useRampGradients = value;
  61076. this._resetEffect();
  61077. },
  61078. enumerable: true,
  61079. configurable: true
  61080. });
  61081. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61082. //end of Sub-emitter
  61083. /**
  61084. * Gets the current list of active particles
  61085. */
  61086. get: function () {
  61087. return this._particles;
  61088. },
  61089. enumerable: true,
  61090. configurable: true
  61091. });
  61092. /**
  61093. * Returns the string "ParticleSystem"
  61094. * @returns a string containing the class name
  61095. */
  61096. ParticleSystem.prototype.getClassName = function () {
  61097. return "ParticleSystem";
  61098. };
  61099. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61100. var newGradient = new BABYLON.FactorGradient();
  61101. newGradient.gradient = gradient;
  61102. newGradient.factor1 = factor;
  61103. newGradient.factor2 = factor2;
  61104. factorGradients.push(newGradient);
  61105. factorGradients.sort(function (a, b) {
  61106. if (a.gradient < b.gradient) {
  61107. return -1;
  61108. }
  61109. else if (a.gradient > b.gradient) {
  61110. return 1;
  61111. }
  61112. return 0;
  61113. });
  61114. };
  61115. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61116. if (!factorGradients) {
  61117. return;
  61118. }
  61119. var index = 0;
  61120. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61121. var factorGradient = factorGradients_1[_i];
  61122. if (factorGradient.gradient === gradient) {
  61123. factorGradients.splice(index, 1);
  61124. break;
  61125. }
  61126. index++;
  61127. }
  61128. };
  61129. /**
  61130. * Adds a new life time gradient
  61131. * @param gradient defines the gradient to use (between 0 and 1)
  61132. * @param factor defines the life time factor to affect to the specified gradient
  61133. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61134. * @returns the current particle system
  61135. */
  61136. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61137. if (!this._lifeTimeGradients) {
  61138. this._lifeTimeGradients = [];
  61139. }
  61140. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61141. return this;
  61142. };
  61143. /**
  61144. * Remove a specific life time gradient
  61145. * @param gradient defines the gradient to remove
  61146. * @returns the current particle system
  61147. */
  61148. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61149. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61150. return this;
  61151. };
  61152. /**
  61153. * Adds a new size gradient
  61154. * @param gradient defines the gradient to use (between 0 and 1)
  61155. * @param factor defines the size factor to affect to the specified gradient
  61156. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61157. * @returns the current particle system
  61158. */
  61159. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61160. if (!this._sizeGradients) {
  61161. this._sizeGradients = [];
  61162. }
  61163. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61164. return this;
  61165. };
  61166. /**
  61167. * Remove a specific size gradient
  61168. * @param gradient defines the gradient to remove
  61169. * @returns the current particle system
  61170. */
  61171. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61172. this._removeFactorGradient(this._sizeGradients, gradient);
  61173. return this;
  61174. };
  61175. /**
  61176. * Adds a new color remap gradient
  61177. * @param gradient defines the gradient to use (between 0 and 1)
  61178. * @param min defines the color remap minimal range
  61179. * @param max defines the color remap maximal range
  61180. * @returns the current particle system
  61181. */
  61182. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61183. if (!this._colorRemapGradients) {
  61184. this._colorRemapGradients = [];
  61185. }
  61186. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61187. return this;
  61188. };
  61189. /**
  61190. * Remove a specific color remap gradient
  61191. * @param gradient defines the gradient to remove
  61192. * @returns the current particle system
  61193. */
  61194. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61195. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61196. return this;
  61197. };
  61198. /**
  61199. * Adds a new alpha remap gradient
  61200. * @param gradient defines the gradient to use (between 0 and 1)
  61201. * @param min defines the alpha remap minimal range
  61202. * @param max defines the alpha remap maximal range
  61203. * @returns the current particle system
  61204. */
  61205. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61206. if (!this._alphaRemapGradients) {
  61207. this._alphaRemapGradients = [];
  61208. }
  61209. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61210. return this;
  61211. };
  61212. /**
  61213. * Remove a specific alpha remap gradient
  61214. * @param gradient defines the gradient to remove
  61215. * @returns the current particle system
  61216. */
  61217. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61218. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61219. return this;
  61220. };
  61221. /**
  61222. * Adds a new angular speed gradient
  61223. * @param gradient defines the gradient to use (between 0 and 1)
  61224. * @param factor defines the angular speed to affect to the specified gradient
  61225. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61226. * @returns the current particle system
  61227. */
  61228. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61229. if (!this._angularSpeedGradients) {
  61230. this._angularSpeedGradients = [];
  61231. }
  61232. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61233. return this;
  61234. };
  61235. /**
  61236. * Remove a specific angular speed gradient
  61237. * @param gradient defines the gradient to remove
  61238. * @returns the current particle system
  61239. */
  61240. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61241. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61242. return this;
  61243. };
  61244. /**
  61245. * Adds a new velocity gradient
  61246. * @param gradient defines the gradient to use (between 0 and 1)
  61247. * @param factor defines the velocity to affect to the specified gradient
  61248. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61249. * @returns the current particle system
  61250. */
  61251. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61252. if (!this._velocityGradients) {
  61253. this._velocityGradients = [];
  61254. }
  61255. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61256. return this;
  61257. };
  61258. /**
  61259. * Remove a specific velocity gradient
  61260. * @param gradient defines the gradient to remove
  61261. * @returns the current particle system
  61262. */
  61263. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61264. this._removeFactorGradient(this._velocityGradients, gradient);
  61265. return this;
  61266. };
  61267. /**
  61268. * Adds a new limit velocity gradient
  61269. * @param gradient defines the gradient to use (between 0 and 1)
  61270. * @param factor defines the limit velocity value to affect to the specified gradient
  61271. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61272. * @returns the current particle system
  61273. */
  61274. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61275. if (!this._limitVelocityGradients) {
  61276. this._limitVelocityGradients = [];
  61277. }
  61278. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61279. return this;
  61280. };
  61281. /**
  61282. * Remove a specific limit velocity gradient
  61283. * @param gradient defines the gradient to remove
  61284. * @returns the current particle system
  61285. */
  61286. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61287. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61288. return this;
  61289. };
  61290. /**
  61291. * Adds a new drag gradient
  61292. * @param gradient defines the gradient to use (between 0 and 1)
  61293. * @param factor defines the drag value to affect to the specified gradient
  61294. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61295. * @returns the current particle system
  61296. */
  61297. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61298. if (!this._dragGradients) {
  61299. this._dragGradients = [];
  61300. }
  61301. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61302. return this;
  61303. };
  61304. /**
  61305. * Remove a specific drag gradient
  61306. * @param gradient defines the gradient to remove
  61307. * @returns the current particle system
  61308. */
  61309. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61310. this._removeFactorGradient(this._dragGradients, gradient);
  61311. return this;
  61312. };
  61313. /**
  61314. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61315. * @param gradient defines the gradient to use (between 0 and 1)
  61316. * @param factor defines the emit rate value to affect to the specified gradient
  61317. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61318. * @returns the current particle system
  61319. */
  61320. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61321. if (!this._emitRateGradients) {
  61322. this._emitRateGradients = [];
  61323. }
  61324. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61325. return this;
  61326. };
  61327. /**
  61328. * Remove a specific emit rate gradient
  61329. * @param gradient defines the gradient to remove
  61330. * @returns the current particle system
  61331. */
  61332. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61333. this._removeFactorGradient(this._emitRateGradients, gradient);
  61334. return this;
  61335. };
  61336. /**
  61337. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61338. * @param gradient defines the gradient to use (between 0 and 1)
  61339. * @param factor defines the start size value to affect to the specified gradient
  61340. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61341. * @returns the current particle system
  61342. */
  61343. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61344. if (!this._startSizeGradients) {
  61345. this._startSizeGradients = [];
  61346. }
  61347. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61348. return this;
  61349. };
  61350. /**
  61351. * Remove a specific start size gradient
  61352. * @param gradient defines the gradient to remove
  61353. * @returns the current particle system
  61354. */
  61355. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61356. this._removeFactorGradient(this._emitRateGradients, gradient);
  61357. return this;
  61358. };
  61359. ParticleSystem.prototype._createRampGradientTexture = function () {
  61360. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61361. return;
  61362. }
  61363. var data = new Uint8Array(this._rawTextureWidth * 4);
  61364. var tmpColor = BABYLON.Tmp.Color3[0];
  61365. for (var x = 0; x < this._rawTextureWidth; x++) {
  61366. var ratio = x / this._rawTextureWidth;
  61367. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61368. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61369. data[x * 4] = tmpColor.r * 255;
  61370. data[x * 4 + 1] = tmpColor.g * 255;
  61371. data[x * 4 + 2] = tmpColor.b * 255;
  61372. data[x * 4 + 3] = 255;
  61373. });
  61374. }
  61375. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61376. };
  61377. /**
  61378. * Gets the current list of ramp gradients.
  61379. * You must use addRampGradient and removeRampGradient to udpate this list
  61380. * @returns the list of ramp gradients
  61381. */
  61382. ParticleSystem.prototype.getRampGradients = function () {
  61383. return this._rampGradients;
  61384. };
  61385. /**
  61386. * Adds a new ramp gradient used to remap particle colors
  61387. * @param gradient defines the gradient to use (between 0 and 1)
  61388. * @param color defines the color to affect to the specified gradient
  61389. * @returns the current particle system
  61390. */
  61391. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61392. if (!this._rampGradients) {
  61393. this._rampGradients = [];
  61394. }
  61395. var rampGradient = new BABYLON.Color3Gradient();
  61396. rampGradient.gradient = gradient;
  61397. rampGradient.color = color;
  61398. this._rampGradients.push(rampGradient);
  61399. this._rampGradients.sort(function (a, b) {
  61400. if (a.gradient < b.gradient) {
  61401. return -1;
  61402. }
  61403. else if (a.gradient > b.gradient) {
  61404. return 1;
  61405. }
  61406. return 0;
  61407. });
  61408. if (this._rampGradientsTexture) {
  61409. this._rampGradientsTexture.dispose();
  61410. this._rampGradientsTexture = null;
  61411. }
  61412. this._createRampGradientTexture();
  61413. return this;
  61414. };
  61415. /**
  61416. * Remove a specific ramp gradient
  61417. * @param gradient defines the gradient to remove
  61418. * @returns the current particle system
  61419. */
  61420. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61421. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61422. this._rampGradientsTexture = null;
  61423. if (this._rampGradients && this._rampGradients.length > 0) {
  61424. this._createRampGradientTexture();
  61425. }
  61426. return this;
  61427. };
  61428. /**
  61429. * Adds a new color gradient
  61430. * @param gradient defines the gradient to use (between 0 and 1)
  61431. * @param color1 defines the color to affect to the specified gradient
  61432. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61433. * @returns this particle system
  61434. */
  61435. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61436. if (!this._colorGradients) {
  61437. this._colorGradients = [];
  61438. }
  61439. var colorGradient = new BABYLON.ColorGradient();
  61440. colorGradient.gradient = gradient;
  61441. colorGradient.color1 = color1;
  61442. colorGradient.color2 = color2;
  61443. this._colorGradients.push(colorGradient);
  61444. this._colorGradients.sort(function (a, b) {
  61445. if (a.gradient < b.gradient) {
  61446. return -1;
  61447. }
  61448. else if (a.gradient > b.gradient) {
  61449. return 1;
  61450. }
  61451. return 0;
  61452. });
  61453. return this;
  61454. };
  61455. /**
  61456. * Remove a specific color gradient
  61457. * @param gradient defines the gradient to remove
  61458. * @returns this particle system
  61459. */
  61460. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61461. if (!this._colorGradients) {
  61462. return this;
  61463. }
  61464. var index = 0;
  61465. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61466. var colorGradient = _a[_i];
  61467. if (colorGradient.gradient === gradient) {
  61468. this._colorGradients.splice(index, 1);
  61469. break;
  61470. }
  61471. index++;
  61472. }
  61473. return this;
  61474. };
  61475. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61476. u = Math.abs(u) * 0.5 + 0.5;
  61477. v = Math.abs(v) * 0.5 + 0.5;
  61478. var wrappedU = ((u * width) % width) | 0;
  61479. var wrappedV = ((v * height) % height) | 0;
  61480. var position = (wrappedU + wrappedV * width) * 4;
  61481. return pixels[position] / 255;
  61482. };
  61483. ParticleSystem.prototype._reset = function () {
  61484. this._resetEffect();
  61485. };
  61486. ParticleSystem.prototype._resetEffect = function () {
  61487. if (this._vertexBuffer) {
  61488. this._vertexBuffer.dispose();
  61489. this._vertexBuffer = null;
  61490. }
  61491. if (this._spriteBuffer) {
  61492. this._spriteBuffer.dispose();
  61493. this._spriteBuffer = null;
  61494. }
  61495. this._createVertexBuffers();
  61496. };
  61497. ParticleSystem.prototype._createVertexBuffers = function () {
  61498. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61499. if (this._isAnimationSheetEnabled) {
  61500. this._vertexBufferSize += 1;
  61501. }
  61502. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61503. this._vertexBufferSize += 3;
  61504. }
  61505. if (this._useRampGradients) {
  61506. this._vertexBufferSize += 4;
  61507. }
  61508. var engine = this._scene.getEngine();
  61509. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61510. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61511. var dataOffset = 0;
  61512. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61513. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61514. dataOffset += 3;
  61515. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61516. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61517. dataOffset += 4;
  61518. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61519. this._vertexBuffers["angle"] = options;
  61520. dataOffset += 1;
  61521. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61522. this._vertexBuffers["size"] = size;
  61523. dataOffset += 2;
  61524. if (this._isAnimationSheetEnabled) {
  61525. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61526. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61527. dataOffset += 1;
  61528. }
  61529. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61530. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61531. this._vertexBuffers["direction"] = directionBuffer;
  61532. dataOffset += 3;
  61533. }
  61534. if (this._useRampGradients) {
  61535. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61536. this._vertexBuffers["remapData"] = rampDataBuffer;
  61537. dataOffset += 4;
  61538. }
  61539. var offsets;
  61540. if (this._useInstancing) {
  61541. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61542. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61543. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61544. }
  61545. else {
  61546. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61547. dataOffset += 2;
  61548. }
  61549. this._vertexBuffers["offset"] = offsets;
  61550. };
  61551. ParticleSystem.prototype._createIndexBuffer = function () {
  61552. if (this._useInstancing) {
  61553. return;
  61554. }
  61555. var indices = [];
  61556. var index = 0;
  61557. for (var count = 0; count < this._capacity; count++) {
  61558. indices.push(index);
  61559. indices.push(index + 1);
  61560. indices.push(index + 2);
  61561. indices.push(index);
  61562. indices.push(index + 2);
  61563. indices.push(index + 3);
  61564. index += 4;
  61565. }
  61566. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61567. };
  61568. /**
  61569. * Gets the maximum number of particles active at the same time.
  61570. * @returns The max number of active particles.
  61571. */
  61572. ParticleSystem.prototype.getCapacity = function () {
  61573. return this._capacity;
  61574. };
  61575. /**
  61576. * Gets whether there are still active particles in the system.
  61577. * @returns True if it is alive, otherwise false.
  61578. */
  61579. ParticleSystem.prototype.isAlive = function () {
  61580. return this._alive;
  61581. };
  61582. /**
  61583. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61584. * @returns True if it has been started, otherwise false.
  61585. */
  61586. ParticleSystem.prototype.isStarted = function () {
  61587. return this._started;
  61588. };
  61589. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61590. var _this = this;
  61591. this._subEmitters = new Array();
  61592. if (this.subEmitters) {
  61593. this.subEmitters.forEach(function (subEmitter) {
  61594. if (subEmitter instanceof ParticleSystem) {
  61595. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61596. }
  61597. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61598. _this._subEmitters.push([subEmitter]);
  61599. }
  61600. else if (subEmitter instanceof Array) {
  61601. _this._subEmitters.push(subEmitter);
  61602. }
  61603. });
  61604. }
  61605. };
  61606. /**
  61607. * Starts the particle system and begins to emit
  61608. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61609. */
  61610. ParticleSystem.prototype.start = function (delay) {
  61611. var _this = this;
  61612. if (delay === void 0) { delay = this.startDelay; }
  61613. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61614. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61615. }
  61616. if (delay) {
  61617. setTimeout(function () {
  61618. _this.start(0);
  61619. }, delay);
  61620. return;
  61621. }
  61622. // Convert the subEmitters field to the constant type field _subEmitters
  61623. this._prepareSubEmitterInternalArray();
  61624. this._started = true;
  61625. this._stopped = false;
  61626. this._actualFrame = 0;
  61627. if (this._subEmitters && this._subEmitters.length != 0) {
  61628. this.activeSubSystems = new Array();
  61629. }
  61630. // Reset emit gradient so it acts the same on every start
  61631. if (this._emitRateGradients) {
  61632. if (this._emitRateGradients.length > 0) {
  61633. this._currentEmitRateGradient = this._emitRateGradients[0];
  61634. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61635. this._currentEmitRate2 = this._currentEmitRate1;
  61636. }
  61637. if (this._emitRateGradients.length > 1) {
  61638. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61639. }
  61640. }
  61641. // Reset start size gradient so it acts the same on every start
  61642. if (this._startSizeGradients) {
  61643. if (this._startSizeGradients.length > 0) {
  61644. this._currentStartSizeGradient = this._startSizeGradients[0];
  61645. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61646. this._currentStartSize2 = this._currentStartSize1;
  61647. }
  61648. if (this._startSizeGradients.length > 1) {
  61649. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61650. }
  61651. }
  61652. if (this.preWarmCycles) {
  61653. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61654. this.emitter.computeWorldMatrix(true);
  61655. }
  61656. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61657. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61658. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61659. setTimeout(function () {
  61660. for (var index = 0; index < _this.preWarmCycles; index++) {
  61661. _this.animate(true);
  61662. noiseTextureAsProcedural_1.render();
  61663. }
  61664. });
  61665. });
  61666. }
  61667. else {
  61668. for (var index = 0; index < this.preWarmCycles; index++) {
  61669. this.animate(true);
  61670. }
  61671. }
  61672. }
  61673. // Animations
  61674. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61675. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61676. }
  61677. };
  61678. /**
  61679. * Stops the particle system.
  61680. * @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.
  61681. */
  61682. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61683. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61684. this._stopped = true;
  61685. if (stopSubEmitters) {
  61686. this._stopSubEmitters();
  61687. }
  61688. };
  61689. // animation sheet
  61690. /**
  61691. * Remove all active particles
  61692. */
  61693. ParticleSystem.prototype.reset = function () {
  61694. this._stockParticles = [];
  61695. this._particles = [];
  61696. };
  61697. /**
  61698. * @hidden (for internal use only)
  61699. */
  61700. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61701. var offset = index * this._vertexBufferSize;
  61702. this._vertexData[offset++] = particle.position.x;
  61703. this._vertexData[offset++] = particle.position.y;
  61704. this._vertexData[offset++] = particle.position.z;
  61705. this._vertexData[offset++] = particle.color.r;
  61706. this._vertexData[offset++] = particle.color.g;
  61707. this._vertexData[offset++] = particle.color.b;
  61708. this._vertexData[offset++] = particle.color.a;
  61709. this._vertexData[offset++] = particle.angle;
  61710. this._vertexData[offset++] = particle.scale.x * particle.size;
  61711. this._vertexData[offset++] = particle.scale.y * particle.size;
  61712. if (this._isAnimationSheetEnabled) {
  61713. this._vertexData[offset++] = particle.cellIndex;
  61714. }
  61715. if (!this._isBillboardBased) {
  61716. if (particle._initialDirection) {
  61717. this._vertexData[offset++] = particle._initialDirection.x;
  61718. this._vertexData[offset++] = particle._initialDirection.y;
  61719. this._vertexData[offset++] = particle._initialDirection.z;
  61720. }
  61721. else {
  61722. this._vertexData[offset++] = particle.direction.x;
  61723. this._vertexData[offset++] = particle.direction.y;
  61724. this._vertexData[offset++] = particle.direction.z;
  61725. }
  61726. }
  61727. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61728. this._vertexData[offset++] = particle.direction.x;
  61729. this._vertexData[offset++] = particle.direction.y;
  61730. this._vertexData[offset++] = particle.direction.z;
  61731. }
  61732. if (this._useRampGradients) {
  61733. this._vertexData[offset++] = particle.remapData.x;
  61734. this._vertexData[offset++] = particle.remapData.y;
  61735. this._vertexData[offset++] = particle.remapData.z;
  61736. this._vertexData[offset++] = particle.remapData.w;
  61737. }
  61738. if (!this._useInstancing) {
  61739. if (this._isAnimationSheetEnabled) {
  61740. if (offsetX === 0) {
  61741. offsetX = this._epsilon;
  61742. }
  61743. else if (offsetX === 1) {
  61744. offsetX = 1 - this._epsilon;
  61745. }
  61746. if (offsetY === 0) {
  61747. offsetY = this._epsilon;
  61748. }
  61749. else if (offsetY === 1) {
  61750. offsetY = 1 - this._epsilon;
  61751. }
  61752. }
  61753. this._vertexData[offset++] = offsetX;
  61754. this._vertexData[offset++] = offsetY;
  61755. }
  61756. };
  61757. ParticleSystem.prototype._stopSubEmitters = function () {
  61758. if (!this.activeSubSystems) {
  61759. return;
  61760. }
  61761. this.activeSubSystems.forEach(function (subSystem) {
  61762. subSystem.stop(true);
  61763. });
  61764. this.activeSubSystems = new Array();
  61765. };
  61766. ParticleSystem.prototype._removeFromRoot = function () {
  61767. if (!this._rootParticleSystem) {
  61768. return;
  61769. }
  61770. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61771. if (index !== -1) {
  61772. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61773. }
  61774. this._rootParticleSystem = null;
  61775. };
  61776. // End of sub system methods
  61777. ParticleSystem.prototype._update = function (newParticles) {
  61778. var _this = this;
  61779. // Update current
  61780. this._alive = this._particles.length > 0;
  61781. if (this.emitter.position) {
  61782. var emitterMesh = this.emitter;
  61783. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61784. }
  61785. else {
  61786. var emitterPosition = this.emitter;
  61787. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61788. }
  61789. this.updateFunction(this._particles);
  61790. // Add new ones
  61791. var particle;
  61792. var _loop_2 = function () {
  61793. if (this_1._particles.length === this_1._capacity) {
  61794. return "break";
  61795. }
  61796. particle = this_1._createParticle();
  61797. this_1._particles.push(particle);
  61798. // Emitter
  61799. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61800. if (this_1.startPositionFunction) {
  61801. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61802. }
  61803. else {
  61804. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61805. }
  61806. if (this_1.startDirectionFunction) {
  61807. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61808. }
  61809. else {
  61810. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61811. }
  61812. if (emitPower === 0) {
  61813. if (!particle._initialDirection) {
  61814. particle._initialDirection = particle.direction.clone();
  61815. }
  61816. else {
  61817. particle._initialDirection.copyFrom(particle.direction);
  61818. }
  61819. }
  61820. else {
  61821. particle._initialDirection = null;
  61822. }
  61823. particle.direction.scaleInPlace(emitPower);
  61824. // Life time
  61825. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61826. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61827. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61828. var factorGradient1 = currentGradient;
  61829. var factorGradient2 = nextGradient;
  61830. var lifeTime1 = factorGradient1.getFactor();
  61831. var lifeTime2 = factorGradient2.getFactor();
  61832. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61833. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61834. });
  61835. }
  61836. else {
  61837. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61838. }
  61839. // Size
  61840. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61841. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61842. }
  61843. else {
  61844. particle._currentSizeGradient = this_1._sizeGradients[0];
  61845. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61846. particle.size = particle._currentSize1;
  61847. if (this_1._sizeGradients.length > 1) {
  61848. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61849. }
  61850. else {
  61851. particle._currentSize2 = particle._currentSize1;
  61852. }
  61853. }
  61854. // Size and scale
  61855. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61856. // Adjust scale by start size
  61857. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61858. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61859. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61860. if (currentGradient !== _this._currentStartSizeGradient) {
  61861. _this._currentStartSize1 = _this._currentStartSize2;
  61862. _this._currentStartSize2 = nextGradient.getFactor();
  61863. _this._currentStartSizeGradient = currentGradient;
  61864. }
  61865. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61866. particle.scale.scaleInPlace(value);
  61867. });
  61868. }
  61869. // Angle
  61870. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61871. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61872. }
  61873. else {
  61874. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61875. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61876. particle._currentAngularSpeed1 = particle.angularSpeed;
  61877. if (this_1._angularSpeedGradients.length > 1) {
  61878. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61879. }
  61880. else {
  61881. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61882. }
  61883. }
  61884. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61885. // Velocity
  61886. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61887. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61888. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61889. if (this_1._velocityGradients.length > 1) {
  61890. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61891. }
  61892. else {
  61893. particle._currentVelocity2 = particle._currentVelocity1;
  61894. }
  61895. }
  61896. // Limit velocity
  61897. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61898. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61899. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61900. if (this_1._limitVelocityGradients.length > 1) {
  61901. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61902. }
  61903. else {
  61904. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61905. }
  61906. }
  61907. // Drag
  61908. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61909. particle._currentDragGradient = this_1._dragGradients[0];
  61910. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61911. if (this_1._dragGradients.length > 1) {
  61912. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61913. }
  61914. else {
  61915. particle._currentDrag2 = particle._currentDrag1;
  61916. }
  61917. }
  61918. // Color
  61919. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61920. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61921. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61922. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61923. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61924. }
  61925. else {
  61926. particle._currentColorGradient = this_1._colorGradients[0];
  61927. particle._currentColorGradient.getColorToRef(particle.color);
  61928. particle._currentColor1.copyFrom(particle.color);
  61929. if (this_1._colorGradients.length > 1) {
  61930. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61931. }
  61932. else {
  61933. particle._currentColor2.copyFrom(particle.color);
  61934. }
  61935. }
  61936. // Sheet
  61937. if (this_1._isAnimationSheetEnabled) {
  61938. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61939. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61940. }
  61941. // Inherited Velocity
  61942. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61943. // Ramp
  61944. if (this_1._useRampGradients) {
  61945. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61946. }
  61947. // Noise texture coordinates
  61948. if (this_1.noiseTexture) {
  61949. if (particle._randomNoiseCoordinates1) {
  61950. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61951. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61952. }
  61953. else {
  61954. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61955. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61956. }
  61957. }
  61958. // Update the position of the attached sub-emitters to match their attached particle
  61959. particle._inheritParticleInfoToSubEmitters();
  61960. };
  61961. var this_1 = this, step;
  61962. for (var index = 0; index < newParticles; index++) {
  61963. var state_1 = _loop_2();
  61964. if (state_1 === "break")
  61965. break;
  61966. }
  61967. };
  61968. /** @hidden */
  61969. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61970. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61971. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61972. if (useRampGradients === void 0) { useRampGradients = false; }
  61973. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61974. if (isAnimationSheetEnabled) {
  61975. attributeNamesOrOptions.push("cellIndex");
  61976. }
  61977. if (!isBillboardBased) {
  61978. attributeNamesOrOptions.push("direction");
  61979. }
  61980. if (useRampGradients) {
  61981. attributeNamesOrOptions.push("remapData");
  61982. }
  61983. return attributeNamesOrOptions;
  61984. };
  61985. /** @hidden */
  61986. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61987. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61988. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61989. if (isAnimationSheetEnabled) {
  61990. effectCreationOption.push("particlesInfos");
  61991. }
  61992. return effectCreationOption;
  61993. };
  61994. /** @hidden */
  61995. ParticleSystem.prototype._getEffect = function (blendMode) {
  61996. if (this._customEffect) {
  61997. return this._customEffect;
  61998. }
  61999. var defines = [];
  62000. if (this._scene.clipPlane) {
  62001. defines.push("#define CLIPPLANE");
  62002. }
  62003. if (this._scene.clipPlane2) {
  62004. defines.push("#define CLIPPLANE2");
  62005. }
  62006. if (this._scene.clipPlane3) {
  62007. defines.push("#define CLIPPLANE3");
  62008. }
  62009. if (this._scene.clipPlane4) {
  62010. defines.push("#define CLIPPLANE4");
  62011. }
  62012. if (this._isAnimationSheetEnabled) {
  62013. defines.push("#define ANIMATESHEET");
  62014. }
  62015. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62016. defines.push("#define BLENDMULTIPLYMODE");
  62017. }
  62018. if (this._useRampGradients) {
  62019. defines.push("#define RAMPGRADIENT");
  62020. }
  62021. if (this._isBillboardBased) {
  62022. defines.push("#define BILLBOARD");
  62023. switch (this.billboardMode) {
  62024. case ParticleSystem.BILLBOARDMODE_Y:
  62025. defines.push("#define BILLBOARDY");
  62026. break;
  62027. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62028. defines.push("#define BILLBOARDSTRETCHED");
  62029. break;
  62030. case ParticleSystem.BILLBOARDMODE_ALL:
  62031. default:
  62032. break;
  62033. }
  62034. }
  62035. if (this._imageProcessingConfiguration) {
  62036. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62037. defines.push(this._imageProcessingConfigurationDefines.toString());
  62038. }
  62039. // Effect
  62040. var join = defines.join("\n");
  62041. if (this._cachedDefines !== join) {
  62042. this._cachedDefines = join;
  62043. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62044. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62045. var samplers = ["diffuseSampler", "rampSampler"];
  62046. if (BABYLON.ImageProcessingConfiguration) {
  62047. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62048. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62049. }
  62050. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62051. }
  62052. return this._effect;
  62053. };
  62054. /**
  62055. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62056. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62057. */
  62058. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62059. var _this = this;
  62060. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62061. if (!this._started) {
  62062. return;
  62063. }
  62064. if (!preWarmOnly) {
  62065. // Check
  62066. if (!this.isReady()) {
  62067. return;
  62068. }
  62069. if (this._currentRenderId === this._scene.getFrameId()) {
  62070. return;
  62071. }
  62072. this._currentRenderId = this._scene.getFrameId();
  62073. }
  62074. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62075. // Determine the number of particles we need to create
  62076. var newParticles;
  62077. if (this.manualEmitCount > -1) {
  62078. newParticles = this.manualEmitCount;
  62079. this._newPartsExcess = 0;
  62080. this.manualEmitCount = 0;
  62081. }
  62082. else {
  62083. var rate_1 = this.emitRate;
  62084. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62085. var ratio = this._actualFrame / this.targetStopDuration;
  62086. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62087. if (currentGradient !== _this._currentEmitRateGradient) {
  62088. _this._currentEmitRate1 = _this._currentEmitRate2;
  62089. _this._currentEmitRate2 = nextGradient.getFactor();
  62090. _this._currentEmitRateGradient = currentGradient;
  62091. }
  62092. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62093. });
  62094. }
  62095. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62096. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62097. }
  62098. if (this._newPartsExcess > 1.0) {
  62099. newParticles += this._newPartsExcess >> 0;
  62100. this._newPartsExcess -= this._newPartsExcess >> 0;
  62101. }
  62102. this._alive = false;
  62103. if (!this._stopped) {
  62104. this._actualFrame += this._scaledUpdateSpeed;
  62105. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62106. this.stop();
  62107. }
  62108. }
  62109. else {
  62110. newParticles = 0;
  62111. }
  62112. this._update(newParticles);
  62113. // Stopped?
  62114. if (this._stopped) {
  62115. if (!this._alive) {
  62116. this._started = false;
  62117. if (this.onAnimationEnd) {
  62118. this.onAnimationEnd();
  62119. }
  62120. if (this.disposeOnStop) {
  62121. this._scene._toBeDisposed.push(this);
  62122. }
  62123. }
  62124. }
  62125. if (!preWarmOnly) {
  62126. // Update VBO
  62127. var offset = 0;
  62128. for (var index = 0; index < this._particles.length; index++) {
  62129. var particle = this._particles[index];
  62130. this._appendParticleVertices(offset, particle);
  62131. offset += this._useInstancing ? 1 : 4;
  62132. }
  62133. if (this._vertexBuffer) {
  62134. this._vertexBuffer.update(this._vertexData);
  62135. }
  62136. }
  62137. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62138. this.stop();
  62139. }
  62140. };
  62141. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62142. this._appendParticleVertex(offset++, particle, 0, 0);
  62143. if (!this._useInstancing) {
  62144. this._appendParticleVertex(offset++, particle, 1, 0);
  62145. this._appendParticleVertex(offset++, particle, 1, 1);
  62146. this._appendParticleVertex(offset++, particle, 0, 1);
  62147. }
  62148. };
  62149. /**
  62150. * Rebuilds the particle system.
  62151. */
  62152. ParticleSystem.prototype.rebuild = function () {
  62153. this._createIndexBuffer();
  62154. if (this._vertexBuffer) {
  62155. this._vertexBuffer._rebuild();
  62156. }
  62157. };
  62158. /**
  62159. * Is this system ready to be used/rendered
  62160. * @return true if the system is ready
  62161. */
  62162. ParticleSystem.prototype.isReady = function () {
  62163. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62164. return false;
  62165. }
  62166. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62167. if (!this._getEffect(this.blendMode).isReady()) {
  62168. return false;
  62169. }
  62170. }
  62171. else {
  62172. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62173. return false;
  62174. }
  62175. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62176. return false;
  62177. }
  62178. }
  62179. return true;
  62180. };
  62181. ParticleSystem.prototype._render = function (blendMode) {
  62182. var effect = this._getEffect(blendMode);
  62183. var engine = this._scene.getEngine();
  62184. // Render
  62185. engine.enableEffect(effect);
  62186. var viewMatrix = this._scene.getViewMatrix();
  62187. effect.setTexture("diffuseSampler", this.particleTexture);
  62188. effect.setMatrix("view", viewMatrix);
  62189. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62190. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62191. var baseSize = this.particleTexture.getBaseSize();
  62192. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62193. }
  62194. effect.setVector2("translationPivot", this.translationPivot);
  62195. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62196. if (this._isBillboardBased) {
  62197. var camera = this._scene.activeCamera;
  62198. effect.setVector3("eyePosition", camera.globalPosition);
  62199. }
  62200. if (this._rampGradientsTexture) {
  62201. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62202. }
  62203. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62204. var invView = viewMatrix.clone();
  62205. invView.invert();
  62206. effect.setMatrix("invView", invView);
  62207. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62208. }
  62209. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62210. // image processing
  62211. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62212. this._imageProcessingConfiguration.bind(effect);
  62213. }
  62214. // Draw order
  62215. switch (blendMode) {
  62216. case ParticleSystem.BLENDMODE_ADD:
  62217. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62218. break;
  62219. case ParticleSystem.BLENDMODE_ONEONE:
  62220. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62221. break;
  62222. case ParticleSystem.BLENDMODE_STANDARD:
  62223. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62224. break;
  62225. case ParticleSystem.BLENDMODE_MULTIPLY:
  62226. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62227. break;
  62228. }
  62229. if (this._useInstancing) {
  62230. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62231. }
  62232. else {
  62233. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62234. }
  62235. return this._particles.length;
  62236. };
  62237. /**
  62238. * Renders the particle system in its current state.
  62239. * @returns the current number of particles
  62240. */
  62241. ParticleSystem.prototype.render = function () {
  62242. // Check
  62243. if (!this.isReady() || !this._particles.length) {
  62244. return 0;
  62245. }
  62246. var engine = this._scene.getEngine();
  62247. engine.setState(false);
  62248. if (this.forceDepthWrite) {
  62249. engine.setDepthWrite(true);
  62250. }
  62251. var outparticles = 0;
  62252. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62253. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62254. }
  62255. outparticles = this._render(this.blendMode);
  62256. engine.unbindInstanceAttributes();
  62257. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62258. return outparticles;
  62259. };
  62260. /**
  62261. * Disposes the particle system and free the associated resources
  62262. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62263. */
  62264. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62265. if (disposeTexture === void 0) { disposeTexture = true; }
  62266. if (this._vertexBuffer) {
  62267. this._vertexBuffer.dispose();
  62268. this._vertexBuffer = null;
  62269. }
  62270. if (this._spriteBuffer) {
  62271. this._spriteBuffer.dispose();
  62272. this._spriteBuffer = null;
  62273. }
  62274. if (this._indexBuffer) {
  62275. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62276. this._indexBuffer = null;
  62277. }
  62278. if (disposeTexture && this.particleTexture) {
  62279. this.particleTexture.dispose();
  62280. this.particleTexture = null;
  62281. }
  62282. if (disposeTexture && this.noiseTexture) {
  62283. this.noiseTexture.dispose();
  62284. this.noiseTexture = null;
  62285. }
  62286. if (this._rampGradientsTexture) {
  62287. this._rampGradientsTexture.dispose();
  62288. this._rampGradientsTexture = null;
  62289. }
  62290. this._removeFromRoot();
  62291. if (this._subEmitters && this._subEmitters.length) {
  62292. for (var index = 0; index < this._subEmitters.length; index++) {
  62293. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62294. var subEmitter = _a[_i];
  62295. subEmitter.dispose();
  62296. }
  62297. }
  62298. this._subEmitters = [];
  62299. this.subEmitters = [];
  62300. }
  62301. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62302. this.emitter.dispose(true);
  62303. }
  62304. // Remove from scene
  62305. var index = this._scene.particleSystems.indexOf(this);
  62306. if (index > -1) {
  62307. this._scene.particleSystems.splice(index, 1);
  62308. }
  62309. this._scene._activeParticleSystems.dispose();
  62310. // Callback
  62311. this.onDisposeObservable.notifyObservers(this);
  62312. this.onDisposeObservable.clear();
  62313. this.reset();
  62314. };
  62315. // Clone
  62316. /**
  62317. * Clones the particle system.
  62318. * @param name The name of the cloned object
  62319. * @param newEmitter The new emitter to use
  62320. * @returns the cloned particle system
  62321. */
  62322. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62323. var custom = null;
  62324. var program = null;
  62325. if (this.customShader != null) {
  62326. program = this.customShader;
  62327. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62328. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62329. }
  62330. else if (this._customEffect) {
  62331. custom = this._customEffect;
  62332. }
  62333. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62334. result.customShader = program;
  62335. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62336. if (newEmitter === undefined) {
  62337. newEmitter = this.emitter;
  62338. }
  62339. result.noiseTexture = this.noiseTexture;
  62340. result.emitter = newEmitter;
  62341. if (this.particleTexture) {
  62342. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62343. }
  62344. // Clone gradients
  62345. if (this._colorGradients) {
  62346. this._colorGradients.forEach(function (v) {
  62347. result.addColorGradient(v.gradient, v.color1, v.color2);
  62348. });
  62349. }
  62350. if (this._dragGradients) {
  62351. this._dragGradients.forEach(function (v) {
  62352. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62353. });
  62354. }
  62355. if (this._angularSpeedGradients) {
  62356. this._angularSpeedGradients.forEach(function (v) {
  62357. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62358. });
  62359. }
  62360. if (this._emitRateGradients) {
  62361. this._emitRateGradients.forEach(function (v) {
  62362. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62363. });
  62364. }
  62365. if (this._lifeTimeGradients) {
  62366. this._lifeTimeGradients.forEach(function (v) {
  62367. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62368. });
  62369. }
  62370. if (this._limitVelocityGradients) {
  62371. this._limitVelocityGradients.forEach(function (v) {
  62372. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62373. });
  62374. }
  62375. if (this._sizeGradients) {
  62376. this._sizeGradients.forEach(function (v) {
  62377. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62378. });
  62379. }
  62380. if (this._startSizeGradients) {
  62381. this._startSizeGradients.forEach(function (v) {
  62382. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62383. });
  62384. }
  62385. if (this._velocityGradients) {
  62386. this._velocityGradients.forEach(function (v) {
  62387. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62388. });
  62389. }
  62390. if (this._rampGradients) {
  62391. this._rampGradients.forEach(function (v) {
  62392. result.addRampGradient(v.gradient, v.color);
  62393. });
  62394. }
  62395. if (this._colorRemapGradients) {
  62396. this._colorRemapGradients.forEach(function (v) {
  62397. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62398. });
  62399. }
  62400. if (this._alphaRemapGradients) {
  62401. this._alphaRemapGradients.forEach(function (v) {
  62402. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62403. });
  62404. }
  62405. if (!this.preventAutoStart) {
  62406. result.start();
  62407. }
  62408. return result;
  62409. };
  62410. /**
  62411. * Serializes the particle system to a JSON object.
  62412. * @returns the JSON object
  62413. */
  62414. ParticleSystem.prototype.serialize = function () {
  62415. var serializationObject = {};
  62416. ParticleSystem._Serialize(serializationObject, this);
  62417. serializationObject.textureMask = this.textureMask.asArray();
  62418. serializationObject.customShader = this.customShader;
  62419. serializationObject.preventAutoStart = this.preventAutoStart;
  62420. // SubEmitters
  62421. if (this.subEmitters) {
  62422. serializationObject.subEmitters = [];
  62423. if (!this._subEmitters) {
  62424. this._prepareSubEmitterInternalArray();
  62425. }
  62426. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62427. var subs = _a[_i];
  62428. var cell = [];
  62429. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62430. var sub = subs_1[_b];
  62431. cell.push(sub.serialize());
  62432. }
  62433. serializationObject.subEmitters.push(cell);
  62434. }
  62435. }
  62436. return serializationObject;
  62437. };
  62438. /** @hidden */
  62439. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62440. serializationObject.name = particleSystem.name;
  62441. serializationObject.id = particleSystem.id;
  62442. serializationObject.capacity = particleSystem.getCapacity();
  62443. // Emitter
  62444. if (particleSystem.emitter.position) {
  62445. var emitterMesh = particleSystem.emitter;
  62446. serializationObject.emitterId = emitterMesh.id;
  62447. }
  62448. else {
  62449. var emitterPosition = particleSystem.emitter;
  62450. serializationObject.emitter = emitterPosition.asArray();
  62451. }
  62452. // Emitter
  62453. if (particleSystem.particleEmitterType) {
  62454. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62455. }
  62456. if (particleSystem.particleTexture) {
  62457. serializationObject.textureName = particleSystem.particleTexture.name;
  62458. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62459. }
  62460. // Animations
  62461. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62462. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62463. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62464. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62465. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62466. // Particle system
  62467. serializationObject.startDelay = particleSystem.startDelay;
  62468. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62469. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62470. serializationObject.billboardMode = particleSystem.billboardMode;
  62471. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62472. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62473. serializationObject.minSize = particleSystem.minSize;
  62474. serializationObject.maxSize = particleSystem.maxSize;
  62475. serializationObject.minScaleX = particleSystem.minScaleX;
  62476. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62477. serializationObject.minScaleY = particleSystem.minScaleY;
  62478. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62479. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62480. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62481. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62482. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62483. serializationObject.emitRate = particleSystem.emitRate;
  62484. serializationObject.gravity = particleSystem.gravity.asArray();
  62485. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62486. serializationObject.color1 = particleSystem.color1.asArray();
  62487. serializationObject.color2 = particleSystem.color2.asArray();
  62488. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62489. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62490. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62491. serializationObject.blendMode = particleSystem.blendMode;
  62492. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62493. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62494. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62495. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62496. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62497. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62498. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62499. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62500. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62501. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62502. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62503. var colorGradients = particleSystem.getColorGradients();
  62504. if (colorGradients) {
  62505. serializationObject.colorGradients = [];
  62506. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62507. var colorGradient = colorGradients_1[_i];
  62508. var serializedGradient = {
  62509. gradient: colorGradient.gradient,
  62510. color1: colorGradient.color1.asArray()
  62511. };
  62512. if (colorGradient.color2) {
  62513. serializedGradient.color2 = colorGradient.color2.asArray();
  62514. }
  62515. serializationObject.colorGradients.push(serializedGradient);
  62516. }
  62517. }
  62518. var rampGradients = particleSystem.getRampGradients();
  62519. if (rampGradients) {
  62520. serializationObject.rampGradients = [];
  62521. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62522. var rampGradient = rampGradients_1[_a];
  62523. var serializedGradient = {
  62524. gradient: rampGradient.gradient,
  62525. color: rampGradient.color.asArray()
  62526. };
  62527. serializationObject.rampGradients.push(serializedGradient);
  62528. }
  62529. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62530. }
  62531. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62532. if (colorRemapGradients) {
  62533. serializationObject.colorRemapGradients = [];
  62534. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62535. var colorRemapGradient = colorRemapGradients_1[_b];
  62536. var serializedGradient = {
  62537. gradient: colorRemapGradient.gradient,
  62538. factor1: colorRemapGradient.factor1
  62539. };
  62540. if (colorRemapGradient.factor2 !== undefined) {
  62541. serializedGradient.factor2 = colorRemapGradient.factor2;
  62542. }
  62543. serializationObject.colorRemapGradients.push(serializedGradient);
  62544. }
  62545. }
  62546. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62547. if (alphaRemapGradients) {
  62548. serializationObject.alphaRemapGradients = [];
  62549. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62550. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62551. var serializedGradient = {
  62552. gradient: alphaRemapGradient.gradient,
  62553. factor1: alphaRemapGradient.factor1
  62554. };
  62555. if (alphaRemapGradient.factor2 !== undefined) {
  62556. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62557. }
  62558. serializationObject.alphaRemapGradients.push(serializedGradient);
  62559. }
  62560. }
  62561. var sizeGradients = particleSystem.getSizeGradients();
  62562. if (sizeGradients) {
  62563. serializationObject.sizeGradients = [];
  62564. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62565. var sizeGradient = sizeGradients_1[_d];
  62566. var serializedGradient = {
  62567. gradient: sizeGradient.gradient,
  62568. factor1: sizeGradient.factor1
  62569. };
  62570. if (sizeGradient.factor2 !== undefined) {
  62571. serializedGradient.factor2 = sizeGradient.factor2;
  62572. }
  62573. serializationObject.sizeGradients.push(serializedGradient);
  62574. }
  62575. }
  62576. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62577. if (angularSpeedGradients) {
  62578. serializationObject.angularSpeedGradients = [];
  62579. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62580. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62581. var serializedGradient = {
  62582. gradient: angularSpeedGradient.gradient,
  62583. factor1: angularSpeedGradient.factor1
  62584. };
  62585. if (angularSpeedGradient.factor2 !== undefined) {
  62586. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62587. }
  62588. serializationObject.angularSpeedGradients.push(serializedGradient);
  62589. }
  62590. }
  62591. var velocityGradients = particleSystem.getVelocityGradients();
  62592. if (velocityGradients) {
  62593. serializationObject.velocityGradients = [];
  62594. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62595. var velocityGradient = velocityGradients_1[_f];
  62596. var serializedGradient = {
  62597. gradient: velocityGradient.gradient,
  62598. factor1: velocityGradient.factor1
  62599. };
  62600. if (velocityGradient.factor2 !== undefined) {
  62601. serializedGradient.factor2 = velocityGradient.factor2;
  62602. }
  62603. serializationObject.velocityGradients.push(serializedGradient);
  62604. }
  62605. }
  62606. var dragGradients = particleSystem.getDragGradients();
  62607. if (dragGradients) {
  62608. serializationObject.dragyGradients = [];
  62609. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62610. var dragGradient = dragGradients_1[_g];
  62611. var serializedGradient = {
  62612. gradient: dragGradient.gradient,
  62613. factor1: dragGradient.factor1
  62614. };
  62615. if (dragGradient.factor2 !== undefined) {
  62616. serializedGradient.factor2 = dragGradient.factor2;
  62617. }
  62618. serializationObject.dragGradients.push(serializedGradient);
  62619. }
  62620. }
  62621. var emitRateGradients = particleSystem.getEmitRateGradients();
  62622. if (emitRateGradients) {
  62623. serializationObject.emitRateGradients = [];
  62624. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62625. var emitRateGradient = emitRateGradients_1[_h];
  62626. var serializedGradient = {
  62627. gradient: emitRateGradient.gradient,
  62628. factor1: emitRateGradient.factor1
  62629. };
  62630. if (emitRateGradient.factor2 !== undefined) {
  62631. serializedGradient.factor2 = emitRateGradient.factor2;
  62632. }
  62633. serializationObject.emitRateGradients.push(serializedGradient);
  62634. }
  62635. }
  62636. var startSizeGradients = particleSystem.getStartSizeGradients();
  62637. if (startSizeGradients) {
  62638. serializationObject.startSizeGradients = [];
  62639. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62640. var startSizeGradient = startSizeGradients_1[_j];
  62641. var serializedGradient = {
  62642. gradient: startSizeGradient.gradient,
  62643. factor1: startSizeGradient.factor1
  62644. };
  62645. if (startSizeGradient.factor2 !== undefined) {
  62646. serializedGradient.factor2 = startSizeGradient.factor2;
  62647. }
  62648. serializationObject.startSizeGradients.push(serializedGradient);
  62649. }
  62650. }
  62651. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62652. if (lifeTimeGradients) {
  62653. serializationObject.lifeTimeGradients = [];
  62654. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62655. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62656. var serializedGradient = {
  62657. gradient: lifeTimeGradient.gradient,
  62658. factor1: lifeTimeGradient.factor1
  62659. };
  62660. if (lifeTimeGradient.factor2 !== undefined) {
  62661. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62662. }
  62663. serializationObject.lifeTimeGradients.push(serializedGradient);
  62664. }
  62665. }
  62666. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62667. if (limitVelocityGradients) {
  62668. serializationObject.limitVelocityGradients = [];
  62669. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62670. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62671. var serializedGradient = {
  62672. gradient: limitVelocityGradient.gradient,
  62673. factor1: limitVelocityGradient.factor1
  62674. };
  62675. if (limitVelocityGradient.factor2 !== undefined) {
  62676. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62677. }
  62678. serializationObject.limitVelocityGradients.push(serializedGradient);
  62679. }
  62680. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62681. }
  62682. if (particleSystem.noiseTexture) {
  62683. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62684. }
  62685. };
  62686. /** @hidden */
  62687. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62688. // Texture
  62689. if (parsedParticleSystem.textureName) {
  62690. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62691. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62692. }
  62693. // Emitter
  62694. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62695. particleSystem.emitter = BABYLON.Vector3.Zero();
  62696. }
  62697. else if (parsedParticleSystem.emitterId) {
  62698. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62699. }
  62700. else {
  62701. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62702. }
  62703. // Misc.
  62704. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62705. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62706. }
  62707. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62708. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62709. }
  62710. if (parsedParticleSystem.billboardMode !== undefined) {
  62711. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62712. }
  62713. // Animations
  62714. if (parsedParticleSystem.animations) {
  62715. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62716. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62717. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62718. }
  62719. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62720. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62721. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62722. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62723. }
  62724. if (parsedParticleSystem.autoAnimate) {
  62725. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62726. }
  62727. // Particle system
  62728. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62729. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62730. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62731. particleSystem.minSize = parsedParticleSystem.minSize;
  62732. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62733. if (parsedParticleSystem.minScaleX) {
  62734. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62735. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62736. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62737. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62738. }
  62739. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62740. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62741. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62742. }
  62743. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62744. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62745. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62746. }
  62747. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62748. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62749. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62750. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62751. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62752. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62753. if (parsedParticleSystem.noiseStrength) {
  62754. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62755. }
  62756. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62757. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62758. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62759. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62760. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62761. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62762. if (parsedParticleSystem.colorGradients) {
  62763. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62764. var colorGradient = _a[_i];
  62765. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62766. }
  62767. }
  62768. if (parsedParticleSystem.rampGradients) {
  62769. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62770. var rampGradient = _c[_b];
  62771. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62772. }
  62773. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62774. }
  62775. if (parsedParticleSystem.colorRemapGradients) {
  62776. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62777. var colorRemapGradient = _e[_d];
  62778. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62779. }
  62780. }
  62781. if (parsedParticleSystem.alphaRemapGradients) {
  62782. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62783. var alphaRemapGradient = _g[_f];
  62784. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62785. }
  62786. }
  62787. if (parsedParticleSystem.sizeGradients) {
  62788. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62789. var sizeGradient = _j[_h];
  62790. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62791. }
  62792. }
  62793. if (parsedParticleSystem.sizeGradients) {
  62794. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62795. var sizeGradient = _l[_k];
  62796. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62797. }
  62798. }
  62799. if (parsedParticleSystem.angularSpeedGradients) {
  62800. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62801. var angularSpeedGradient = _o[_m];
  62802. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62803. }
  62804. }
  62805. if (parsedParticleSystem.velocityGradients) {
  62806. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62807. var velocityGradient = _q[_p];
  62808. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62809. }
  62810. }
  62811. if (parsedParticleSystem.dragGradients) {
  62812. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62813. var dragGradient = _s[_r];
  62814. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62815. }
  62816. }
  62817. if (parsedParticleSystem.emitRateGradients) {
  62818. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62819. var emitRateGradient = _u[_t];
  62820. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62821. }
  62822. }
  62823. if (parsedParticleSystem.startSizeGradients) {
  62824. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62825. var startSizeGradient = _w[_v];
  62826. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62827. }
  62828. }
  62829. if (parsedParticleSystem.lifeTimeGradients) {
  62830. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62831. var lifeTimeGradient = _y[_x];
  62832. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62833. }
  62834. }
  62835. if (parsedParticleSystem.limitVelocityGradients) {
  62836. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62837. var limitVelocityGradient = _0[_z];
  62838. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62839. }
  62840. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62841. }
  62842. if (parsedParticleSystem.noiseTexture) {
  62843. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62844. }
  62845. // Emitter
  62846. var emitterType;
  62847. if (parsedParticleSystem.particleEmitterType) {
  62848. switch (parsedParticleSystem.particleEmitterType.type) {
  62849. case "SphereParticleEmitter":
  62850. emitterType = new BABYLON.SphereParticleEmitter();
  62851. break;
  62852. case "SphereDirectedParticleEmitter":
  62853. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62854. break;
  62855. case "ConeEmitter":
  62856. case "ConeParticleEmitter":
  62857. emitterType = new BABYLON.ConeParticleEmitter();
  62858. break;
  62859. case "CylinderParticleEmitter":
  62860. emitterType = new BABYLON.CylinderParticleEmitter();
  62861. break;
  62862. case "HemisphericParticleEmitter":
  62863. emitterType = new BABYLON.HemisphericParticleEmitter();
  62864. break;
  62865. case "BoxEmitter":
  62866. case "BoxParticleEmitter":
  62867. default:
  62868. emitterType = new BABYLON.BoxParticleEmitter();
  62869. break;
  62870. }
  62871. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62872. }
  62873. else {
  62874. emitterType = new BABYLON.BoxParticleEmitter();
  62875. emitterType.parse(parsedParticleSystem);
  62876. }
  62877. particleSystem.particleEmitterType = emitterType;
  62878. // Animation sheet
  62879. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62880. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62881. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62882. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62883. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62884. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62885. };
  62886. /**
  62887. * Parses a JSON object to create a particle system.
  62888. * @param parsedParticleSystem The JSON object to parse
  62889. * @param scene The scene to create the particle system in
  62890. * @param rootUrl The root url to use to load external dependencies like texture
  62891. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62892. * @returns the Parsed particle system
  62893. */
  62894. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62895. if (doNotStart === void 0) { doNotStart = false; }
  62896. var name = parsedParticleSystem.name;
  62897. var custom = null;
  62898. var program = null;
  62899. if (parsedParticleSystem.customShader) {
  62900. program = parsedParticleSystem.customShader;
  62901. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62902. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62903. }
  62904. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62905. particleSystem.customShader = program;
  62906. if (parsedParticleSystem.id) {
  62907. particleSystem.id = parsedParticleSystem.id;
  62908. }
  62909. // SubEmitters
  62910. if (parsedParticleSystem.subEmitters) {
  62911. particleSystem.subEmitters = [];
  62912. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62913. var cell = _a[_i];
  62914. var cellArray = [];
  62915. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62916. var sub = cell_1[_b];
  62917. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62918. }
  62919. particleSystem.subEmitters.push(cellArray);
  62920. }
  62921. }
  62922. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62923. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62924. // Auto start
  62925. if (parsedParticleSystem.preventAutoStart) {
  62926. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62927. }
  62928. if (!doNotStart && !particleSystem.preventAutoStart) {
  62929. particleSystem.start();
  62930. }
  62931. return particleSystem;
  62932. };
  62933. /**
  62934. * Billboard mode will only apply to Y axis
  62935. */
  62936. ParticleSystem.BILLBOARDMODE_Y = 2;
  62937. /**
  62938. * Billboard mode will apply to all axes
  62939. */
  62940. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62941. /**
  62942. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62943. */
  62944. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62945. return ParticleSystem;
  62946. }(BABYLON.BaseParticleSystem));
  62947. BABYLON.ParticleSystem = ParticleSystem;
  62948. })(BABYLON || (BABYLON = {}));
  62949. //# sourceMappingURL=particleSystem.js.map
  62950. var BABYLON;
  62951. (function (BABYLON) {
  62952. /**
  62953. * Particle emitter emitting particles from the inside of a box.
  62954. * It emits the particles randomly between 2 given directions.
  62955. */
  62956. var BoxParticleEmitter = /** @class */ (function () {
  62957. /**
  62958. * Creates a new instance BoxParticleEmitter
  62959. */
  62960. function BoxParticleEmitter() {
  62961. /**
  62962. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62963. */
  62964. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62965. /**
  62966. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62967. */
  62968. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62969. /**
  62970. * 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.
  62971. */
  62972. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62973. /**
  62974. * 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.
  62975. */
  62976. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62977. }
  62978. /**
  62979. * Called by the particle System when the direction is computed for the created particle.
  62980. * @param worldMatrix is the world matrix of the particle system
  62981. * @param directionToUpdate is the direction vector to update with the result
  62982. * @param particle is the particle we are computed the direction for
  62983. */
  62984. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62985. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62986. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62987. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62988. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62989. };
  62990. /**
  62991. * Called by the particle System when the position is computed for the created particle.
  62992. * @param worldMatrix is the world matrix of the particle system
  62993. * @param positionToUpdate is the position vector to update with the result
  62994. * @param particle is the particle we are computed the position for
  62995. */
  62996. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62997. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62998. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62999. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63000. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63001. };
  63002. /**
  63003. * Clones the current emitter and returns a copy of it
  63004. * @returns the new emitter
  63005. */
  63006. BoxParticleEmitter.prototype.clone = function () {
  63007. var newOne = new BoxParticleEmitter();
  63008. BABYLON.Tools.DeepCopy(this, newOne);
  63009. return newOne;
  63010. };
  63011. /**
  63012. * Called by the GPUParticleSystem to setup the update shader
  63013. * @param effect defines the update shader
  63014. */
  63015. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63016. effect.setVector3("direction1", this.direction1);
  63017. effect.setVector3("direction2", this.direction2);
  63018. effect.setVector3("minEmitBox", this.minEmitBox);
  63019. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63020. };
  63021. /**
  63022. * Returns a string to use to update the GPU particles update shader
  63023. * @returns a string containng the defines string
  63024. */
  63025. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63026. return "#define BOXEMITTER";
  63027. };
  63028. /**
  63029. * Returns the string "BoxParticleEmitter"
  63030. * @returns a string containing the class name
  63031. */
  63032. BoxParticleEmitter.prototype.getClassName = function () {
  63033. return "BoxParticleEmitter";
  63034. };
  63035. /**
  63036. * Serializes the particle system to a JSON object.
  63037. * @returns the JSON object
  63038. */
  63039. BoxParticleEmitter.prototype.serialize = function () {
  63040. var serializationObject = {};
  63041. serializationObject.type = this.getClassName();
  63042. serializationObject.direction1 = this.direction1.asArray();
  63043. serializationObject.direction2 = this.direction2.asArray();
  63044. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63045. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63046. return serializationObject;
  63047. };
  63048. /**
  63049. * Parse properties from a JSON object
  63050. * @param serializationObject defines the JSON object
  63051. */
  63052. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63053. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63054. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63055. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63056. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63057. };
  63058. return BoxParticleEmitter;
  63059. }());
  63060. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63061. })(BABYLON || (BABYLON = {}));
  63062. //# sourceMappingURL=boxParticleEmitter.js.map
  63063. var BABYLON;
  63064. (function (BABYLON) {
  63065. /**
  63066. * Particle emitter emitting particles from the inside of a cylinder.
  63067. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63068. */
  63069. var CylinderParticleEmitter = /** @class */ (function () {
  63070. /**
  63071. * Creates a new instance CylinderParticleEmitter
  63072. * @param radius the radius of the emission cylinder (1 by default)
  63073. * @param height the height of the emission cylinder (1 by default)
  63074. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63075. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63076. */
  63077. function CylinderParticleEmitter(
  63078. /**
  63079. * The radius of the emission cylinder.
  63080. */
  63081. radius,
  63082. /**
  63083. * The height of the emission cylinder.
  63084. */
  63085. height,
  63086. /**
  63087. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63088. */
  63089. radiusRange,
  63090. /**
  63091. * How much to randomize the particle direction [0-1].
  63092. */
  63093. directionRandomizer) {
  63094. if (radius === void 0) { radius = 1; }
  63095. if (height === void 0) { height = 1; }
  63096. if (radiusRange === void 0) { radiusRange = 1; }
  63097. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63098. this.radius = radius;
  63099. this.height = height;
  63100. this.radiusRange = radiusRange;
  63101. this.directionRandomizer = directionRandomizer;
  63102. }
  63103. /**
  63104. * Called by the particle System when the direction is computed for the created particle.
  63105. * @param worldMatrix is the world matrix of the particle system
  63106. * @param directionToUpdate is the direction vector to update with the result
  63107. * @param particle is the particle we are computed the direction for
  63108. */
  63109. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63110. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63111. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63112. var angle = Math.atan2(direction.x, direction.z);
  63113. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63114. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63115. direction.x = Math.sin(angle);
  63116. direction.z = Math.cos(angle);
  63117. direction.normalize();
  63118. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63119. };
  63120. /**
  63121. * Called by the particle System when the position is computed for the created particle.
  63122. * @param worldMatrix is the world matrix of the particle system
  63123. * @param positionToUpdate is the position vector to update with the result
  63124. * @param particle is the particle we are computed the position for
  63125. */
  63126. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63127. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63128. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63129. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63130. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63131. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63132. var xPos = positionRadius * Math.cos(angle);
  63133. var zPos = positionRadius * Math.sin(angle);
  63134. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63135. };
  63136. /**
  63137. * Clones the current emitter and returns a copy of it
  63138. * @returns the new emitter
  63139. */
  63140. CylinderParticleEmitter.prototype.clone = function () {
  63141. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63142. BABYLON.Tools.DeepCopy(this, newOne);
  63143. return newOne;
  63144. };
  63145. /**
  63146. * Called by the GPUParticleSystem to setup the update shader
  63147. * @param effect defines the update shader
  63148. */
  63149. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63150. effect.setFloat("radius", this.radius);
  63151. effect.setFloat("height", this.height);
  63152. effect.setFloat("radiusRange", this.radiusRange);
  63153. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63154. };
  63155. /**
  63156. * Returns a string to use to update the GPU particles update shader
  63157. * @returns a string containng the defines string
  63158. */
  63159. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63160. return "#define CYLINDEREMITTER";
  63161. };
  63162. /**
  63163. * Returns the string "CylinderParticleEmitter"
  63164. * @returns a string containing the class name
  63165. */
  63166. CylinderParticleEmitter.prototype.getClassName = function () {
  63167. return "CylinderParticleEmitter";
  63168. };
  63169. /**
  63170. * Serializes the particle system to a JSON object.
  63171. * @returns the JSON object
  63172. */
  63173. CylinderParticleEmitter.prototype.serialize = function () {
  63174. var serializationObject = {};
  63175. serializationObject.type = this.getClassName();
  63176. serializationObject.radius = this.radius;
  63177. serializationObject.height = this.height;
  63178. serializationObject.radiusRange = this.radiusRange;
  63179. serializationObject.directionRandomizer = this.directionRandomizer;
  63180. return serializationObject;
  63181. };
  63182. /**
  63183. * Parse properties from a JSON object
  63184. * @param serializationObject defines the JSON object
  63185. */
  63186. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63187. this.radius = serializationObject.radius;
  63188. this.height = serializationObject.height;
  63189. this.radiusRange = serializationObject.radiusRange;
  63190. this.directionRandomizer = serializationObject.directionRandomizer;
  63191. };
  63192. return CylinderParticleEmitter;
  63193. }());
  63194. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63195. /**
  63196. * Particle emitter emitting particles from the inside of a cylinder.
  63197. * It emits the particles randomly between two vectors.
  63198. */
  63199. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63200. __extends(CylinderDirectedParticleEmitter, _super);
  63201. /**
  63202. * Creates a new instance CylinderDirectedParticleEmitter
  63203. * @param radius the radius of the emission cylinder (1 by default)
  63204. * @param height the height of the emission cylinder (1 by default)
  63205. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63206. * @param direction1 the min limit of the emission direction (up vector by default)
  63207. * @param direction2 the max limit of the emission direction (up vector by default)
  63208. */
  63209. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63210. /**
  63211. * The min limit of the emission direction.
  63212. */
  63213. direction1,
  63214. /**
  63215. * The max limit of the emission direction.
  63216. */
  63217. direction2) {
  63218. if (radius === void 0) { radius = 1; }
  63219. if (height === void 0) { height = 1; }
  63220. if (radiusRange === void 0) { radiusRange = 1; }
  63221. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63222. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63223. var _this = _super.call(this, radius, height, radiusRange) || this;
  63224. _this.direction1 = direction1;
  63225. _this.direction2 = direction2;
  63226. return _this;
  63227. }
  63228. /**
  63229. * Called by the particle System when the direction is computed for the created particle.
  63230. * @param worldMatrix is the world matrix of the particle system
  63231. * @param directionToUpdate is the direction vector to update with the result
  63232. * @param particle is the particle we are computed the direction for
  63233. */
  63234. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63235. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63236. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63237. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63238. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63239. };
  63240. /**
  63241. * Clones the current emitter and returns a copy of it
  63242. * @returns the new emitter
  63243. */
  63244. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63245. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63246. BABYLON.Tools.DeepCopy(this, newOne);
  63247. return newOne;
  63248. };
  63249. /**
  63250. * Called by the GPUParticleSystem to setup the update shader
  63251. * @param effect defines the update shader
  63252. */
  63253. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63254. effect.setFloat("radius", this.radius);
  63255. effect.setFloat("height", this.height);
  63256. effect.setFloat("radiusRange", this.radiusRange);
  63257. effect.setVector3("direction1", this.direction1);
  63258. effect.setVector3("direction2", this.direction2);
  63259. };
  63260. /**
  63261. * Returns a string to use to update the GPU particles update shader
  63262. * @returns a string containng the defines string
  63263. */
  63264. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63265. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63266. };
  63267. /**
  63268. * Returns the string "CylinderDirectedParticleEmitter"
  63269. * @returns a string containing the class name
  63270. */
  63271. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63272. return "CylinderDirectedParticleEmitter";
  63273. };
  63274. /**
  63275. * Serializes the particle system to a JSON object.
  63276. * @returns the JSON object
  63277. */
  63278. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63279. var serializationObject = _super.prototype.serialize.call(this);
  63280. serializationObject.direction1 = this.direction1.asArray();
  63281. serializationObject.direction2 = this.direction2.asArray();
  63282. return serializationObject;
  63283. };
  63284. /**
  63285. * Parse properties from a JSON object
  63286. * @param serializationObject defines the JSON object
  63287. */
  63288. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63289. _super.prototype.parse.call(this, serializationObject);
  63290. this.direction1.copyFrom(serializationObject.direction1);
  63291. this.direction2.copyFrom(serializationObject.direction2);
  63292. };
  63293. return CylinderDirectedParticleEmitter;
  63294. }(CylinderParticleEmitter));
  63295. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63296. })(BABYLON || (BABYLON = {}));
  63297. //# sourceMappingURL=cylinderParticleEmitter.js.map
  63298. var BABYLON;
  63299. (function (BABYLON) {
  63300. /**
  63301. * Particle emitter emitting particles from the inside of a cone.
  63302. * It emits the particles alongside the cone volume from the base to the particle.
  63303. * The emission direction might be randomized.
  63304. */
  63305. var ConeParticleEmitter = /** @class */ (function () {
  63306. /**
  63307. * Creates a new instance ConeParticleEmitter
  63308. * @param radius the radius of the emission cone (1 by default)
  63309. * @param angles the cone base angle (PI by default)
  63310. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63311. */
  63312. function ConeParticleEmitter(radius, angle,
  63313. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63314. directionRandomizer) {
  63315. if (radius === void 0) { radius = 1; }
  63316. if (angle === void 0) { angle = Math.PI; }
  63317. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63318. this.directionRandomizer = directionRandomizer;
  63319. /**
  63320. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63321. */
  63322. this.radiusRange = 1;
  63323. /**
  63324. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63325. */
  63326. this.heightRange = 1;
  63327. /**
  63328. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63329. */
  63330. this.emitFromSpawnPointOnly = false;
  63331. this.angle = angle;
  63332. this.radius = radius;
  63333. }
  63334. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63335. /**
  63336. * Gets or sets the radius of the emission cone
  63337. */
  63338. get: function () {
  63339. return this._radius;
  63340. },
  63341. set: function (value) {
  63342. this._radius = value;
  63343. this._buildHeight();
  63344. },
  63345. enumerable: true,
  63346. configurable: true
  63347. });
  63348. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63349. /**
  63350. * Gets or sets the angle of the emission cone
  63351. */
  63352. get: function () {
  63353. return this._angle;
  63354. },
  63355. set: function (value) {
  63356. this._angle = value;
  63357. this._buildHeight();
  63358. },
  63359. enumerable: true,
  63360. configurable: true
  63361. });
  63362. ConeParticleEmitter.prototype._buildHeight = function () {
  63363. if (this._angle !== 0) {
  63364. this._height = this._radius / Math.tan(this._angle / 2);
  63365. }
  63366. else {
  63367. this._height = 1;
  63368. }
  63369. };
  63370. /**
  63371. * Called by the particle System when the direction is computed for the created particle.
  63372. * @param worldMatrix is the world matrix of the particle system
  63373. * @param directionToUpdate is the direction vector to update with the result
  63374. * @param particle is the particle we are computed the direction for
  63375. */
  63376. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63377. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63378. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63379. }
  63380. else {
  63381. // measure the direction Vector from the emitter to the particle.
  63382. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63383. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63384. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63385. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63386. direction.x += randX;
  63387. direction.y += randY;
  63388. direction.z += randZ;
  63389. direction.normalize();
  63390. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63391. }
  63392. };
  63393. /**
  63394. * Called by the particle System when the position is computed for the created particle.
  63395. * @param worldMatrix is the world matrix of the particle system
  63396. * @param positionToUpdate is the position vector to update with the result
  63397. * @param particle is the particle we are computed the position for
  63398. */
  63399. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63400. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63401. var h;
  63402. if (!this.emitFromSpawnPointOnly) {
  63403. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63404. // Better distribution in a cone at normal angles.
  63405. h = 1 - h * h;
  63406. }
  63407. else {
  63408. h = 0.0001;
  63409. }
  63410. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63411. radius = radius * h;
  63412. var randX = radius * Math.sin(s);
  63413. var randZ = radius * Math.cos(s);
  63414. var randY = h * this._height;
  63415. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63416. };
  63417. /**
  63418. * Clones the current emitter and returns a copy of it
  63419. * @returns the new emitter
  63420. */
  63421. ConeParticleEmitter.prototype.clone = function () {
  63422. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63423. BABYLON.Tools.DeepCopy(this, newOne);
  63424. return newOne;
  63425. };
  63426. /**
  63427. * Called by the GPUParticleSystem to setup the update shader
  63428. * @param effect defines the update shader
  63429. */
  63430. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63431. effect.setFloat2("radius", this._radius, this.radiusRange);
  63432. effect.setFloat("coneAngle", this._angle);
  63433. effect.setFloat2("height", this._height, this.heightRange);
  63434. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63435. };
  63436. /**
  63437. * Returns a string to use to update the GPU particles update shader
  63438. * @returns a string containng the defines string
  63439. */
  63440. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63441. var defines = "#define CONEEMITTER";
  63442. if (this.emitFromSpawnPointOnly) {
  63443. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63444. }
  63445. return defines;
  63446. };
  63447. /**
  63448. * Returns the string "ConeParticleEmitter"
  63449. * @returns a string containing the class name
  63450. */
  63451. ConeParticleEmitter.prototype.getClassName = function () {
  63452. return "ConeParticleEmitter";
  63453. };
  63454. /**
  63455. * Serializes the particle system to a JSON object.
  63456. * @returns the JSON object
  63457. */
  63458. ConeParticleEmitter.prototype.serialize = function () {
  63459. var serializationObject = {};
  63460. serializationObject.type = this.getClassName();
  63461. serializationObject.radius = this._radius;
  63462. serializationObject.angle = this._angle;
  63463. serializationObject.directionRandomizer = this.directionRandomizer;
  63464. return serializationObject;
  63465. };
  63466. /**
  63467. * Parse properties from a JSON object
  63468. * @param serializationObject defines the JSON object
  63469. */
  63470. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63471. this.radius = serializationObject.radius;
  63472. this.angle = serializationObject.angle;
  63473. this.directionRandomizer = serializationObject.directionRandomizer;
  63474. };
  63475. return ConeParticleEmitter;
  63476. }());
  63477. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63478. })(BABYLON || (BABYLON = {}));
  63479. //# sourceMappingURL=coneParticleEmitter.js.map
  63480. var BABYLON;
  63481. (function (BABYLON) {
  63482. /**
  63483. * Particle emitter emitting particles from the inside of a sphere.
  63484. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63485. */
  63486. var SphereParticleEmitter = /** @class */ (function () {
  63487. /**
  63488. * Creates a new instance SphereParticleEmitter
  63489. * @param radius the radius of the emission sphere (1 by default)
  63490. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63491. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63492. */
  63493. function SphereParticleEmitter(
  63494. /**
  63495. * The radius of the emission sphere.
  63496. */
  63497. radius,
  63498. /**
  63499. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63500. */
  63501. radiusRange,
  63502. /**
  63503. * How much to randomize the particle direction [0-1].
  63504. */
  63505. directionRandomizer) {
  63506. if (radius === void 0) { radius = 1; }
  63507. if (radiusRange === void 0) { radiusRange = 1; }
  63508. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63509. this.radius = radius;
  63510. this.radiusRange = radiusRange;
  63511. this.directionRandomizer = directionRandomizer;
  63512. }
  63513. /**
  63514. * Called by the particle System when the direction is computed for the created particle.
  63515. * @param worldMatrix is the world matrix of the particle system
  63516. * @param directionToUpdate is the direction vector to update with the result
  63517. * @param particle is the particle we are computed the direction for
  63518. */
  63519. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63520. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63521. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63522. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63523. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63524. direction.x += randX;
  63525. direction.y += randY;
  63526. direction.z += randZ;
  63527. direction.normalize();
  63528. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63529. };
  63530. /**
  63531. * Called by the particle System when the position is computed for the created particle.
  63532. * @param worldMatrix is the world matrix of the particle system
  63533. * @param positionToUpdate is the position vector to update with the result
  63534. * @param particle is the particle we are computed the position for
  63535. */
  63536. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63537. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63538. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63539. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63540. var theta = Math.acos(2 * v - 1);
  63541. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63542. var randY = randRadius * Math.cos(theta);
  63543. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63544. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63545. };
  63546. /**
  63547. * Clones the current emitter and returns a copy of it
  63548. * @returns the new emitter
  63549. */
  63550. SphereParticleEmitter.prototype.clone = function () {
  63551. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63552. BABYLON.Tools.DeepCopy(this, newOne);
  63553. return newOne;
  63554. };
  63555. /**
  63556. * Called by the GPUParticleSystem to setup the update shader
  63557. * @param effect defines the update shader
  63558. */
  63559. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63560. effect.setFloat("radius", this.radius);
  63561. effect.setFloat("radiusRange", this.radiusRange);
  63562. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63563. };
  63564. /**
  63565. * Returns a string to use to update the GPU particles update shader
  63566. * @returns a string containng the defines string
  63567. */
  63568. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63569. return "#define SPHEREEMITTER";
  63570. };
  63571. /**
  63572. * Returns the string "SphereParticleEmitter"
  63573. * @returns a string containing the class name
  63574. */
  63575. SphereParticleEmitter.prototype.getClassName = function () {
  63576. return "SphereParticleEmitter";
  63577. };
  63578. /**
  63579. * Serializes the particle system to a JSON object.
  63580. * @returns the JSON object
  63581. */
  63582. SphereParticleEmitter.prototype.serialize = function () {
  63583. var serializationObject = {};
  63584. serializationObject.type = this.getClassName();
  63585. serializationObject.radius = this.radius;
  63586. serializationObject.radiusRange = this.radiusRange;
  63587. serializationObject.directionRandomizer = this.directionRandomizer;
  63588. return serializationObject;
  63589. };
  63590. /**
  63591. * Parse properties from a JSON object
  63592. * @param serializationObject defines the JSON object
  63593. */
  63594. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63595. this.radius = serializationObject.radius;
  63596. this.radiusRange = serializationObject.radiusRange;
  63597. this.directionRandomizer = serializationObject.directionRandomizer;
  63598. };
  63599. return SphereParticleEmitter;
  63600. }());
  63601. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63602. /**
  63603. * Particle emitter emitting particles from the inside of a sphere.
  63604. * It emits the particles randomly between two vectors.
  63605. */
  63606. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63607. __extends(SphereDirectedParticleEmitter, _super);
  63608. /**
  63609. * Creates a new instance SphereDirectedParticleEmitter
  63610. * @param radius the radius of the emission sphere (1 by default)
  63611. * @param direction1 the min limit of the emission direction (up vector by default)
  63612. * @param direction2 the max limit of the emission direction (up vector by default)
  63613. */
  63614. function SphereDirectedParticleEmitter(radius,
  63615. /**
  63616. * The min limit of the emission direction.
  63617. */
  63618. direction1,
  63619. /**
  63620. * The max limit of the emission direction.
  63621. */
  63622. direction2) {
  63623. if (radius === void 0) { radius = 1; }
  63624. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63625. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63626. var _this = _super.call(this, radius) || this;
  63627. _this.direction1 = direction1;
  63628. _this.direction2 = direction2;
  63629. return _this;
  63630. }
  63631. /**
  63632. * Called by the particle System when the direction is computed for the created particle.
  63633. * @param worldMatrix is the world matrix of the particle system
  63634. * @param directionToUpdate is the direction vector to update with the result
  63635. * @param particle is the particle we are computed the direction for
  63636. */
  63637. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63638. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63639. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63640. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63641. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63642. };
  63643. /**
  63644. * Clones the current emitter and returns a copy of it
  63645. * @returns the new emitter
  63646. */
  63647. SphereDirectedParticleEmitter.prototype.clone = function () {
  63648. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63649. BABYLON.Tools.DeepCopy(this, newOne);
  63650. return newOne;
  63651. };
  63652. /**
  63653. * Called by the GPUParticleSystem to setup the update shader
  63654. * @param effect defines the update shader
  63655. */
  63656. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63657. effect.setFloat("radius", this.radius);
  63658. effect.setFloat("radiusRange", this.radiusRange);
  63659. effect.setVector3("direction1", this.direction1);
  63660. effect.setVector3("direction2", this.direction2);
  63661. };
  63662. /**
  63663. * Returns a string to use to update the GPU particles update shader
  63664. * @returns a string containng the defines string
  63665. */
  63666. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63667. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63668. };
  63669. /**
  63670. * Returns the string "SphereDirectedParticleEmitter"
  63671. * @returns a string containing the class name
  63672. */
  63673. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63674. return "SphereDirectedParticleEmitter";
  63675. };
  63676. /**
  63677. * Serializes the particle system to a JSON object.
  63678. * @returns the JSON object
  63679. */
  63680. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63681. var serializationObject = _super.prototype.serialize.call(this);
  63682. serializationObject.direction1 = this.direction1.asArray();
  63683. serializationObject.direction2 = this.direction2.asArray();
  63684. return serializationObject;
  63685. };
  63686. /**
  63687. * Parse properties from a JSON object
  63688. * @param serializationObject defines the JSON object
  63689. */
  63690. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63691. _super.prototype.parse.call(this, serializationObject);
  63692. this.direction1.copyFrom(serializationObject.direction1);
  63693. this.direction2.copyFrom(serializationObject.direction2);
  63694. };
  63695. return SphereDirectedParticleEmitter;
  63696. }(SphereParticleEmitter));
  63697. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63698. })(BABYLON || (BABYLON = {}));
  63699. //# sourceMappingURL=sphereParticleEmitter.js.map
  63700. var BABYLON;
  63701. (function (BABYLON) {
  63702. /**
  63703. * Particle emitter emitting particles from the inside of a hemisphere.
  63704. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63705. */
  63706. var HemisphericParticleEmitter = /** @class */ (function () {
  63707. /**
  63708. * Creates a new instance HemisphericParticleEmitter
  63709. * @param radius the radius of the emission hemisphere (1 by default)
  63710. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63711. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63712. */
  63713. function HemisphericParticleEmitter(
  63714. /**
  63715. * The radius of the emission hemisphere.
  63716. */
  63717. radius,
  63718. /**
  63719. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63720. */
  63721. radiusRange,
  63722. /**
  63723. * How much to randomize the particle direction [0-1].
  63724. */
  63725. directionRandomizer) {
  63726. if (radius === void 0) { radius = 1; }
  63727. if (radiusRange === void 0) { radiusRange = 1; }
  63728. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63729. this.radius = radius;
  63730. this.radiusRange = radiusRange;
  63731. this.directionRandomizer = directionRandomizer;
  63732. }
  63733. /**
  63734. * Called by the particle System when the direction is computed for the created particle.
  63735. * @param worldMatrix is the world matrix of the particle system
  63736. * @param directionToUpdate is the direction vector to update with the result
  63737. * @param particle is the particle we are computed the direction for
  63738. */
  63739. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63740. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63741. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63742. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63743. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63744. direction.x += randX;
  63745. direction.y += randY;
  63746. direction.z += randZ;
  63747. direction.normalize();
  63748. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63749. };
  63750. /**
  63751. * Called by the particle System when the position is computed for the created particle.
  63752. * @param worldMatrix is the world matrix of the particle system
  63753. * @param positionToUpdate is the position vector to update with the result
  63754. * @param particle is the particle we are computed the position for
  63755. */
  63756. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63757. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63758. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63759. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63760. var theta = Math.acos(2 * v - 1);
  63761. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63762. var randY = randRadius * Math.cos(theta);
  63763. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63764. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63765. };
  63766. /**
  63767. * Clones the current emitter and returns a copy of it
  63768. * @returns the new emitter
  63769. */
  63770. HemisphericParticleEmitter.prototype.clone = function () {
  63771. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63772. BABYLON.Tools.DeepCopy(this, newOne);
  63773. return newOne;
  63774. };
  63775. /**
  63776. * Called by the GPUParticleSystem to setup the update shader
  63777. * @param effect defines the update shader
  63778. */
  63779. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63780. effect.setFloat("radius", this.radius);
  63781. effect.setFloat("radiusRange", this.radiusRange);
  63782. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63783. };
  63784. /**
  63785. * Returns a string to use to update the GPU particles update shader
  63786. * @returns a string containng the defines string
  63787. */
  63788. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63789. return "#define HEMISPHERICEMITTER";
  63790. };
  63791. /**
  63792. * Returns the string "HemisphericParticleEmitter"
  63793. * @returns a string containing the class name
  63794. */
  63795. HemisphericParticleEmitter.prototype.getClassName = function () {
  63796. return "HemisphericParticleEmitter";
  63797. };
  63798. /**
  63799. * Serializes the particle system to a JSON object.
  63800. * @returns the JSON object
  63801. */
  63802. HemisphericParticleEmitter.prototype.serialize = function () {
  63803. var serializationObject = {};
  63804. serializationObject.type = this.getClassName();
  63805. serializationObject.radius = this.radius;
  63806. serializationObject.radiusRange = this.radiusRange;
  63807. serializationObject.directionRandomizer = this.directionRandomizer;
  63808. return serializationObject;
  63809. };
  63810. /**
  63811. * Parse properties from a JSON object
  63812. * @param serializationObject defines the JSON object
  63813. */
  63814. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63815. this.radius = serializationObject.radius;
  63816. this.radiusRange = serializationObject.radiusRange;
  63817. this.directionRandomizer = serializationObject.directionRandomizer;
  63818. };
  63819. return HemisphericParticleEmitter;
  63820. }());
  63821. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63822. })(BABYLON || (BABYLON = {}));
  63823. //# sourceMappingURL=hemisphericParticleEmitter.js.map
  63824. var BABYLON;
  63825. (function (BABYLON) {
  63826. /**
  63827. * Particle emitter emitting particles from a point.
  63828. * It emits the particles randomly between 2 given directions.
  63829. */
  63830. var PointParticleEmitter = /** @class */ (function () {
  63831. /**
  63832. * Creates a new instance PointParticleEmitter
  63833. */
  63834. function PointParticleEmitter() {
  63835. /**
  63836. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63837. */
  63838. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63839. /**
  63840. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63841. */
  63842. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63843. }
  63844. /**
  63845. * Called by the particle System when the direction is computed for the created particle.
  63846. * @param worldMatrix is the world matrix of the particle system
  63847. * @param directionToUpdate is the direction vector to update with the result
  63848. * @param particle is the particle we are computed the direction for
  63849. */
  63850. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63851. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63852. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63853. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63854. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63855. };
  63856. /**
  63857. * Called by the particle System when the position is computed for the created particle.
  63858. * @param worldMatrix is the world matrix of the particle system
  63859. * @param positionToUpdate is the position vector to update with the result
  63860. * @param particle is the particle we are computed the position for
  63861. */
  63862. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63863. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63864. };
  63865. /**
  63866. * Clones the current emitter and returns a copy of it
  63867. * @returns the new emitter
  63868. */
  63869. PointParticleEmitter.prototype.clone = function () {
  63870. var newOne = new PointParticleEmitter();
  63871. BABYLON.Tools.DeepCopy(this, newOne);
  63872. return newOne;
  63873. };
  63874. /**
  63875. * Called by the GPUParticleSystem to setup the update shader
  63876. * @param effect defines the update shader
  63877. */
  63878. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63879. effect.setVector3("direction1", this.direction1);
  63880. effect.setVector3("direction2", this.direction2);
  63881. };
  63882. /**
  63883. * Returns a string to use to update the GPU particles update shader
  63884. * @returns a string containng the defines string
  63885. */
  63886. PointParticleEmitter.prototype.getEffectDefines = function () {
  63887. return "#define POINTEMITTER";
  63888. };
  63889. /**
  63890. * Returns the string "PointParticleEmitter"
  63891. * @returns a string containing the class name
  63892. */
  63893. PointParticleEmitter.prototype.getClassName = function () {
  63894. return "PointParticleEmitter";
  63895. };
  63896. /**
  63897. * Serializes the particle system to a JSON object.
  63898. * @returns the JSON object
  63899. */
  63900. PointParticleEmitter.prototype.serialize = function () {
  63901. var serializationObject = {};
  63902. serializationObject.type = this.getClassName();
  63903. serializationObject.direction1 = this.direction1.asArray();
  63904. serializationObject.direction2 = this.direction2.asArray();
  63905. return serializationObject;
  63906. };
  63907. /**
  63908. * Parse properties from a JSON object
  63909. * @param serializationObject defines the JSON object
  63910. */
  63911. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63912. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63913. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63914. };
  63915. return PointParticleEmitter;
  63916. }());
  63917. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63918. })(BABYLON || (BABYLON = {}));
  63919. //# sourceMappingURL=pointParticleEmitter.js.map
  63920. var BABYLON;
  63921. (function (BABYLON) {
  63922. // Adds the parsers to the scene parsers.
  63923. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63924. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63925. if (!individualParser) {
  63926. return;
  63927. }
  63928. // Particles Systems
  63929. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63930. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63931. var parsedParticleSystem = parsedData.particleSystems[index];
  63932. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63933. }
  63934. }
  63935. });
  63936. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63937. if (parsedParticleSystem.activeParticleCount) {
  63938. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63939. return ps;
  63940. }
  63941. else {
  63942. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63943. return ps;
  63944. }
  63945. });
  63946. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63947. if (uniformsNames === void 0) { uniformsNames = []; }
  63948. if (samplers === void 0) { samplers = []; }
  63949. if (defines === void 0) { defines = ""; }
  63950. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63951. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63952. if (defines.indexOf(" BILLBOARD") === -1) {
  63953. defines += "\n#define BILLBOARD\n";
  63954. }
  63955. if (samplers.indexOf("diffuseSampler") === -1) {
  63956. samplers.push("diffuseSampler");
  63957. }
  63958. return this.createEffect({
  63959. vertex: "particles",
  63960. fragmentElement: fragmentName
  63961. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63962. };
  63963. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63964. var results = new Array();
  63965. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63966. var particleSystem = this.getScene().particleSystems[index];
  63967. if (particleSystem.emitter === this) {
  63968. results.push(particleSystem);
  63969. }
  63970. }
  63971. return results;
  63972. };
  63973. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63974. var results = new Array();
  63975. var descendants = this.getDescendants();
  63976. descendants.push(this);
  63977. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63978. var particleSystem = this.getScene().particleSystems[index];
  63979. var emitter = particleSystem.emitter;
  63980. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63981. results.push(particleSystem);
  63982. }
  63983. }
  63984. return results;
  63985. };
  63986. })(BABYLON || (BABYLON = {}));
  63987. //# sourceMappingURL=particleSystemComponent.js.map
  63988. var BABYLON;
  63989. (function (BABYLON) {
  63990. /**
  63991. * Type of sub emitter
  63992. */
  63993. var SubEmitterType;
  63994. (function (SubEmitterType) {
  63995. /**
  63996. * Attached to the particle over it's lifetime
  63997. */
  63998. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63999. /**
  64000. * Created when the particle dies
  64001. */
  64002. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64003. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64004. /**
  64005. * Sub emitter class used to emit particles from an existing particle
  64006. */
  64007. var SubEmitter = /** @class */ (function () {
  64008. /**
  64009. * Creates a sub emitter
  64010. * @param particleSystem the particle system to be used by the sub emitter
  64011. */
  64012. function SubEmitter(
  64013. /**
  64014. * the particle system to be used by the sub emitter
  64015. */
  64016. particleSystem) {
  64017. this.particleSystem = particleSystem;
  64018. /**
  64019. * Type of the submitter (Default: END)
  64020. */
  64021. this.type = SubEmitterType.END;
  64022. /**
  64023. * 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)
  64024. * Note: This only is supported when using an emitter of type Mesh
  64025. */
  64026. this.inheritDirection = false;
  64027. /**
  64028. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64029. */
  64030. this.inheritedVelocityAmount = 0;
  64031. // Create mesh as emitter to support rotation
  64032. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64033. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64034. }
  64035. // Automatically dispose of subemitter when system is disposed
  64036. particleSystem.onDisposeObservable.add(function () {
  64037. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64038. particleSystem.emitter.dispose();
  64039. }
  64040. });
  64041. }
  64042. /**
  64043. * Clones the sub emitter
  64044. * @returns the cloned sub emitter
  64045. */
  64046. SubEmitter.prototype.clone = function () {
  64047. // Clone particle system
  64048. var emitter = this.particleSystem.emitter;
  64049. if (!emitter) {
  64050. emitter = new BABYLON.Vector3();
  64051. }
  64052. else if (emitter instanceof BABYLON.Vector3) {
  64053. emitter = emitter.clone();
  64054. }
  64055. else if (emitter instanceof BABYLON.AbstractMesh) {
  64056. emitter = new BABYLON.Mesh("", emitter.getScene());
  64057. emitter.isVisible = false;
  64058. }
  64059. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64060. // Clone properties
  64061. clone.type = this.type;
  64062. clone.inheritDirection = this.inheritDirection;
  64063. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64064. clone.particleSystem._disposeEmitterOnDispose = true;
  64065. clone.particleSystem.disposeOnStop = true;
  64066. return clone;
  64067. };
  64068. /**
  64069. * Serialize current object to a JSON object
  64070. * @returns the serialized object
  64071. */
  64072. SubEmitter.prototype.serialize = function () {
  64073. var serializationObject = {};
  64074. serializationObject.type = this.type;
  64075. serializationObject.inheritDirection = this.inheritDirection;
  64076. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64077. serializationObject.particleSystem = this.particleSystem.serialize();
  64078. return serializationObject;
  64079. };
  64080. /**
  64081. * Creates a new SubEmitter from a serialized JSON version
  64082. * @param serializationObject defines the JSON object to read from
  64083. * @param scene defines the hosting scene
  64084. * @param rootUrl defines the rootUrl for data loading
  64085. * @returns a new SubEmitter
  64086. */
  64087. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64088. var system = serializationObject.particleSystem;
  64089. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64090. subEmitter.type = serializationObject.type;
  64091. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64092. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64093. subEmitter.particleSystem._isSubEmitter = true;
  64094. return subEmitter;
  64095. };
  64096. /** Release associated resources */
  64097. SubEmitter.prototype.dispose = function () {
  64098. this.particleSystem.dispose();
  64099. };
  64100. return SubEmitter;
  64101. }());
  64102. BABYLON.SubEmitter = SubEmitter;
  64103. })(BABYLON || (BABYLON = {}));
  64104. //# sourceMappingURL=subEmitter.js.map
  64105. var BABYLON;
  64106. (function (BABYLON) {
  64107. /**
  64108. * 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.
  64109. *
  64110. * This returned material effects how the mesh will look based on the code in the shaders.
  64111. *
  64112. * @see http://doc.babylonjs.com/how_to/shader_material
  64113. */
  64114. var ShaderMaterial = /** @class */ (function (_super) {
  64115. __extends(ShaderMaterial, _super);
  64116. /**
  64117. * Instantiate a new shader material.
  64118. * 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.
  64119. * This returned material effects how the mesh will look based on the code in the shaders.
  64120. * @see http://doc.babylonjs.com/how_to/shader_material
  64121. * @param name Define the name of the material in the scene
  64122. * @param scene Define the scene the material belongs to
  64123. * @param shaderPath Defines the route to the shader code in one of three ways:
  64124. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64125. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64126. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64127. * @param options Define the options used to create the shader
  64128. */
  64129. function ShaderMaterial(name, scene, shaderPath, options) {
  64130. if (options === void 0) { options = {}; }
  64131. var _this = _super.call(this, name, scene) || this;
  64132. _this._textures = {};
  64133. _this._textureArrays = {};
  64134. _this._floats = {};
  64135. _this._ints = {};
  64136. _this._floatsArrays = {};
  64137. _this._colors3 = {};
  64138. _this._colors3Arrays = {};
  64139. _this._colors4 = {};
  64140. _this._vectors2 = {};
  64141. _this._vectors3 = {};
  64142. _this._vectors4 = {};
  64143. _this._matrices = {};
  64144. _this._matrices3x3 = {};
  64145. _this._matrices2x2 = {};
  64146. _this._vectors2Arrays = {};
  64147. _this._vectors3Arrays = {};
  64148. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64149. _this._shaderPath = shaderPath;
  64150. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64151. return _this;
  64152. }
  64153. /**
  64154. * Gets the current class name of the material e.g. "ShaderMaterial"
  64155. * Mainly use in serialization.
  64156. * @returns the class name
  64157. */
  64158. ShaderMaterial.prototype.getClassName = function () {
  64159. return "ShaderMaterial";
  64160. };
  64161. /**
  64162. * Specifies if the material will require alpha blending
  64163. * @returns a boolean specifying if alpha blending is needed
  64164. */
  64165. ShaderMaterial.prototype.needAlphaBlending = function () {
  64166. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64167. };
  64168. /**
  64169. * Specifies if this material should be rendered in alpha test mode
  64170. * @returns a boolean specifying if an alpha test is needed.
  64171. */
  64172. ShaderMaterial.prototype.needAlphaTesting = function () {
  64173. return this._options.needAlphaTesting;
  64174. };
  64175. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64176. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64177. this._options.uniforms.push(uniformName);
  64178. }
  64179. };
  64180. /**
  64181. * Set a texture in the shader.
  64182. * @param name Define the name of the uniform samplers as defined in the shader
  64183. * @param texture Define the texture to bind to this sampler
  64184. * @return the material itself allowing "fluent" like uniform updates
  64185. */
  64186. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64187. if (this._options.samplers.indexOf(name) === -1) {
  64188. this._options.samplers.push(name);
  64189. }
  64190. this._textures[name] = texture;
  64191. return this;
  64192. };
  64193. /**
  64194. * Set a texture array in the shader.
  64195. * @param name Define the name of the uniform sampler array as defined in the shader
  64196. * @param textures Define the list of textures to bind to this sampler
  64197. * @return the material itself allowing "fluent" like uniform updates
  64198. */
  64199. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64200. if (this._options.samplers.indexOf(name) === -1) {
  64201. this._options.samplers.push(name);
  64202. }
  64203. this._checkUniform(name);
  64204. this._textureArrays[name] = textures;
  64205. return this;
  64206. };
  64207. /**
  64208. * Set a float in the shader.
  64209. * @param name Define the name of the uniform as defined in the shader
  64210. * @param value Define the value to give to the uniform
  64211. * @return the material itself allowing "fluent" like uniform updates
  64212. */
  64213. ShaderMaterial.prototype.setFloat = function (name, value) {
  64214. this._checkUniform(name);
  64215. this._floats[name] = value;
  64216. return this;
  64217. };
  64218. /**
  64219. * Set a int in the shader.
  64220. * @param name Define the name of the uniform as defined in the shader
  64221. * @param value Define the value to give to the uniform
  64222. * @return the material itself allowing "fluent" like uniform updates
  64223. */
  64224. ShaderMaterial.prototype.setInt = function (name, value) {
  64225. this._checkUniform(name);
  64226. this._ints[name] = value;
  64227. return this;
  64228. };
  64229. /**
  64230. * Set an array of floats in the shader.
  64231. * @param name Define the name of the uniform as defined in the shader
  64232. * @param value Define the value to give to the uniform
  64233. * @return the material itself allowing "fluent" like uniform updates
  64234. */
  64235. ShaderMaterial.prototype.setFloats = function (name, value) {
  64236. this._checkUniform(name);
  64237. this._floatsArrays[name] = value;
  64238. return this;
  64239. };
  64240. /**
  64241. * Set a vec3 in the shader from a Color3.
  64242. * @param name Define the name of the uniform as defined in the shader
  64243. * @param value Define the value to give to the uniform
  64244. * @return the material itself allowing "fluent" like uniform updates
  64245. */
  64246. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64247. this._checkUniform(name);
  64248. this._colors3[name] = value;
  64249. return this;
  64250. };
  64251. /**
  64252. * Set a vec3 array in the shader from a Color3 array.
  64253. * @param name Define the name of the uniform as defined in the shader
  64254. * @param value Define the value to give to the uniform
  64255. * @return the material itself allowing "fluent" like uniform updates
  64256. */
  64257. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64258. this._checkUniform(name);
  64259. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64260. color.toArray(arr, arr.length);
  64261. return arr;
  64262. }, []);
  64263. return this;
  64264. };
  64265. /**
  64266. * Set a vec4 in the shader from a Color4.
  64267. * @param name Define the name of the uniform as defined in the shader
  64268. * @param value Define the value to give to the uniform
  64269. * @return the material itself allowing "fluent" like uniform updates
  64270. */
  64271. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64272. this._checkUniform(name);
  64273. this._colors4[name] = value;
  64274. return this;
  64275. };
  64276. /**
  64277. * Set a vec2 in the shader from a Vector2.
  64278. * @param name Define the name of the uniform as defined in the shader
  64279. * @param value Define the value to give to the uniform
  64280. * @return the material itself allowing "fluent" like uniform updates
  64281. */
  64282. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64283. this._checkUniform(name);
  64284. this._vectors2[name] = value;
  64285. return this;
  64286. };
  64287. /**
  64288. * Set a vec3 in the shader from a Vector3.
  64289. * @param name Define the name of the uniform as defined in the shader
  64290. * @param value Define the value to give to the uniform
  64291. * @return the material itself allowing "fluent" like uniform updates
  64292. */
  64293. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64294. this._checkUniform(name);
  64295. this._vectors3[name] = value;
  64296. return this;
  64297. };
  64298. /**
  64299. * Set a vec4 in the shader from a Vector4.
  64300. * @param name Define the name of the uniform as defined in the shader
  64301. * @param value Define the value to give to the uniform
  64302. * @return the material itself allowing "fluent" like uniform updates
  64303. */
  64304. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64305. this._checkUniform(name);
  64306. this._vectors4[name] = value;
  64307. return this;
  64308. };
  64309. /**
  64310. * Set a mat4 in the shader from a Matrix.
  64311. * @param name Define the name of the uniform as defined in the shader
  64312. * @param value Define the value to give to the uniform
  64313. * @return the material itself allowing "fluent" like uniform updates
  64314. */
  64315. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64316. this._checkUniform(name);
  64317. this._matrices[name] = value;
  64318. return this;
  64319. };
  64320. /**
  64321. * Set a mat3 in the shader from a Float32Array.
  64322. * @param name Define the name of the uniform as defined in the shader
  64323. * @param value Define the value to give to the uniform
  64324. * @return the material itself allowing "fluent" like uniform updates
  64325. */
  64326. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64327. this._checkUniform(name);
  64328. this._matrices3x3[name] = value;
  64329. return this;
  64330. };
  64331. /**
  64332. * Set a mat2 in the shader from a Float32Array.
  64333. * @param name Define the name of the uniform as defined in the shader
  64334. * @param value Define the value to give to the uniform
  64335. * @return the material itself allowing "fluent" like uniform updates
  64336. */
  64337. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64338. this._checkUniform(name);
  64339. this._matrices2x2[name] = value;
  64340. return this;
  64341. };
  64342. /**
  64343. * Set a vec2 array in the shader from a number array.
  64344. * @param name Define the name of the uniform as defined in the shader
  64345. * @param value Define the value to give to the uniform
  64346. * @return the material itself allowing "fluent" like uniform updates
  64347. */
  64348. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64349. this._checkUniform(name);
  64350. this._vectors2Arrays[name] = value;
  64351. return this;
  64352. };
  64353. /**
  64354. * Set a vec3 array in the shader from a number array.
  64355. * @param name Define the name of the uniform as defined in the shader
  64356. * @param value Define the value to give to the uniform
  64357. * @return the material itself allowing "fluent" like uniform updates
  64358. */
  64359. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64360. this._checkUniform(name);
  64361. this._vectors3Arrays[name] = value;
  64362. return this;
  64363. };
  64364. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64365. if (!mesh) {
  64366. return true;
  64367. }
  64368. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64369. return false;
  64370. }
  64371. return false;
  64372. };
  64373. /**
  64374. * Checks if the material is ready to render the requested mesh
  64375. * @param mesh Define the mesh to render
  64376. * @param useInstances Define whether or not the material is used with instances
  64377. * @returns true if ready, otherwise false
  64378. */
  64379. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64380. var scene = this.getScene();
  64381. var engine = scene.getEngine();
  64382. if (!this.checkReadyOnEveryCall) {
  64383. if (this._renderId === scene.getRenderId()) {
  64384. if (this._checkCache(scene, mesh, useInstances)) {
  64385. return true;
  64386. }
  64387. }
  64388. }
  64389. // Instances
  64390. var defines = [];
  64391. var attribs = [];
  64392. var fallbacks = new BABYLON.EffectFallbacks();
  64393. for (var index = 0; index < this._options.defines.length; index++) {
  64394. defines.push(this._options.defines[index]);
  64395. }
  64396. for (var index = 0; index < this._options.attributes.length; index++) {
  64397. attribs.push(this._options.attributes[index]);
  64398. }
  64399. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64400. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64401. defines.push("#define VERTEXCOLOR");
  64402. }
  64403. if (useInstances) {
  64404. defines.push("#define INSTANCES");
  64405. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64406. }
  64407. // Bones
  64408. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64409. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64410. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64411. if (mesh.numBoneInfluencers > 4) {
  64412. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64413. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64414. }
  64415. var skeleton = mesh.skeleton;
  64416. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64417. fallbacks.addCPUSkinningFallback(0, mesh);
  64418. if (skeleton.isUsingTextureForMatrices) {
  64419. defines.push("#define BONETEXTURE");
  64420. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64421. this._options.uniforms.push("boneTextureWidth");
  64422. }
  64423. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64424. this._options.samplers.push("boneSampler");
  64425. }
  64426. }
  64427. else {
  64428. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64429. if (this._options.uniforms.indexOf("mBones") === -1) {
  64430. this._options.uniforms.push("mBones");
  64431. }
  64432. }
  64433. }
  64434. else {
  64435. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64436. }
  64437. // Textures
  64438. for (var name in this._textures) {
  64439. if (!this._textures[name].isReady()) {
  64440. return false;
  64441. }
  64442. }
  64443. // Alpha test
  64444. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64445. defines.push("#define ALPHATEST");
  64446. }
  64447. var previousEffect = this._effect;
  64448. var join = defines.join("\n");
  64449. this._effect = engine.createEffect(this._shaderPath, {
  64450. attributes: attribs,
  64451. uniformsNames: this._options.uniforms,
  64452. uniformBuffersNames: this._options.uniformBuffers,
  64453. samplers: this._options.samplers,
  64454. defines: join,
  64455. fallbacks: fallbacks,
  64456. onCompiled: this.onCompiled,
  64457. onError: this.onError
  64458. }, engine);
  64459. if (!this._effect.isReady()) {
  64460. return false;
  64461. }
  64462. if (previousEffect !== this._effect) {
  64463. scene.resetCachedMaterial();
  64464. }
  64465. this._renderId = scene.getRenderId();
  64466. return true;
  64467. };
  64468. /**
  64469. * Binds the world matrix to the material
  64470. * @param world defines the world transformation matrix
  64471. */
  64472. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64473. var scene = this.getScene();
  64474. if (!this._effect) {
  64475. return;
  64476. }
  64477. if (this._options.uniforms.indexOf("world") !== -1) {
  64478. this._effect.setMatrix("world", world);
  64479. }
  64480. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64481. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64482. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64483. }
  64484. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64485. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64486. }
  64487. };
  64488. /**
  64489. * Binds the material to the mesh
  64490. * @param world defines the world transformation matrix
  64491. * @param mesh defines the mesh to bind the material to
  64492. */
  64493. ShaderMaterial.prototype.bind = function (world, mesh) {
  64494. // Std values
  64495. this.bindOnlyWorldMatrix(world);
  64496. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64497. if (this._options.uniforms.indexOf("view") !== -1) {
  64498. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64499. }
  64500. if (this._options.uniforms.indexOf("projection") !== -1) {
  64501. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64502. }
  64503. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64504. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64505. }
  64506. // Bones
  64507. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64508. var name;
  64509. // Texture
  64510. for (name in this._textures) {
  64511. this._effect.setTexture(name, this._textures[name]);
  64512. }
  64513. // Texture arrays
  64514. for (name in this._textureArrays) {
  64515. this._effect.setTextureArray(name, this._textureArrays[name]);
  64516. }
  64517. // Int
  64518. for (name in this._ints) {
  64519. this._effect.setInt(name, this._ints[name]);
  64520. }
  64521. // Float
  64522. for (name in this._floats) {
  64523. this._effect.setFloat(name, this._floats[name]);
  64524. }
  64525. // Floats
  64526. for (name in this._floatsArrays) {
  64527. this._effect.setArray(name, this._floatsArrays[name]);
  64528. }
  64529. // Color3
  64530. for (name in this._colors3) {
  64531. this._effect.setColor3(name, this._colors3[name]);
  64532. }
  64533. for (name in this._colors3Arrays) {
  64534. this._effect.setArray3(name, this._colors3Arrays[name]);
  64535. }
  64536. // Color4
  64537. for (name in this._colors4) {
  64538. var color = this._colors4[name];
  64539. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64540. }
  64541. // Vector2
  64542. for (name in this._vectors2) {
  64543. this._effect.setVector2(name, this._vectors2[name]);
  64544. }
  64545. // Vector3
  64546. for (name in this._vectors3) {
  64547. this._effect.setVector3(name, this._vectors3[name]);
  64548. }
  64549. // Vector4
  64550. for (name in this._vectors4) {
  64551. this._effect.setVector4(name, this._vectors4[name]);
  64552. }
  64553. // Matrix
  64554. for (name in this._matrices) {
  64555. this._effect.setMatrix(name, this._matrices[name]);
  64556. }
  64557. // Matrix 3x3
  64558. for (name in this._matrices3x3) {
  64559. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64560. }
  64561. // Matrix 2x2
  64562. for (name in this._matrices2x2) {
  64563. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64564. }
  64565. // Vector2Array
  64566. for (name in this._vectors2Arrays) {
  64567. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64568. }
  64569. // Vector3Array
  64570. for (name in this._vectors3Arrays) {
  64571. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64572. }
  64573. }
  64574. this._afterBind(mesh);
  64575. };
  64576. /**
  64577. * Gets the active textures from the material
  64578. * @returns an array of textures
  64579. */
  64580. ShaderMaterial.prototype.getActiveTextures = function () {
  64581. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64582. for (var name in this._textures) {
  64583. activeTextures.push(this._textures[name]);
  64584. }
  64585. for (var name in this._textureArrays) {
  64586. var array = this._textureArrays[name];
  64587. for (var index = 0; index < array.length; index++) {
  64588. activeTextures.push(array[index]);
  64589. }
  64590. }
  64591. return activeTextures;
  64592. };
  64593. /**
  64594. * Specifies if the material uses a texture
  64595. * @param texture defines the texture to check against the material
  64596. * @returns a boolean specifying if the material uses the texture
  64597. */
  64598. ShaderMaterial.prototype.hasTexture = function (texture) {
  64599. if (_super.prototype.hasTexture.call(this, texture)) {
  64600. return true;
  64601. }
  64602. for (var name in this._textures) {
  64603. if (this._textures[name] === texture) {
  64604. return true;
  64605. }
  64606. }
  64607. for (var name in this._textureArrays) {
  64608. var array = this._textureArrays[name];
  64609. for (var index = 0; index < array.length; index++) {
  64610. if (array[index] === texture) {
  64611. return true;
  64612. }
  64613. }
  64614. }
  64615. return false;
  64616. };
  64617. /**
  64618. * Makes a duplicate of the material, and gives it a new name
  64619. * @param name defines the new name for the duplicated material
  64620. * @returns the cloned material
  64621. */
  64622. ShaderMaterial.prototype.clone = function (name) {
  64623. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64624. return newShaderMaterial;
  64625. };
  64626. /**
  64627. * Disposes the material
  64628. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64629. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64630. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64631. */
  64632. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64633. if (forceDisposeTextures) {
  64634. var name;
  64635. for (name in this._textures) {
  64636. this._textures[name].dispose();
  64637. }
  64638. for (name in this._textureArrays) {
  64639. var array = this._textureArrays[name];
  64640. for (var index = 0; index < array.length; index++) {
  64641. array[index].dispose();
  64642. }
  64643. }
  64644. }
  64645. this._textures = {};
  64646. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64647. };
  64648. /**
  64649. * Serializes this material in a JSON representation
  64650. * @returns the serialized material object
  64651. */
  64652. ShaderMaterial.prototype.serialize = function () {
  64653. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64654. serializationObject.customType = "BABYLON.ShaderMaterial";
  64655. serializationObject.options = this._options;
  64656. serializationObject.shaderPath = this._shaderPath;
  64657. var name;
  64658. // Texture
  64659. serializationObject.textures = {};
  64660. for (name in this._textures) {
  64661. serializationObject.textures[name] = this._textures[name].serialize();
  64662. }
  64663. // Texture arrays
  64664. serializationObject.textureArrays = {};
  64665. for (name in this._textureArrays) {
  64666. serializationObject.textureArrays[name] = [];
  64667. var array = this._textureArrays[name];
  64668. for (var index = 0; index < array.length; index++) {
  64669. serializationObject.textureArrays[name].push(array[index].serialize());
  64670. }
  64671. }
  64672. // Float
  64673. serializationObject.floats = {};
  64674. for (name in this._floats) {
  64675. serializationObject.floats[name] = this._floats[name];
  64676. }
  64677. // Float s
  64678. serializationObject.FloatArrays = {};
  64679. for (name in this._floatsArrays) {
  64680. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64681. }
  64682. // Color3
  64683. serializationObject.colors3 = {};
  64684. for (name in this._colors3) {
  64685. serializationObject.colors3[name] = this._colors3[name].asArray();
  64686. }
  64687. // Color3 array
  64688. serializationObject.colors3Arrays = {};
  64689. for (name in this._colors3Arrays) {
  64690. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64691. }
  64692. // Color4
  64693. serializationObject.colors4 = {};
  64694. for (name in this._colors4) {
  64695. serializationObject.colors4[name] = this._colors4[name].asArray();
  64696. }
  64697. // Vector2
  64698. serializationObject.vectors2 = {};
  64699. for (name in this._vectors2) {
  64700. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64701. }
  64702. // Vector3
  64703. serializationObject.vectors3 = {};
  64704. for (name in this._vectors3) {
  64705. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64706. }
  64707. // Vector4
  64708. serializationObject.vectors4 = {};
  64709. for (name in this._vectors4) {
  64710. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64711. }
  64712. // Matrix
  64713. serializationObject.matrices = {};
  64714. for (name in this._matrices) {
  64715. serializationObject.matrices[name] = this._matrices[name].asArray();
  64716. }
  64717. // Matrix 3x3
  64718. serializationObject.matrices3x3 = {};
  64719. for (name in this._matrices3x3) {
  64720. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64721. }
  64722. // Matrix 2x2
  64723. serializationObject.matrices2x2 = {};
  64724. for (name in this._matrices2x2) {
  64725. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64726. }
  64727. // Vector2Array
  64728. serializationObject.vectors2Arrays = {};
  64729. for (name in this._vectors2Arrays) {
  64730. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64731. }
  64732. // Vector3Array
  64733. serializationObject.vectors3Arrays = {};
  64734. for (name in this._vectors3Arrays) {
  64735. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64736. }
  64737. return serializationObject;
  64738. };
  64739. /**
  64740. * Creates a shader material from parsed shader material data
  64741. * @param source defines the JSON represnetation of the material
  64742. * @param scene defines the hosting scene
  64743. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64744. * @returns a new material
  64745. */
  64746. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64747. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64748. var name;
  64749. // Texture
  64750. for (name in source.textures) {
  64751. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64752. }
  64753. // Texture arrays
  64754. for (name in source.textureArrays) {
  64755. var array = source.textureArrays[name];
  64756. var textureArray = new Array();
  64757. for (var index = 0; index < array.length; index++) {
  64758. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64759. }
  64760. material.setTextureArray(name, textureArray);
  64761. }
  64762. // Float
  64763. for (name in source.floats) {
  64764. material.setFloat(name, source.floats[name]);
  64765. }
  64766. // Float s
  64767. for (name in source.floatsArrays) {
  64768. material.setFloats(name, source.floatsArrays[name]);
  64769. }
  64770. // Color3
  64771. for (name in source.colors3) {
  64772. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64773. }
  64774. // Color3 arrays
  64775. for (name in source.colors3Arrays) {
  64776. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64777. if (i % 3 === 0) {
  64778. arr.push([num]);
  64779. }
  64780. else {
  64781. arr[arr.length - 1].push(num);
  64782. }
  64783. return arr;
  64784. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64785. material.setColor3Array(name, colors);
  64786. }
  64787. // Color4
  64788. for (name in source.colors4) {
  64789. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64790. }
  64791. // Vector2
  64792. for (name in source.vectors2) {
  64793. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64794. }
  64795. // Vector3
  64796. for (name in source.vectors3) {
  64797. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64798. }
  64799. // Vector4
  64800. for (name in source.vectors4) {
  64801. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64802. }
  64803. // Matrix
  64804. for (name in source.matrices) {
  64805. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64806. }
  64807. // Matrix 3x3
  64808. for (name in source.matrices3x3) {
  64809. material.setMatrix3x3(name, source.matrices3x3[name]);
  64810. }
  64811. // Matrix 2x2
  64812. for (name in source.matrices2x2) {
  64813. material.setMatrix2x2(name, source.matrices2x2[name]);
  64814. }
  64815. // Vector2Array
  64816. for (name in source.vectors2Arrays) {
  64817. material.setArray2(name, source.vectors2Arrays[name]);
  64818. }
  64819. // Vector3Array
  64820. for (name in source.vectors3Arrays) {
  64821. material.setArray3(name, source.vectors3Arrays[name]);
  64822. }
  64823. return material;
  64824. };
  64825. return ShaderMaterial;
  64826. }(BABYLON.Material));
  64827. BABYLON.ShaderMaterial = ShaderMaterial;
  64828. })(BABYLON || (BABYLON = {}));
  64829. //# sourceMappingURL=shaderMaterial.js.map
  64830. var BABYLON;
  64831. (function (BABYLON) {
  64832. /**
  64833. * Mesh representing the gorund
  64834. */
  64835. var GroundMesh = /** @class */ (function (_super) {
  64836. __extends(GroundMesh, _super);
  64837. function GroundMesh(name, scene) {
  64838. var _this = _super.call(this, name, scene) || this;
  64839. /** If octree should be generated */
  64840. _this.generateOctree = false;
  64841. return _this;
  64842. }
  64843. /**
  64844. * "GroundMesh"
  64845. * @returns "GroundMesh"
  64846. */
  64847. GroundMesh.prototype.getClassName = function () {
  64848. return "GroundMesh";
  64849. };
  64850. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64851. /**
  64852. * The minimum of x and y subdivisions
  64853. */
  64854. get: function () {
  64855. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64856. },
  64857. enumerable: true,
  64858. configurable: true
  64859. });
  64860. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64861. /**
  64862. * X subdivisions
  64863. */
  64864. get: function () {
  64865. return this._subdivisionsX;
  64866. },
  64867. enumerable: true,
  64868. configurable: true
  64869. });
  64870. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64871. /**
  64872. * Y subdivisions
  64873. */
  64874. get: function () {
  64875. return this._subdivisionsY;
  64876. },
  64877. enumerable: true,
  64878. configurable: true
  64879. });
  64880. /**
  64881. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64882. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64883. * @param chunksCount the number of subdivisions for x and y
  64884. * @param octreeBlocksSize (Default: 32)
  64885. */
  64886. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64887. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64888. this._subdivisionsX = chunksCount;
  64889. this._subdivisionsY = chunksCount;
  64890. this.subdivide(chunksCount);
  64891. // Call the octree system optimization if it is defined.
  64892. var thisAsAny = this;
  64893. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64894. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64895. }
  64896. };
  64897. /**
  64898. * Returns a height (y) value in the Worl system :
  64899. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64900. * @param x x coordinate
  64901. * @param z z coordinate
  64902. * @returns the ground y position if (x, z) are outside the ground surface.
  64903. */
  64904. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64905. var world = this.getWorldMatrix();
  64906. var invMat = BABYLON.Tmp.Matrix[5];
  64907. world.invertToRef(invMat);
  64908. var tmpVect = BABYLON.Tmp.Vector3[8];
  64909. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64910. x = tmpVect.x;
  64911. z = tmpVect.z;
  64912. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64913. return this.position.y;
  64914. }
  64915. if (!this._heightQuads || this._heightQuads.length == 0) {
  64916. this._initHeightQuads();
  64917. this._computeHeightQuads();
  64918. }
  64919. var facet = this._getFacetAt(x, z);
  64920. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64921. // return y in the World system
  64922. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64923. return tmpVect.y;
  64924. };
  64925. /**
  64926. * Returns a normalized vector (Vector3) orthogonal to the ground
  64927. * at the ground coordinates (x, z) expressed in the World system.
  64928. * @param x x coordinate
  64929. * @param z z coordinate
  64930. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64931. */
  64932. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64933. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64934. this.getNormalAtCoordinatesToRef(x, z, normal);
  64935. return normal;
  64936. };
  64937. /**
  64938. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64939. * at the ground coordinates (x, z) expressed in the World system.
  64940. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64941. * @param x x coordinate
  64942. * @param z z coordinate
  64943. * @param ref vector to store the result
  64944. * @returns the GroundMesh.
  64945. */
  64946. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64947. var world = this.getWorldMatrix();
  64948. var tmpMat = BABYLON.Tmp.Matrix[5];
  64949. world.invertToRef(tmpMat);
  64950. var tmpVect = BABYLON.Tmp.Vector3[8];
  64951. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64952. x = tmpVect.x;
  64953. z = tmpVect.z;
  64954. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64955. return this;
  64956. }
  64957. if (!this._heightQuads || this._heightQuads.length == 0) {
  64958. this._initHeightQuads();
  64959. this._computeHeightQuads();
  64960. }
  64961. var facet = this._getFacetAt(x, z);
  64962. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64963. return this;
  64964. };
  64965. /**
  64966. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64967. * if the ground has been updated.
  64968. * This can be used in the render loop.
  64969. * @returns the GroundMesh.
  64970. */
  64971. GroundMesh.prototype.updateCoordinateHeights = function () {
  64972. if (!this._heightQuads || this._heightQuads.length == 0) {
  64973. this._initHeightQuads();
  64974. }
  64975. this._computeHeightQuads();
  64976. return this;
  64977. };
  64978. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64979. GroundMesh.prototype._getFacetAt = function (x, z) {
  64980. // retrieve col and row from x, z coordinates in the ground local system
  64981. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64982. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64983. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64984. var facet;
  64985. if (z < quad.slope.x * x + quad.slope.y) {
  64986. facet = quad.facet1;
  64987. }
  64988. else {
  64989. facet = quad.facet2;
  64990. }
  64991. return facet;
  64992. };
  64993. // Creates and populates the heightMap array with "facet" elements :
  64994. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64995. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64996. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64997. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64998. // Returns the GroundMesh.
  64999. GroundMesh.prototype._initHeightQuads = function () {
  65000. var subdivisionsX = this._subdivisionsX;
  65001. var subdivisionsY = this._subdivisionsY;
  65002. this._heightQuads = new Array();
  65003. for (var row = 0; row < subdivisionsY; row++) {
  65004. for (var col = 0; col < subdivisionsX; col++) {
  65005. 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) };
  65006. this._heightQuads[row * subdivisionsX + col] = quad;
  65007. }
  65008. }
  65009. return this;
  65010. };
  65011. // Compute each quad element values and update the the heightMap array :
  65012. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65013. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65014. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65015. // Returns the GroundMesh.
  65016. GroundMesh.prototype._computeHeightQuads = function () {
  65017. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65018. if (!positions) {
  65019. return this;
  65020. }
  65021. var v1 = BABYLON.Tmp.Vector3[3];
  65022. var v2 = BABYLON.Tmp.Vector3[2];
  65023. var v3 = BABYLON.Tmp.Vector3[1];
  65024. var v4 = BABYLON.Tmp.Vector3[0];
  65025. var v1v2 = BABYLON.Tmp.Vector3[4];
  65026. var v1v3 = BABYLON.Tmp.Vector3[5];
  65027. var v1v4 = BABYLON.Tmp.Vector3[6];
  65028. var norm1 = BABYLON.Tmp.Vector3[7];
  65029. var norm2 = BABYLON.Tmp.Vector3[8];
  65030. var i = 0;
  65031. var j = 0;
  65032. var k = 0;
  65033. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65034. var h = 0;
  65035. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65036. var d2 = 0;
  65037. var subdivisionsX = this._subdivisionsX;
  65038. var subdivisionsY = this._subdivisionsY;
  65039. for (var row = 0; row < subdivisionsY; row++) {
  65040. for (var col = 0; col < subdivisionsX; col++) {
  65041. i = col * 3;
  65042. j = row * (subdivisionsX + 1) * 3;
  65043. k = (row + 1) * (subdivisionsX + 1) * 3;
  65044. v1.x = positions[j + i];
  65045. v1.y = positions[j + i + 1];
  65046. v1.z = positions[j + i + 2];
  65047. v2.x = positions[j + i + 3];
  65048. v2.y = positions[j + i + 4];
  65049. v2.z = positions[j + i + 5];
  65050. v3.x = positions[k + i];
  65051. v3.y = positions[k + i + 1];
  65052. v3.z = positions[k + i + 2];
  65053. v4.x = positions[k + i + 3];
  65054. v4.y = positions[k + i + 4];
  65055. v4.z = positions[k + i + 5];
  65056. // 2D slope V1V4
  65057. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65058. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65059. // facet equations :
  65060. // we compute each facet normal vector
  65061. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65062. // we compute the value d by applying the equation to v1 which belongs to the plane
  65063. // then we store the facet equation in a Vector4
  65064. v2.subtractToRef(v1, v1v2);
  65065. v3.subtractToRef(v1, v1v3);
  65066. v4.subtractToRef(v1, v1v4);
  65067. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65068. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65069. norm1.normalize();
  65070. norm2.normalize();
  65071. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65072. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65073. var quad = this._heightQuads[row * subdivisionsX + col];
  65074. quad.slope.copyFromFloats(cd, h);
  65075. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65076. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65077. }
  65078. }
  65079. return this;
  65080. };
  65081. /**
  65082. * Serializes this ground mesh
  65083. * @param serializationObject object to write serialization to
  65084. */
  65085. GroundMesh.prototype.serialize = function (serializationObject) {
  65086. _super.prototype.serialize.call(this, serializationObject);
  65087. serializationObject.subdivisionsX = this._subdivisionsX;
  65088. serializationObject.subdivisionsY = this._subdivisionsY;
  65089. serializationObject.minX = this._minX;
  65090. serializationObject.maxX = this._maxX;
  65091. serializationObject.minZ = this._minZ;
  65092. serializationObject.maxZ = this._maxZ;
  65093. serializationObject.width = this._width;
  65094. serializationObject.height = this._height;
  65095. };
  65096. /**
  65097. * Parses a serialized ground mesh
  65098. * @param parsedMesh the serialized mesh
  65099. * @param scene the scene to create the ground mesh in
  65100. * @returns the created ground mesh
  65101. */
  65102. GroundMesh.Parse = function (parsedMesh, scene) {
  65103. var result = new GroundMesh(parsedMesh.name, scene);
  65104. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65105. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65106. result._minX = parsedMesh.minX;
  65107. result._maxX = parsedMesh.maxX;
  65108. result._minZ = parsedMesh.minZ;
  65109. result._maxZ = parsedMesh.maxZ;
  65110. result._width = parsedMesh.width;
  65111. result._height = parsedMesh.height;
  65112. return result;
  65113. };
  65114. return GroundMesh;
  65115. }(BABYLON.Mesh));
  65116. BABYLON.GroundMesh = GroundMesh;
  65117. })(BABYLON || (BABYLON = {}));
  65118. //# sourceMappingURL=groundMesh.js.map
  65119. var BABYLON;
  65120. (function (BABYLON) {
  65121. /**
  65122. * Creates an instance based on a source mesh.
  65123. */
  65124. var InstancedMesh = /** @class */ (function (_super) {
  65125. __extends(InstancedMesh, _super);
  65126. function InstancedMesh(name, source) {
  65127. var _this = _super.call(this, name, source.getScene()) || this;
  65128. /** @hidden */
  65129. _this._indexInSourceMeshInstanceArray = -1;
  65130. source.addInstance(_this);
  65131. _this._sourceMesh = source;
  65132. _this.position.copyFrom(source.position);
  65133. _this.rotation.copyFrom(source.rotation);
  65134. _this.scaling.copyFrom(source.scaling);
  65135. if (source.rotationQuaternion) {
  65136. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65137. }
  65138. _this.infiniteDistance = source.infiniteDistance;
  65139. _this.setPivotMatrix(source.getPivotMatrix());
  65140. _this.refreshBoundingInfo();
  65141. _this._syncSubMeshes();
  65142. return _this;
  65143. }
  65144. /**
  65145. * Returns the string "InstancedMesh".
  65146. */
  65147. InstancedMesh.prototype.getClassName = function () {
  65148. return "InstancedMesh";
  65149. };
  65150. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65151. // Methods
  65152. /**
  65153. * If the source mesh receives shadows
  65154. */
  65155. get: function () {
  65156. return this._sourceMesh.receiveShadows;
  65157. },
  65158. enumerable: true,
  65159. configurable: true
  65160. });
  65161. Object.defineProperty(InstancedMesh.prototype, "material", {
  65162. /**
  65163. * The material of the source mesh
  65164. */
  65165. get: function () {
  65166. return this._sourceMesh.material;
  65167. },
  65168. enumerable: true,
  65169. configurable: true
  65170. });
  65171. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65172. /**
  65173. * Visibility of the source mesh
  65174. */
  65175. get: function () {
  65176. return this._sourceMesh.visibility;
  65177. },
  65178. enumerable: true,
  65179. configurable: true
  65180. });
  65181. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65182. /**
  65183. * Skeleton of the source mesh
  65184. */
  65185. get: function () {
  65186. return this._sourceMesh.skeleton;
  65187. },
  65188. enumerable: true,
  65189. configurable: true
  65190. });
  65191. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65192. /**
  65193. * Rendering ground id of the source mesh
  65194. */
  65195. get: function () {
  65196. return this._sourceMesh.renderingGroupId;
  65197. },
  65198. set: function (value) {
  65199. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65200. return;
  65201. }
  65202. //no-op with warning
  65203. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65204. },
  65205. enumerable: true,
  65206. configurable: true
  65207. });
  65208. /**
  65209. * Returns the total number of vertices (integer).
  65210. */
  65211. InstancedMesh.prototype.getTotalVertices = function () {
  65212. return this._sourceMesh.getTotalVertices();
  65213. };
  65214. /**
  65215. * Returns a positive integer : the total number of indices in this mesh geometry.
  65216. * @returns the numner of indices or zero if the mesh has no geometry.
  65217. */
  65218. InstancedMesh.prototype.getTotalIndices = function () {
  65219. return this._sourceMesh.getTotalIndices();
  65220. };
  65221. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65222. /**
  65223. * The source mesh of the instance
  65224. */
  65225. get: function () {
  65226. return this._sourceMesh;
  65227. },
  65228. enumerable: true,
  65229. configurable: true
  65230. });
  65231. /**
  65232. * Is this node ready to be used/rendered
  65233. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65234. * @return {boolean} is it ready
  65235. */
  65236. InstancedMesh.prototype.isReady = function (completeCheck) {
  65237. if (completeCheck === void 0) { completeCheck = false; }
  65238. return this._sourceMesh.isReady(completeCheck, true);
  65239. };
  65240. /**
  65241. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65242. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65243. * @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.
  65244. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65245. */
  65246. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65247. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65248. };
  65249. /**
  65250. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65251. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65252. * The `data` are either a numeric array either a Float32Array.
  65253. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65254. * 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).
  65255. * Note that a new underlying VertexBuffer object is created each call.
  65256. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65257. *
  65258. * Possible `kind` values :
  65259. * - BABYLON.VertexBuffer.PositionKind
  65260. * - BABYLON.VertexBuffer.UVKind
  65261. * - BABYLON.VertexBuffer.UV2Kind
  65262. * - BABYLON.VertexBuffer.UV3Kind
  65263. * - BABYLON.VertexBuffer.UV4Kind
  65264. * - BABYLON.VertexBuffer.UV5Kind
  65265. * - BABYLON.VertexBuffer.UV6Kind
  65266. * - BABYLON.VertexBuffer.ColorKind
  65267. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65268. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65269. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65270. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65271. *
  65272. * Returns the Mesh.
  65273. */
  65274. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65275. if (this.sourceMesh) {
  65276. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65277. }
  65278. return this.sourceMesh;
  65279. };
  65280. /**
  65281. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65282. * If the mesh has no geometry, it is simply returned as it is.
  65283. * The `data` are either a numeric array either a Float32Array.
  65284. * No new underlying VertexBuffer object is created.
  65285. * 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.
  65286. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65287. *
  65288. * Possible `kind` values :
  65289. * - BABYLON.VertexBuffer.PositionKind
  65290. * - BABYLON.VertexBuffer.UVKind
  65291. * - BABYLON.VertexBuffer.UV2Kind
  65292. * - BABYLON.VertexBuffer.UV3Kind
  65293. * - BABYLON.VertexBuffer.UV4Kind
  65294. * - BABYLON.VertexBuffer.UV5Kind
  65295. * - BABYLON.VertexBuffer.UV6Kind
  65296. * - BABYLON.VertexBuffer.ColorKind
  65297. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65298. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65299. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65300. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65301. *
  65302. * Returns the Mesh.
  65303. */
  65304. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65305. if (this.sourceMesh) {
  65306. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65307. }
  65308. return this.sourceMesh;
  65309. };
  65310. /**
  65311. * Sets the mesh indices.
  65312. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65313. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65314. * This method creates a new index buffer each call.
  65315. * Returns the Mesh.
  65316. */
  65317. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65318. if (totalVertices === void 0) { totalVertices = null; }
  65319. if (this.sourceMesh) {
  65320. this.sourceMesh.setIndices(indices, totalVertices);
  65321. }
  65322. return this.sourceMesh;
  65323. };
  65324. /**
  65325. * Boolean : True if the mesh owns the requested kind of data.
  65326. */
  65327. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65328. return this._sourceMesh.isVerticesDataPresent(kind);
  65329. };
  65330. /**
  65331. * Returns an array of indices (IndicesArray).
  65332. */
  65333. InstancedMesh.prototype.getIndices = function () {
  65334. return this._sourceMesh.getIndices();
  65335. };
  65336. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65337. get: function () {
  65338. return this._sourceMesh._positions;
  65339. },
  65340. enumerable: true,
  65341. configurable: true
  65342. });
  65343. /**
  65344. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65345. * This means the mesh underlying bounding box and sphere are recomputed.
  65346. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65347. * @returns the current mesh
  65348. */
  65349. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65350. if (applySkeleton === void 0) { applySkeleton = false; }
  65351. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65352. return this;
  65353. }
  65354. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65355. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65356. return this;
  65357. };
  65358. /** @hidden */
  65359. InstancedMesh.prototype._preActivate = function () {
  65360. if (this._currentLOD) {
  65361. this._currentLOD._preActivate();
  65362. }
  65363. return this;
  65364. };
  65365. /** @hidden */
  65366. InstancedMesh.prototype._activate = function (renderId) {
  65367. if (this._currentLOD) {
  65368. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65369. }
  65370. return this;
  65371. };
  65372. /**
  65373. * Returns the current associated LOD AbstractMesh.
  65374. */
  65375. InstancedMesh.prototype.getLOD = function (camera) {
  65376. if (!camera) {
  65377. return this;
  65378. }
  65379. var boundingInfo = this.getBoundingInfo();
  65380. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65381. if (this._currentLOD === this.sourceMesh) {
  65382. return this;
  65383. }
  65384. return this._currentLOD;
  65385. };
  65386. /** @hidden */
  65387. InstancedMesh.prototype._syncSubMeshes = function () {
  65388. this.releaseSubMeshes();
  65389. if (this._sourceMesh.subMeshes) {
  65390. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65391. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65392. }
  65393. }
  65394. return this;
  65395. };
  65396. /** @hidden */
  65397. InstancedMesh.prototype._generatePointsArray = function () {
  65398. return this._sourceMesh._generatePointsArray();
  65399. };
  65400. /**
  65401. * Creates a new InstancedMesh from the current mesh.
  65402. * - name (string) : the cloned mesh name
  65403. * - newParent (optional Node) : the optional Node to parent the clone to.
  65404. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65405. *
  65406. * Returns the clone.
  65407. */
  65408. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65409. var result = this._sourceMesh.createInstance(name);
  65410. // Deep copy
  65411. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65412. // Bounding info
  65413. this.refreshBoundingInfo();
  65414. // Parent
  65415. if (newParent) {
  65416. result.parent = newParent;
  65417. }
  65418. if (!doNotCloneChildren) {
  65419. // Children
  65420. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65421. var mesh = this.getScene().meshes[index];
  65422. if (mesh.parent === this) {
  65423. mesh.clone(mesh.name, result);
  65424. }
  65425. }
  65426. }
  65427. result.computeWorldMatrix(true);
  65428. return result;
  65429. };
  65430. /**
  65431. * Disposes the InstancedMesh.
  65432. * Returns nothing.
  65433. */
  65434. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65435. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65436. // Remove from mesh
  65437. this._sourceMesh.removeInstance(this);
  65438. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65439. };
  65440. return InstancedMesh;
  65441. }(BABYLON.AbstractMesh));
  65442. BABYLON.InstancedMesh = InstancedMesh;
  65443. })(BABYLON || (BABYLON = {}));
  65444. //# sourceMappingURL=instancedMesh.js.map
  65445. var BABYLON;
  65446. (function (BABYLON) {
  65447. /**
  65448. * Line mesh
  65449. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65450. */
  65451. var LinesMesh = /** @class */ (function (_super) {
  65452. __extends(LinesMesh, _super);
  65453. /**
  65454. * Creates a new LinesMesh
  65455. * @param name defines the name
  65456. * @param scene defines the hosting scene
  65457. * @param parent defines the parent mesh if any
  65458. * @param source defines the optional source LinesMesh used to clone data from
  65459. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65460. * When false, achieved by calling a clone(), also passing False.
  65461. * This will make creation of children, recursive.
  65462. * @param useVertexColor defines if this LinesMesh supports vertex color
  65463. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65464. */
  65465. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65466. /**
  65467. * If vertex color should be applied to the mesh
  65468. */
  65469. useVertexColor,
  65470. /**
  65471. * If vertex alpha should be applied to the mesh
  65472. */
  65473. useVertexAlpha) {
  65474. if (scene === void 0) { scene = null; }
  65475. if (parent === void 0) { parent = null; }
  65476. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65477. _this.useVertexColor = useVertexColor;
  65478. _this.useVertexAlpha = useVertexAlpha;
  65479. /**
  65480. * Color of the line (Default: White)
  65481. */
  65482. _this.color = new BABYLON.Color3(1, 1, 1);
  65483. /**
  65484. * Alpha of the line (Default: 1)
  65485. */
  65486. _this.alpha = 1;
  65487. if (source) {
  65488. _this.color = source.color.clone();
  65489. _this.alpha = source.alpha;
  65490. _this.useVertexColor = source.useVertexColor;
  65491. _this.useVertexAlpha = source.useVertexAlpha;
  65492. }
  65493. _this.intersectionThreshold = 0.1;
  65494. var defines = [];
  65495. var options = {
  65496. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65497. uniforms: ["world", "viewProjection"],
  65498. needAlphaBlending: true,
  65499. defines: defines
  65500. };
  65501. if (useVertexAlpha === false) {
  65502. options.needAlphaBlending = false;
  65503. }
  65504. if (!useVertexColor) {
  65505. options.uniforms.push("color");
  65506. }
  65507. else {
  65508. options.defines.push("#define VERTEXCOLOR");
  65509. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65510. }
  65511. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65512. return _this;
  65513. }
  65514. /**
  65515. * Returns the string "LineMesh"
  65516. */
  65517. LinesMesh.prototype.getClassName = function () {
  65518. return "LinesMesh";
  65519. };
  65520. Object.defineProperty(LinesMesh.prototype, "material", {
  65521. /**
  65522. * @hidden
  65523. */
  65524. get: function () {
  65525. return this._colorShader;
  65526. },
  65527. /**
  65528. * @hidden
  65529. */
  65530. set: function (value) {
  65531. // Do nothing
  65532. },
  65533. enumerable: true,
  65534. configurable: true
  65535. });
  65536. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65537. /**
  65538. * @hidden
  65539. */
  65540. get: function () {
  65541. return false;
  65542. },
  65543. enumerable: true,
  65544. configurable: true
  65545. });
  65546. /** @hidden */
  65547. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65548. if (!this._geometry) {
  65549. return this;
  65550. }
  65551. // VBOs
  65552. this._geometry._bind(this._colorShader.getEffect());
  65553. // Color
  65554. if (!this.useVertexColor) {
  65555. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65556. }
  65557. return this;
  65558. };
  65559. /** @hidden */
  65560. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65561. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65562. return this;
  65563. }
  65564. var engine = this.getScene().getEngine();
  65565. // Draw order
  65566. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65567. return this;
  65568. };
  65569. /**
  65570. * Disposes of the line mesh
  65571. * @param doNotRecurse If children should be disposed
  65572. */
  65573. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65574. this._colorShader.dispose(false, false, true);
  65575. _super.prototype.dispose.call(this, doNotRecurse);
  65576. };
  65577. /**
  65578. * Returns a new LineMesh object cloned from the current one.
  65579. */
  65580. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65581. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65582. };
  65583. /**
  65584. * Creates a new InstancedLinesMesh object from the mesh model.
  65585. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65586. * @param name defines the name of the new instance
  65587. * @returns a new InstancedLinesMesh
  65588. */
  65589. LinesMesh.prototype.createInstance = function (name) {
  65590. return new InstancedLinesMesh(name, this);
  65591. };
  65592. return LinesMesh;
  65593. }(BABYLON.Mesh));
  65594. BABYLON.LinesMesh = LinesMesh;
  65595. /**
  65596. * Creates an instance based on a source LinesMesh
  65597. */
  65598. var InstancedLinesMesh = /** @class */ (function (_super) {
  65599. __extends(InstancedLinesMesh, _super);
  65600. function InstancedLinesMesh(name, source) {
  65601. var _this = _super.call(this, name, source) || this;
  65602. _this.intersectionThreshold = source.intersectionThreshold;
  65603. return _this;
  65604. }
  65605. /**
  65606. * Returns the string "InstancedLinesMesh".
  65607. */
  65608. InstancedLinesMesh.prototype.getClassName = function () {
  65609. return "InstancedLinesMesh";
  65610. };
  65611. return InstancedLinesMesh;
  65612. }(BABYLON.InstancedMesh));
  65613. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65614. })(BABYLON || (BABYLON = {}));
  65615. //# sourceMappingURL=linesMesh.js.map
  65616. var BABYLON;
  65617. (function (BABYLON) {
  65618. /**
  65619. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65620. * The underlying implementation relies on an associative array to ensure the best performances.
  65621. * The value can be anything including 'null' but except 'undefined'
  65622. */
  65623. var StringDictionary = /** @class */ (function () {
  65624. function StringDictionary() {
  65625. this._count = 0;
  65626. this._data = {};
  65627. }
  65628. /**
  65629. * This will clear this dictionary and copy the content from the 'source' one.
  65630. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65631. * @param source the dictionary to take the content from and copy to this dictionary
  65632. */
  65633. StringDictionary.prototype.copyFrom = function (source) {
  65634. var _this = this;
  65635. this.clear();
  65636. source.forEach(function (t, v) { return _this.add(t, v); });
  65637. };
  65638. /**
  65639. * Get a value based from its key
  65640. * @param key the given key to get the matching value from
  65641. * @return the value if found, otherwise undefined is returned
  65642. */
  65643. StringDictionary.prototype.get = function (key) {
  65644. var val = this._data[key];
  65645. if (val !== undefined) {
  65646. return val;
  65647. }
  65648. return undefined;
  65649. };
  65650. /**
  65651. * Get a value from its key or add it if it doesn't exist.
  65652. * This method will ensure you that a given key/data will be present in the dictionary.
  65653. * @param key the given key to get the matching value from
  65654. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65655. * The factory will only be invoked if there's no data for the given key.
  65656. * @return the value corresponding to the key.
  65657. */
  65658. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65659. var val = this.get(key);
  65660. if (val !== undefined) {
  65661. return val;
  65662. }
  65663. val = factory(key);
  65664. if (val) {
  65665. this.add(key, val);
  65666. }
  65667. return val;
  65668. };
  65669. /**
  65670. * Get a value from its key if present in the dictionary otherwise add it
  65671. * @param key the key to get the value from
  65672. * @param val if there's no such key/value pair in the dictionary add it with this value
  65673. * @return the value corresponding to the key
  65674. */
  65675. StringDictionary.prototype.getOrAdd = function (key, val) {
  65676. var curVal = this.get(key);
  65677. if (curVal !== undefined) {
  65678. return curVal;
  65679. }
  65680. this.add(key, val);
  65681. return val;
  65682. };
  65683. /**
  65684. * Check if there's a given key in the dictionary
  65685. * @param key the key to check for
  65686. * @return true if the key is present, false otherwise
  65687. */
  65688. StringDictionary.prototype.contains = function (key) {
  65689. return this._data[key] !== undefined;
  65690. };
  65691. /**
  65692. * Add a new key and its corresponding value
  65693. * @param key the key to add
  65694. * @param value the value corresponding to the key
  65695. * @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
  65696. */
  65697. StringDictionary.prototype.add = function (key, value) {
  65698. if (this._data[key] !== undefined) {
  65699. return false;
  65700. }
  65701. this._data[key] = value;
  65702. ++this._count;
  65703. return true;
  65704. };
  65705. /**
  65706. * Update a specific value associated to a key
  65707. * @param key defines the key to use
  65708. * @param value defines the value to store
  65709. * @returns true if the value was updated (or false if the key was not found)
  65710. */
  65711. StringDictionary.prototype.set = function (key, value) {
  65712. if (this._data[key] === undefined) {
  65713. return false;
  65714. }
  65715. this._data[key] = value;
  65716. return true;
  65717. };
  65718. /**
  65719. * Get the element of the given key and remove it from the dictionary
  65720. * @param key defines the key to search
  65721. * @returns the value associated with the key or null if not found
  65722. */
  65723. StringDictionary.prototype.getAndRemove = function (key) {
  65724. var val = this.get(key);
  65725. if (val !== undefined) {
  65726. delete this._data[key];
  65727. --this._count;
  65728. return val;
  65729. }
  65730. return null;
  65731. };
  65732. /**
  65733. * Remove a key/value from the dictionary.
  65734. * @param key the key to remove
  65735. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65736. */
  65737. StringDictionary.prototype.remove = function (key) {
  65738. if (this.contains(key)) {
  65739. delete this._data[key];
  65740. --this._count;
  65741. return true;
  65742. }
  65743. return false;
  65744. };
  65745. /**
  65746. * Clear the whole content of the dictionary
  65747. */
  65748. StringDictionary.prototype.clear = function () {
  65749. this._data = {};
  65750. this._count = 0;
  65751. };
  65752. Object.defineProperty(StringDictionary.prototype, "count", {
  65753. /**
  65754. * Gets the current count
  65755. */
  65756. get: function () {
  65757. return this._count;
  65758. },
  65759. enumerable: true,
  65760. configurable: true
  65761. });
  65762. /**
  65763. * Execute a callback on each key/val of the dictionary.
  65764. * Note that you can remove any element in this dictionary in the callback implementation
  65765. * @param callback the callback to execute on a given key/value pair
  65766. */
  65767. StringDictionary.prototype.forEach = function (callback) {
  65768. for (var cur in this._data) {
  65769. var val = this._data[cur];
  65770. callback(cur, val);
  65771. }
  65772. };
  65773. /**
  65774. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65775. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65776. * Note that you can remove any element in this dictionary in the callback implementation
  65777. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65778. * @returns the first item
  65779. */
  65780. StringDictionary.prototype.first = function (callback) {
  65781. for (var cur in this._data) {
  65782. var val = this._data[cur];
  65783. var res = callback(cur, val);
  65784. if (res) {
  65785. return res;
  65786. }
  65787. }
  65788. return null;
  65789. };
  65790. return StringDictionary;
  65791. }());
  65792. BABYLON.StringDictionary = StringDictionary;
  65793. })(BABYLON || (BABYLON = {}));
  65794. //# sourceMappingURL=stringDictionary.js.map
  65795. var BABYLON;
  65796. (function (BABYLON) {
  65797. var Debug;
  65798. (function (Debug) {
  65799. /**
  65800. * Class used to render a debug view of a given skeleton
  65801. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65802. */
  65803. var SkeletonViewer = /** @class */ (function () {
  65804. /**
  65805. * Creates a new SkeletonViewer
  65806. * @param skeleton defines the skeleton to render
  65807. * @param mesh defines the mesh attached to the skeleton
  65808. * @param scene defines the hosting scene
  65809. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65810. * @param renderingGroupId defines the rendering group id to use with the viewer
  65811. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65812. */
  65813. function SkeletonViewer(
  65814. /** defines the skeleton to render */
  65815. skeleton,
  65816. /** defines the mesh attached to the skeleton */
  65817. mesh, scene,
  65818. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65819. autoUpdateBonesMatrices,
  65820. /** defines the rendering group id to use with the viewer */
  65821. renderingGroupId,
  65822. /** defines an optional utility layer to render the helper on */
  65823. utilityLayerRenderer) {
  65824. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65825. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65826. this.skeleton = skeleton;
  65827. this.mesh = mesh;
  65828. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65829. this.renderingGroupId = renderingGroupId;
  65830. this.utilityLayerRenderer = utilityLayerRenderer;
  65831. /** Gets or sets the color used to render the skeleton */
  65832. this.color = BABYLON.Color3.White();
  65833. this._debugLines = new Array();
  65834. this._isEnabled = false;
  65835. this._scene = scene;
  65836. this.update();
  65837. this._renderFunction = this.update.bind(this);
  65838. }
  65839. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65840. /**
  65841. * Returns the mesh used to render the bones
  65842. */
  65843. get: function () {
  65844. return this._debugMesh;
  65845. },
  65846. enumerable: true,
  65847. configurable: true
  65848. });
  65849. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65850. get: function () {
  65851. return this._isEnabled;
  65852. },
  65853. /** Gets or sets a boolean indicating if the viewer is enabled */
  65854. set: function (value) {
  65855. if (this._isEnabled === value) {
  65856. return;
  65857. }
  65858. this._isEnabled = value;
  65859. if (value) {
  65860. this._scene.registerBeforeRender(this._renderFunction);
  65861. }
  65862. else {
  65863. this._scene.unregisterBeforeRender(this._renderFunction);
  65864. }
  65865. },
  65866. enumerable: true,
  65867. configurable: true
  65868. });
  65869. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65870. if (x === void 0) { x = 0; }
  65871. if (y === void 0) { y = 0; }
  65872. if (z === void 0) { z = 0; }
  65873. var tmat = BABYLON.Tmp.Matrix[0];
  65874. var parentBone = bone.getParent();
  65875. tmat.copyFrom(bone.getLocalMatrix());
  65876. if (x !== 0 || y !== 0 || z !== 0) {
  65877. var tmat2 = BABYLON.Tmp.Matrix[1];
  65878. BABYLON.Matrix.IdentityToRef(tmat2);
  65879. tmat2.setTranslationFromFloats(x, y, z);
  65880. tmat2.multiplyToRef(tmat, tmat);
  65881. }
  65882. if (parentBone) {
  65883. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65884. }
  65885. tmat.multiplyToRef(meshMat, tmat);
  65886. position.x = tmat.m[12];
  65887. position.y = tmat.m[13];
  65888. position.z = tmat.m[14];
  65889. };
  65890. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65891. var len = bones.length;
  65892. var meshPos = this.mesh.position;
  65893. for (var i = 0; i < len; i++) {
  65894. var bone = bones[i];
  65895. var points = this._debugLines[i];
  65896. if (!points) {
  65897. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65898. this._debugLines[i] = points;
  65899. }
  65900. this._getBonePosition(points[0], bone, meshMat);
  65901. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65902. points[0].subtractInPlace(meshPos);
  65903. points[1].subtractInPlace(meshPos);
  65904. }
  65905. };
  65906. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65907. var len = bones.length;
  65908. var boneNum = 0;
  65909. var meshPos = this.mesh.position;
  65910. for (var i = len - 1; i >= 0; i--) {
  65911. var childBone = bones[i];
  65912. var parentBone = childBone.getParent();
  65913. if (!parentBone) {
  65914. continue;
  65915. }
  65916. var points = this._debugLines[boneNum];
  65917. if (!points) {
  65918. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65919. this._debugLines[boneNum] = points;
  65920. }
  65921. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65922. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65923. points[0].subtractInPlace(meshPos);
  65924. points[1].subtractInPlace(meshPos);
  65925. boneNum++;
  65926. }
  65927. };
  65928. /** Update the viewer to sync with current skeleton state */
  65929. SkeletonViewer.prototype.update = function () {
  65930. if (this.autoUpdateBonesMatrices) {
  65931. this.skeleton.computeAbsoluteTransforms();
  65932. }
  65933. if (this.skeleton.bones[0].length === undefined) {
  65934. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65935. }
  65936. else {
  65937. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65938. }
  65939. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  65940. if (!this._debugMesh) {
  65941. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  65942. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65943. }
  65944. else {
  65945. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  65946. }
  65947. this._debugMesh.position.copyFrom(this.mesh.position);
  65948. this._debugMesh.color = this.color;
  65949. };
  65950. /** Release associated resources */
  65951. SkeletonViewer.prototype.dispose = function () {
  65952. if (this._debugMesh) {
  65953. this.isEnabled = false;
  65954. this._debugMesh.dispose();
  65955. this._debugMesh = null;
  65956. }
  65957. };
  65958. return SkeletonViewer;
  65959. }());
  65960. Debug.SkeletonViewer = SkeletonViewer;
  65961. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65962. })(BABYLON || (BABYLON = {}));
  65963. //# sourceMappingURL=skeletonViewer.js.map
  65964. /**
  65965. * Module Debug contains the (visual) components to debug a scene correctly
  65966. */
  65967. var BABYLON;
  65968. (function (BABYLON) {
  65969. var Debug;
  65970. (function (Debug) {
  65971. /**
  65972. * The Axes viewer will show 3 axes in a specific point in space
  65973. */
  65974. var AxesViewer = /** @class */ (function () {
  65975. /**
  65976. * Creates a new AxesViewer
  65977. * @param scene defines the hosting scene
  65978. * @param scaleLines defines a number used to scale line length (1 by default)
  65979. */
  65980. function AxesViewer(scene, scaleLines) {
  65981. if (scaleLines === void 0) { scaleLines = 1; }
  65982. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65983. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65984. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65985. /**
  65986. * Gets or sets a number used to scale line length
  65987. */
  65988. this.scaleLines = 1;
  65989. this.scaleLines = scaleLines;
  65990. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65991. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65992. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65993. this._xmesh.renderingGroupId = 2;
  65994. this._ymesh.renderingGroupId = 2;
  65995. this._zmesh.renderingGroupId = 2;
  65996. this._xmesh.material.checkReadyOnlyOnce = true;
  65997. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65998. this._ymesh.material.checkReadyOnlyOnce = true;
  65999. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  66000. this._zmesh.material.checkReadyOnlyOnce = true;
  66001. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  66002. this.scene = scene;
  66003. }
  66004. /**
  66005. * Force the viewer to update
  66006. * @param position defines the position of the viewer
  66007. * @param xaxis defines the x axis of the viewer
  66008. * @param yaxis defines the y axis of the viewer
  66009. * @param zaxis defines the z axis of the viewer
  66010. */
  66011. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66012. var scaleLines = this.scaleLines;
  66013. if (this._xmesh) {
  66014. this._xmesh.position.copyFrom(position);
  66015. }
  66016. if (this._ymesh) {
  66017. this._ymesh.position.copyFrom(position);
  66018. }
  66019. if (this._zmesh) {
  66020. this._zmesh.position.copyFrom(position);
  66021. }
  66022. var point2 = this._xline[1];
  66023. point2.x = xaxis.x * scaleLines;
  66024. point2.y = xaxis.y * scaleLines;
  66025. point2.z = xaxis.z * scaleLines;
  66026. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  66027. point2 = this._yline[1];
  66028. point2.x = yaxis.x * scaleLines;
  66029. point2.y = yaxis.y * scaleLines;
  66030. point2.z = yaxis.z * scaleLines;
  66031. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  66032. point2 = this._zline[1];
  66033. point2.x = zaxis.x * scaleLines;
  66034. point2.y = zaxis.y * scaleLines;
  66035. point2.z = zaxis.z * scaleLines;
  66036. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  66037. };
  66038. /** Releases resources */
  66039. AxesViewer.prototype.dispose = function () {
  66040. if (this._xmesh) {
  66041. this._xmesh.dispose();
  66042. }
  66043. if (this._ymesh) {
  66044. this._ymesh.dispose();
  66045. }
  66046. if (this._zmesh) {
  66047. this._zmesh.dispose();
  66048. }
  66049. this._xmesh = null;
  66050. this._ymesh = null;
  66051. this._zmesh = null;
  66052. this.scene = null;
  66053. };
  66054. return AxesViewer;
  66055. }());
  66056. Debug.AxesViewer = AxesViewer;
  66057. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66058. })(BABYLON || (BABYLON = {}));
  66059. //# sourceMappingURL=axesViewer.js.map
  66060. var BABYLON;
  66061. (function (BABYLON) {
  66062. var Debug;
  66063. (function (Debug) {
  66064. /**
  66065. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66066. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66067. */
  66068. var BoneAxesViewer = /** @class */ (function (_super) {
  66069. __extends(BoneAxesViewer, _super);
  66070. /**
  66071. * Creates a new BoneAxesViewer
  66072. * @param scene defines the hosting scene
  66073. * @param bone defines the target bone
  66074. * @param mesh defines the target mesh
  66075. * @param scaleLines defines a scaling factor for line length (1 by default)
  66076. */
  66077. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66078. if (scaleLines === void 0) { scaleLines = 1; }
  66079. var _this = _super.call(this, scene, scaleLines) || this;
  66080. /** Gets current position */
  66081. _this.pos = BABYLON.Vector3.Zero();
  66082. /** Gets direction of X axis */
  66083. _this.xaxis = BABYLON.Vector3.Zero();
  66084. /** Gets direction of Y axis */
  66085. _this.yaxis = BABYLON.Vector3.Zero();
  66086. /** Gets direction of Z axis */
  66087. _this.zaxis = BABYLON.Vector3.Zero();
  66088. _this.mesh = mesh;
  66089. _this.bone = bone;
  66090. return _this;
  66091. }
  66092. /**
  66093. * Force the viewer to update
  66094. */
  66095. BoneAxesViewer.prototype.update = function () {
  66096. if (!this.mesh || !this.bone) {
  66097. return;
  66098. }
  66099. var bone = this.bone;
  66100. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66101. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66102. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66103. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66104. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66105. };
  66106. /** Releases resources */
  66107. BoneAxesViewer.prototype.dispose = function () {
  66108. if (this.mesh) {
  66109. this.mesh = null;
  66110. this.bone = null;
  66111. _super.prototype.dispose.call(this);
  66112. }
  66113. };
  66114. return BoneAxesViewer;
  66115. }(Debug.AxesViewer));
  66116. Debug.BoneAxesViewer = BoneAxesViewer;
  66117. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66118. })(BABYLON || (BABYLON = {}));
  66119. //# sourceMappingURL=boneAxesViewer.js.map
  66120. var BABYLON;
  66121. (function (BABYLON) {
  66122. /**
  66123. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66124. * in order to better appreciate the issue one might have.
  66125. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66126. */
  66127. var RayHelper = /** @class */ (function () {
  66128. /**
  66129. * Instantiate a new ray helper.
  66130. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66131. * in order to better appreciate the issue one might have.
  66132. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66133. * @param ray Defines the ray we are currently tryin to visualize
  66134. */
  66135. function RayHelper(ray) {
  66136. this.ray = ray;
  66137. }
  66138. /**
  66139. * Helper function to create a colored helper in a scene in one line.
  66140. * @param ray Defines the ray we are currently tryin to visualize
  66141. * @param scene Defines the scene the ray is used in
  66142. * @param color Defines the color we want to see the ray in
  66143. * @returns The newly created ray helper.
  66144. */
  66145. RayHelper.CreateAndShow = function (ray, scene, color) {
  66146. var helper = new RayHelper(ray);
  66147. helper.show(scene, color);
  66148. return helper;
  66149. };
  66150. /**
  66151. * Shows the ray we are willing to debug.
  66152. * @param scene Defines the scene the ray needs to be rendered in
  66153. * @param color Defines the color the ray needs to be rendered in
  66154. */
  66155. RayHelper.prototype.show = function (scene, color) {
  66156. if (!this._renderFunction && this.ray) {
  66157. var ray = this.ray;
  66158. this._renderFunction = this._render.bind(this);
  66159. this._scene = scene;
  66160. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66161. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66162. if (this._renderFunction) {
  66163. this._scene.registerBeforeRender(this._renderFunction);
  66164. }
  66165. }
  66166. if (color && this._renderLine) {
  66167. this._renderLine.color.copyFrom(color);
  66168. }
  66169. };
  66170. /**
  66171. * Hides the ray we are debugging.
  66172. */
  66173. RayHelper.prototype.hide = function () {
  66174. if (this._renderFunction && this._scene) {
  66175. this._scene.unregisterBeforeRender(this._renderFunction);
  66176. this._scene = null;
  66177. this._renderFunction = null;
  66178. if (this._renderLine) {
  66179. this._renderLine.dispose();
  66180. this._renderLine = null;
  66181. }
  66182. this._renderPoints = [];
  66183. }
  66184. };
  66185. RayHelper.prototype._render = function () {
  66186. var ray = this.ray;
  66187. if (!ray) {
  66188. return;
  66189. }
  66190. var point = this._renderPoints[1];
  66191. var len = Math.min(ray.length, 1000000);
  66192. point.copyFrom(ray.direction);
  66193. point.scaleInPlace(len);
  66194. point.addInPlace(ray.origin);
  66195. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66196. };
  66197. /**
  66198. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66199. * @param mesh Defines the mesh we want the helper attached to
  66200. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66201. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66202. * @param length Defines the length of the ray
  66203. */
  66204. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66205. this._attachedToMesh = mesh;
  66206. var ray = this.ray;
  66207. if (!ray) {
  66208. return;
  66209. }
  66210. if (!ray.direction) {
  66211. ray.direction = BABYLON.Vector3.Zero();
  66212. }
  66213. if (!ray.origin) {
  66214. ray.origin = BABYLON.Vector3.Zero();
  66215. }
  66216. if (length) {
  66217. ray.length = length;
  66218. }
  66219. if (!meshSpaceOrigin) {
  66220. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66221. }
  66222. if (!meshSpaceDirection) {
  66223. // -1 so that this will work with Mesh.lookAt
  66224. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66225. }
  66226. if (!this._meshSpaceDirection) {
  66227. this._meshSpaceDirection = meshSpaceDirection.clone();
  66228. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66229. }
  66230. else {
  66231. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66232. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66233. }
  66234. if (!this._updateToMeshFunction) {
  66235. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66236. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66237. }
  66238. this._updateToMesh();
  66239. };
  66240. /**
  66241. * Detach the ray helper from the mesh it has previously been attached to.
  66242. */
  66243. RayHelper.prototype.detachFromMesh = function () {
  66244. if (this._attachedToMesh) {
  66245. if (this._updateToMeshFunction) {
  66246. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66247. }
  66248. this._attachedToMesh = null;
  66249. this._updateToMeshFunction = null;
  66250. }
  66251. };
  66252. RayHelper.prototype._updateToMesh = function () {
  66253. var ray = this.ray;
  66254. if (!this._attachedToMesh || !ray) {
  66255. return;
  66256. }
  66257. if (this._attachedToMesh._isDisposed) {
  66258. this.detachFromMesh();
  66259. return;
  66260. }
  66261. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66262. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66263. };
  66264. /**
  66265. * Dispose the helper and release its associated resources.
  66266. */
  66267. RayHelper.prototype.dispose = function () {
  66268. this.hide();
  66269. this.detachFromMesh();
  66270. this.ray = null;
  66271. };
  66272. return RayHelper;
  66273. }());
  66274. BABYLON.RayHelper = RayHelper;
  66275. })(BABYLON || (BABYLON = {}));
  66276. //# sourceMappingURL=rayHelper.js.map
  66277. var BABYLON;
  66278. (function (BABYLON) {
  66279. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66280. get: function () {
  66281. if (!this._debugLayer) {
  66282. this._debugLayer = new DebugLayer(this);
  66283. }
  66284. return this._debugLayer;
  66285. },
  66286. enumerable: true,
  66287. configurable: true
  66288. });
  66289. /**
  66290. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66291. * what is happening in your scene
  66292. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66293. */
  66294. var DebugLayer = /** @class */ (function () {
  66295. /**
  66296. * Instantiates a new debug layer.
  66297. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66298. * what is happening in your scene
  66299. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66300. * @param scene Defines the scene to inspect
  66301. */
  66302. function DebugLayer(scene) {
  66303. var _this = this;
  66304. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66305. /**
  66306. * Observable triggered when a property is changed through the inspector.
  66307. */
  66308. this.onPropertyChangedObservable = new BABYLON.Observable();
  66309. this._scene = scene;
  66310. this._scene.onDisposeObservable.add(function () {
  66311. // Debug layer
  66312. if (_this._scene._debugLayer) {
  66313. _this._scene._debugLayer.hide();
  66314. }
  66315. });
  66316. }
  66317. /** Creates the inspector window. */
  66318. DebugLayer.prototype._createInspector = function (config) {
  66319. if (config === void 0) { config = {}; }
  66320. var popup = config.popup || false;
  66321. var initialTab = config.initialTab || 0;
  66322. var parentElement = config.parentElement || null;
  66323. if (!this._inspector) {
  66324. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66325. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  66326. } // else nothing to do as instance is already created
  66327. };
  66328. /**
  66329. * Get if the inspector is visible or not.
  66330. * @returns true if visible otherwise, false
  66331. */
  66332. DebugLayer.prototype.isVisible = function () {
  66333. if (!this._inspector) {
  66334. return false;
  66335. }
  66336. return true;
  66337. };
  66338. /**
  66339. * Hide the inspector and close its window.
  66340. */
  66341. DebugLayer.prototype.hide = function () {
  66342. if (this._inspector) {
  66343. try {
  66344. this._inspector.dispose();
  66345. }
  66346. catch (e) {
  66347. // If the inspector has been removed directly from the inspector tool
  66348. }
  66349. this.onPropertyChangedObservable.clear();
  66350. this._inspector = null;
  66351. }
  66352. };
  66353. /**
  66354. *
  66355. * Launch the debugLayer.
  66356. *
  66357. * initialTab:
  66358. * | Value | Tab Name |
  66359. * | --- | --- |
  66360. * | 0 | Scene |
  66361. * | 1 | Console |
  66362. * | 2 | Stats |
  66363. * | 3 | Textures |
  66364. * | 4 | Mesh |
  66365. * | 5 | Light |
  66366. * | 6 | Material |
  66367. * | 7 | GLTF |
  66368. * | 8 | GUI |
  66369. * | 9 | Physics |
  66370. * | 10 | Camera |
  66371. * | 11 | Audio |
  66372. *
  66373. * @param config Define the configuration of the inspector
  66374. */
  66375. DebugLayer.prototype.show = function (config) {
  66376. if (config === void 0) { config = {}; }
  66377. if (typeof this.BJSINSPECTOR == 'undefined') {
  66378. // Load inspector and add it to the DOM
  66379. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66380. }
  66381. else {
  66382. // Otherwise creates the inspector
  66383. this._createInspector(config);
  66384. }
  66385. };
  66386. /**
  66387. * Gets the active tab
  66388. * @return the index of the active tab or -1 if the inspector is hidden
  66389. */
  66390. DebugLayer.prototype.getActiveTab = function () {
  66391. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  66392. };
  66393. /**
  66394. * Define the url to get the inspector script from.
  66395. * By default it uses the babylonjs CDN.
  66396. * @ignoreNaming
  66397. */
  66398. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66399. return DebugLayer;
  66400. }());
  66401. BABYLON.DebugLayer = DebugLayer;
  66402. })(BABYLON || (BABYLON = {}));
  66403. //# sourceMappingURL=debugLayer.js.map
  66404. var BABYLON;
  66405. (function (BABYLON) {
  66406. var Debug;
  66407. (function (Debug) {
  66408. /**
  66409. * Used to show the physics impostor around the specific mesh
  66410. */
  66411. var PhysicsViewer = /** @class */ (function () {
  66412. /**
  66413. * Creates a new PhysicsViewer
  66414. * @param scene defines the hosting scene
  66415. */
  66416. function PhysicsViewer(scene) {
  66417. /** @hidden */
  66418. this._impostors = [];
  66419. /** @hidden */
  66420. this._meshes = [];
  66421. /** @hidden */
  66422. this._numMeshes = 0;
  66423. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66424. var physicEngine = this._scene.getPhysicsEngine();
  66425. if (physicEngine) {
  66426. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66427. }
  66428. }
  66429. /** @hidden */
  66430. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66431. var plugin = this._physicsEnginePlugin;
  66432. for (var i = 0; i < this._numMeshes; i++) {
  66433. var impostor = this._impostors[i];
  66434. if (!impostor) {
  66435. continue;
  66436. }
  66437. if (impostor.isDisposed) {
  66438. this.hideImpostor(this._impostors[i--]);
  66439. }
  66440. else {
  66441. var mesh = this._meshes[i];
  66442. if (mesh && plugin) {
  66443. plugin.syncMeshWithImpostor(mesh, impostor);
  66444. }
  66445. }
  66446. }
  66447. };
  66448. /**
  66449. * Renders a specified physic impostor
  66450. * @param impostor defines the impostor to render
  66451. */
  66452. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66453. if (!this._scene) {
  66454. return;
  66455. }
  66456. for (var i = 0; i < this._numMeshes; i++) {
  66457. if (this._impostors[i] == impostor) {
  66458. return;
  66459. }
  66460. }
  66461. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66462. if (debugMesh) {
  66463. this._impostors[this._numMeshes] = impostor;
  66464. this._meshes[this._numMeshes] = debugMesh;
  66465. if (this._numMeshes === 0) {
  66466. this._renderFunction = this._updateDebugMeshes.bind(this);
  66467. this._scene.registerBeforeRender(this._renderFunction);
  66468. }
  66469. this._numMeshes++;
  66470. }
  66471. };
  66472. /**
  66473. * Hides a specified physic impostor
  66474. * @param impostor defines the impostor to hide
  66475. */
  66476. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66477. if (!impostor || !this._scene) {
  66478. return;
  66479. }
  66480. var removed = false;
  66481. for (var i = 0; i < this._numMeshes; i++) {
  66482. if (this._impostors[i] == impostor) {
  66483. var mesh = this._meshes[i];
  66484. if (!mesh) {
  66485. continue;
  66486. }
  66487. this._scene.removeMesh(mesh);
  66488. mesh.dispose();
  66489. this._numMeshes--;
  66490. if (this._numMeshes > 0) {
  66491. this._meshes[i] = this._meshes[this._numMeshes];
  66492. this._impostors[i] = this._impostors[this._numMeshes];
  66493. this._meshes[this._numMeshes] = null;
  66494. this._impostors[this._numMeshes] = null;
  66495. }
  66496. else {
  66497. this._meshes[0] = null;
  66498. this._impostors[0] = null;
  66499. }
  66500. removed = true;
  66501. break;
  66502. }
  66503. }
  66504. if (removed && this._numMeshes === 0) {
  66505. this._scene.unregisterBeforeRender(this._renderFunction);
  66506. }
  66507. };
  66508. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66509. if (!this._debugMaterial) {
  66510. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66511. this._debugMaterial.wireframe = true;
  66512. }
  66513. return this._debugMaterial;
  66514. };
  66515. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66516. if (!this._debugBoxMesh) {
  66517. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66518. this._debugBoxMesh.renderingGroupId = 1;
  66519. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66520. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66521. scene.removeMesh(this._debugBoxMesh);
  66522. }
  66523. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66524. };
  66525. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66526. if (!this._debugSphereMesh) {
  66527. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66528. this._debugSphereMesh.renderingGroupId = 1;
  66529. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66530. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66531. scene.removeMesh(this._debugSphereMesh);
  66532. }
  66533. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66534. };
  66535. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66536. var mesh = null;
  66537. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66538. mesh = this._getDebugBoxMesh(scene);
  66539. impostor.getBoxSizeToRef(mesh.scaling);
  66540. }
  66541. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66542. mesh = this._getDebugSphereMesh(scene);
  66543. var radius = impostor.getRadius();
  66544. mesh.scaling.x = radius * 2;
  66545. mesh.scaling.y = radius * 2;
  66546. mesh.scaling.z = radius * 2;
  66547. }
  66548. return mesh;
  66549. };
  66550. /** Releases all resources */
  66551. PhysicsViewer.prototype.dispose = function () {
  66552. for (var i = 0; i < this._numMeshes; i++) {
  66553. this.hideImpostor(this._impostors[i]);
  66554. }
  66555. if (this._debugBoxMesh) {
  66556. this._debugBoxMesh.dispose();
  66557. }
  66558. if (this._debugSphereMesh) {
  66559. this._debugSphereMesh.dispose();
  66560. }
  66561. if (this._debugMaterial) {
  66562. this._debugMaterial.dispose();
  66563. }
  66564. this._impostors.length = 0;
  66565. this._scene = null;
  66566. this._physicsEnginePlugin = null;
  66567. };
  66568. return PhysicsViewer;
  66569. }());
  66570. Debug.PhysicsViewer = PhysicsViewer;
  66571. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66572. })(BABYLON || (BABYLON = {}));
  66573. //# sourceMappingURL=physicsViewer.js.map
  66574. var BABYLON;
  66575. (function (BABYLON) {
  66576. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66577. get: function () {
  66578. return this._forceShowBoundingBoxes || false;
  66579. },
  66580. set: function (value) {
  66581. this._forceShowBoundingBoxes = value;
  66582. // Lazyly creates a BB renderer if needed.
  66583. if (value) {
  66584. this.getBoundingBoxRenderer();
  66585. }
  66586. },
  66587. enumerable: true,
  66588. configurable: true
  66589. });
  66590. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66591. if (!this._boundingBoxRenderer) {
  66592. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66593. }
  66594. return this._boundingBoxRenderer;
  66595. };
  66596. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66597. get: function () {
  66598. return this._showBoundingBox || false;
  66599. },
  66600. set: function (value) {
  66601. this._showBoundingBox = value;
  66602. // Lazyly creates a BB renderer if needed.
  66603. if (value) {
  66604. this.getScene().getBoundingBoxRenderer();
  66605. }
  66606. },
  66607. enumerable: true,
  66608. configurable: true
  66609. });
  66610. /**
  66611. * Component responsible of rendering the bounding box of the meshes in a scene.
  66612. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66613. */
  66614. var BoundingBoxRenderer = /** @class */ (function () {
  66615. /**
  66616. * Instantiates a new bounding box renderer in a scene.
  66617. * @param scene the scene the renderer renders in
  66618. */
  66619. function BoundingBoxRenderer(scene) {
  66620. /**
  66621. * The component name helpfull to identify the component in the list of scene components.
  66622. */
  66623. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66624. /**
  66625. * Color of the bounding box lines placed in front of an object
  66626. */
  66627. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66628. /**
  66629. * Color of the bounding box lines placed behind an object
  66630. */
  66631. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66632. /**
  66633. * Defines if the renderer should show the back lines or not
  66634. */
  66635. this.showBackLines = true;
  66636. /**
  66637. * @hidden
  66638. */
  66639. this.renderList = new BABYLON.SmartArray(32);
  66640. this._vertexBuffers = {};
  66641. this.scene = scene;
  66642. scene._addComponent(this);
  66643. }
  66644. /**
  66645. * Registers the component in a given scene
  66646. */
  66647. BoundingBoxRenderer.prototype.register = function () {
  66648. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66649. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66650. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66651. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66652. };
  66653. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66654. if (mesh.showSubMeshesBoundingBox) {
  66655. var boundingInfo = subMesh.getBoundingInfo();
  66656. if (boundingInfo !== null && boundingInfo !== undefined) {
  66657. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66658. this.renderList.push(boundingInfo.boundingBox);
  66659. }
  66660. }
  66661. };
  66662. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66663. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66664. var boundingInfo = sourceMesh.getBoundingInfo();
  66665. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66666. this.renderList.push(boundingInfo.boundingBox);
  66667. }
  66668. };
  66669. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66670. if (this._colorShader) {
  66671. return;
  66672. }
  66673. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66674. attributes: [BABYLON.VertexBuffer.PositionKind],
  66675. uniforms: ["world", "viewProjection", "color"]
  66676. });
  66677. var engine = this.scene.getEngine();
  66678. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66679. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66680. this._createIndexBuffer();
  66681. };
  66682. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66683. var engine = this.scene.getEngine();
  66684. 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]);
  66685. };
  66686. /**
  66687. * Rebuilds the elements related to this component in case of
  66688. * context lost for instance.
  66689. */
  66690. BoundingBoxRenderer.prototype.rebuild = function () {
  66691. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66692. if (vb) {
  66693. vb._rebuild();
  66694. }
  66695. this._createIndexBuffer();
  66696. };
  66697. /**
  66698. * @hidden
  66699. */
  66700. BoundingBoxRenderer.prototype.reset = function () {
  66701. this.renderList.reset();
  66702. };
  66703. /**
  66704. * Render the bounding boxes of a specific rendering group
  66705. * @param renderingGroupId defines the rendering group to render
  66706. */
  66707. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66708. if (this.renderList.length === 0) {
  66709. return;
  66710. }
  66711. this._prepareRessources();
  66712. if (!this._colorShader.isReady()) {
  66713. return;
  66714. }
  66715. var engine = this.scene.getEngine();
  66716. engine.setDepthWrite(false);
  66717. this._colorShader._preBind();
  66718. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66719. var boundingBox = this.renderList.data[boundingBoxIndex];
  66720. if (boundingBox._tag !== renderingGroupId) {
  66721. continue;
  66722. }
  66723. var min = boundingBox.minimum;
  66724. var max = boundingBox.maximum;
  66725. var diff = max.subtract(min);
  66726. var median = min.add(diff.scale(0.5));
  66727. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66728. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66729. .multiply(boundingBox.getWorldMatrix());
  66730. // VBOs
  66731. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66732. if (this.showBackLines) {
  66733. // Back
  66734. engine.setDepthFunctionToGreaterOrEqual();
  66735. this.scene.resetCachedMaterial();
  66736. this._colorShader.setColor4("color", this.backColor.toColor4());
  66737. this._colorShader.bind(worldMatrix);
  66738. // Draw order
  66739. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66740. }
  66741. // Front
  66742. engine.setDepthFunctionToLess();
  66743. this.scene.resetCachedMaterial();
  66744. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66745. this._colorShader.bind(worldMatrix);
  66746. // Draw order
  66747. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66748. }
  66749. this._colorShader.unbind();
  66750. engine.setDepthFunctionToLessOrEqual();
  66751. engine.setDepthWrite(true);
  66752. };
  66753. /**
  66754. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66755. * @param mesh Define the mesh to render the occlusion bounding box for
  66756. */
  66757. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66758. this._prepareRessources();
  66759. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66760. return;
  66761. }
  66762. var engine = this.scene.getEngine();
  66763. engine.setDepthWrite(false);
  66764. engine.setColorWrite(false);
  66765. this._colorShader._preBind();
  66766. var boundingBox = mesh._boundingInfo.boundingBox;
  66767. var min = boundingBox.minimum;
  66768. var max = boundingBox.maximum;
  66769. var diff = max.subtract(min);
  66770. var median = min.add(diff.scale(0.5));
  66771. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66772. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66773. .multiply(boundingBox.getWorldMatrix());
  66774. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66775. engine.setDepthFunctionToLess();
  66776. this.scene.resetCachedMaterial();
  66777. this._colorShader.bind(worldMatrix);
  66778. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66779. this._colorShader.unbind();
  66780. engine.setDepthFunctionToLessOrEqual();
  66781. engine.setDepthWrite(true);
  66782. engine.setColorWrite(true);
  66783. };
  66784. /**
  66785. * Dispose and release the resources attached to this renderer.
  66786. */
  66787. BoundingBoxRenderer.prototype.dispose = function () {
  66788. if (!this._colorShader) {
  66789. return;
  66790. }
  66791. this.renderList.dispose();
  66792. this._colorShader.dispose();
  66793. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66794. if (buffer) {
  66795. buffer.dispose();
  66796. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66797. }
  66798. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66799. };
  66800. return BoundingBoxRenderer;
  66801. }());
  66802. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66803. })(BABYLON || (BABYLON = {}));
  66804. //# sourceMappingURL=boundingBoxRenderer.js.map
  66805. var BABYLON;
  66806. (function (BABYLON) {
  66807. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66808. return this._gl.createTransformFeedback();
  66809. };
  66810. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66811. this._gl.deleteTransformFeedback(value);
  66812. };
  66813. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66814. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66815. };
  66816. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66817. if (usePoints === void 0) { usePoints = true; }
  66818. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66819. };
  66820. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66821. this._gl.endTransformFeedback();
  66822. };
  66823. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66824. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66825. };
  66826. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66827. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66828. };
  66829. })(BABYLON || (BABYLON = {}));
  66830. //# sourceMappingURL=engine.transformFeedback.js.map
  66831. var BABYLON;
  66832. (function (BABYLON) {
  66833. /**
  66834. * This represents a GPU particle system in Babylon
  66835. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66836. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66837. */
  66838. var GPUParticleSystem = /** @class */ (function (_super) {
  66839. __extends(GPUParticleSystem, _super);
  66840. /**
  66841. * Instantiates a GPU particle system.
  66842. * 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.
  66843. * @param name The name of the particle system
  66844. * @param options The options used to create the system
  66845. * @param scene The scene the particle system belongs to
  66846. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66847. */
  66848. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66849. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66850. var _this = _super.call(this, name) || this;
  66851. /**
  66852. * The layer mask we are rendering the particles through.
  66853. */
  66854. _this.layerMask = 0x0FFFFFFF;
  66855. _this._accumulatedCount = 0;
  66856. _this._targetIndex = 0;
  66857. _this._currentRenderId = -1;
  66858. _this._started = false;
  66859. _this._stopped = false;
  66860. _this._timeDelta = 0;
  66861. _this._actualFrame = 0;
  66862. _this._rawTextureWidth = 256;
  66863. /**
  66864. * An event triggered when the system is disposed.
  66865. */
  66866. _this.onDisposeObservable = new BABYLON.Observable();
  66867. /**
  66868. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66869. * to override the particles.
  66870. */
  66871. _this.forceDepthWrite = false;
  66872. _this._preWarmDone = false;
  66873. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66874. // Setup the default processing configuration to the scene.
  66875. _this._attachImageProcessingConfiguration(null);
  66876. _this._engine = _this._scene.getEngine();
  66877. if (!options.randomTextureSize) {
  66878. delete options.randomTextureSize;
  66879. }
  66880. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66881. var optionsAsNumber = options;
  66882. if (isFinite(optionsAsNumber)) {
  66883. fullOptions.capacity = optionsAsNumber;
  66884. }
  66885. _this._capacity = fullOptions.capacity;
  66886. _this._activeCount = fullOptions.capacity;
  66887. _this._currentActiveCount = 0;
  66888. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66889. _this._scene.particleSystems.push(_this);
  66890. _this._updateEffectOptions = {
  66891. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66892. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66893. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66894. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66895. uniformBuffersNames: [],
  66896. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66897. defines: "",
  66898. fallbacks: null,
  66899. onCompiled: null,
  66900. onError: null,
  66901. indexParameters: null,
  66902. maxSimultaneousLights: 0,
  66903. transformFeedbackVaryings: []
  66904. };
  66905. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66906. // Random data
  66907. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66908. var d = [];
  66909. for (var i = 0; i < maxTextureSize; ++i) {
  66910. d.push(Math.random());
  66911. d.push(Math.random());
  66912. d.push(Math.random());
  66913. d.push(Math.random());
  66914. }
  66915. _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);
  66916. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66917. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66918. d = [];
  66919. for (var i = 0; i < maxTextureSize; ++i) {
  66920. d.push(Math.random());
  66921. d.push(Math.random());
  66922. d.push(Math.random());
  66923. d.push(Math.random());
  66924. }
  66925. _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);
  66926. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66927. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66928. _this._randomTextureSize = maxTextureSize;
  66929. return _this;
  66930. }
  66931. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66932. /**
  66933. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66934. */
  66935. get: function () {
  66936. if (!BABYLON.Engine.LastCreatedEngine) {
  66937. return false;
  66938. }
  66939. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66940. },
  66941. enumerable: true,
  66942. configurable: true
  66943. });
  66944. /**
  66945. * Gets the maximum number of particles active at the same time.
  66946. * @returns The max number of active particles.
  66947. */
  66948. GPUParticleSystem.prototype.getCapacity = function () {
  66949. return this._capacity;
  66950. };
  66951. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66952. /**
  66953. * Gets or set the number of active particles
  66954. */
  66955. get: function () {
  66956. return this._activeCount;
  66957. },
  66958. set: function (value) {
  66959. this._activeCount = Math.min(value, this._capacity);
  66960. },
  66961. enumerable: true,
  66962. configurable: true
  66963. });
  66964. /**
  66965. * Is this system ready to be used/rendered
  66966. * @return true if the system is ready
  66967. */
  66968. GPUParticleSystem.prototype.isReady = function () {
  66969. if (!this._updateEffect) {
  66970. this._recreateUpdateEffect();
  66971. this._recreateRenderEffect();
  66972. return false;
  66973. }
  66974. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66975. return false;
  66976. }
  66977. return true;
  66978. };
  66979. /**
  66980. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66981. * @returns True if it has been started, otherwise false.
  66982. */
  66983. GPUParticleSystem.prototype.isStarted = function () {
  66984. return this._started;
  66985. };
  66986. /**
  66987. * Starts the particle system and begins to emit
  66988. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66989. */
  66990. GPUParticleSystem.prototype.start = function (delay) {
  66991. var _this = this;
  66992. if (delay === void 0) { delay = this.startDelay; }
  66993. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66994. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66995. }
  66996. if (delay) {
  66997. setTimeout(function () {
  66998. _this.start(0);
  66999. }, delay);
  67000. return;
  67001. }
  67002. this._started = true;
  67003. this._stopped = false;
  67004. this._preWarmDone = false;
  67005. // Animations
  67006. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67007. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67008. }
  67009. };
  67010. /**
  67011. * Stops the particle system.
  67012. */
  67013. GPUParticleSystem.prototype.stop = function () {
  67014. this._stopped = true;
  67015. };
  67016. /**
  67017. * Remove all active particles
  67018. */
  67019. GPUParticleSystem.prototype.reset = function () {
  67020. this._releaseBuffers();
  67021. this._releaseVAOs();
  67022. this._currentActiveCount = 0;
  67023. this._targetIndex = 0;
  67024. };
  67025. /**
  67026. * Returns the string "GPUParticleSystem"
  67027. * @returns a string containing the class name
  67028. */
  67029. GPUParticleSystem.prototype.getClassName = function () {
  67030. return "GPUParticleSystem";
  67031. };
  67032. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67033. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67034. this._releaseBuffers();
  67035. return this;
  67036. };
  67037. /**
  67038. * Adds a new color gradient
  67039. * @param gradient defines the gradient to use (between 0 and 1)
  67040. * @param color1 defines the color to affect to the specified gradient
  67041. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67042. * @returns the current particle system
  67043. */
  67044. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67045. if (!this._colorGradients) {
  67046. this._colorGradients = [];
  67047. }
  67048. var colorGradient = new BABYLON.ColorGradient();
  67049. colorGradient.gradient = gradient;
  67050. colorGradient.color1 = color1;
  67051. this._colorGradients.push(colorGradient);
  67052. this._colorGradients.sort(function (a, b) {
  67053. if (a.gradient < b.gradient) {
  67054. return -1;
  67055. }
  67056. else if (a.gradient > b.gradient) {
  67057. return 1;
  67058. }
  67059. return 0;
  67060. });
  67061. if (this._colorGradientsTexture) {
  67062. this._colorGradientsTexture.dispose();
  67063. this._colorGradientsTexture = null;
  67064. }
  67065. this._releaseBuffers();
  67066. return this;
  67067. };
  67068. /**
  67069. * Remove a specific color gradient
  67070. * @param gradient defines the gradient to remove
  67071. * @returns the current particle system
  67072. */
  67073. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67074. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67075. this._colorGradientsTexture = null;
  67076. return this;
  67077. };
  67078. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67079. var valueGradient = new BABYLON.FactorGradient();
  67080. valueGradient.gradient = gradient;
  67081. valueGradient.factor1 = factor;
  67082. factorGradients.push(valueGradient);
  67083. factorGradients.sort(function (a, b) {
  67084. if (a.gradient < b.gradient) {
  67085. return -1;
  67086. }
  67087. else if (a.gradient > b.gradient) {
  67088. return 1;
  67089. }
  67090. return 0;
  67091. });
  67092. this._releaseBuffers();
  67093. };
  67094. /**
  67095. * Adds a new size gradient
  67096. * @param gradient defines the gradient to use (between 0 and 1)
  67097. * @param factor defines the size factor to affect to the specified gradient
  67098. * @returns the current particle system
  67099. */
  67100. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67101. if (!this._sizeGradients) {
  67102. this._sizeGradients = [];
  67103. }
  67104. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67105. if (this._sizeGradientsTexture) {
  67106. this._sizeGradientsTexture.dispose();
  67107. this._sizeGradientsTexture = null;
  67108. }
  67109. this._releaseBuffers();
  67110. return this;
  67111. };
  67112. /**
  67113. * Remove a specific size gradient
  67114. * @param gradient defines the gradient to remove
  67115. * @returns the current particle system
  67116. */
  67117. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67118. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67119. this._sizeGradientsTexture = null;
  67120. return this;
  67121. };
  67122. /**
  67123. * Adds a new angular speed gradient
  67124. * @param gradient defines the gradient to use (between 0 and 1)
  67125. * @param factor defines the angular speed to affect to the specified gradient
  67126. * @returns the current particle system
  67127. */
  67128. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67129. if (!this._angularSpeedGradients) {
  67130. this._angularSpeedGradients = [];
  67131. }
  67132. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67133. if (this._angularSpeedGradientsTexture) {
  67134. this._angularSpeedGradientsTexture.dispose();
  67135. this._angularSpeedGradientsTexture = null;
  67136. }
  67137. this._releaseBuffers();
  67138. return this;
  67139. };
  67140. /**
  67141. * Remove a specific angular speed gradient
  67142. * @param gradient defines the gradient to remove
  67143. * @returns the current particle system
  67144. */
  67145. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67146. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67147. this._angularSpeedGradientsTexture = null;
  67148. return this;
  67149. };
  67150. /**
  67151. * Adds a new velocity gradient
  67152. * @param gradient defines the gradient to use (between 0 and 1)
  67153. * @param factor defines the velocity to affect to the specified gradient
  67154. * @returns the current particle system
  67155. */
  67156. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67157. if (!this._velocityGradients) {
  67158. this._velocityGradients = [];
  67159. }
  67160. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67161. if (this._velocityGradientsTexture) {
  67162. this._velocityGradientsTexture.dispose();
  67163. this._velocityGradientsTexture = null;
  67164. }
  67165. this._releaseBuffers();
  67166. return this;
  67167. };
  67168. /**
  67169. * Remove a specific velocity gradient
  67170. * @param gradient defines the gradient to remove
  67171. * @returns the current particle system
  67172. */
  67173. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67174. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67175. this._velocityGradientsTexture = null;
  67176. return this;
  67177. };
  67178. /**
  67179. * Adds a new limit velocity gradient
  67180. * @param gradient defines the gradient to use (between 0 and 1)
  67181. * @param factor defines the limit velocity value to affect to the specified gradient
  67182. * @returns the current particle system
  67183. */
  67184. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67185. if (!this._limitVelocityGradients) {
  67186. this._limitVelocityGradients = [];
  67187. }
  67188. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67189. if (this._limitVelocityGradientsTexture) {
  67190. this._limitVelocityGradientsTexture.dispose();
  67191. this._limitVelocityGradientsTexture = null;
  67192. }
  67193. this._releaseBuffers();
  67194. return this;
  67195. };
  67196. /**
  67197. * Remove a specific limit velocity gradient
  67198. * @param gradient defines the gradient to remove
  67199. * @returns the current particle system
  67200. */
  67201. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67202. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67203. this._limitVelocityGradientsTexture = null;
  67204. return this;
  67205. };
  67206. /**
  67207. * Adds a new drag gradient
  67208. * @param gradient defines the gradient to use (between 0 and 1)
  67209. * @param factor defines the drag value to affect to the specified gradient
  67210. * @returns the current particle system
  67211. */
  67212. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67213. if (!this._dragGradients) {
  67214. this._dragGradients = [];
  67215. }
  67216. this._addFactorGradient(this._dragGradients, gradient, factor);
  67217. if (this._dragGradientsTexture) {
  67218. this._dragGradientsTexture.dispose();
  67219. this._dragGradientsTexture = null;
  67220. }
  67221. this._releaseBuffers();
  67222. return this;
  67223. };
  67224. /**
  67225. * Remove a specific drag gradient
  67226. * @param gradient defines the gradient to remove
  67227. * @returns the current particle system
  67228. */
  67229. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67230. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67231. this._dragGradientsTexture = null;
  67232. return this;
  67233. };
  67234. /**
  67235. * Not supported by GPUParticleSystem
  67236. * @param gradient defines the gradient to use (between 0 and 1)
  67237. * @param factor defines the emit rate value to affect to the specified gradient
  67238. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67239. * @returns the current particle system
  67240. */
  67241. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67242. // Do nothing as emit rate is not supported by GPUParticleSystem
  67243. return this;
  67244. };
  67245. /**
  67246. * Not supported by GPUParticleSystem
  67247. * @param gradient defines the gradient to remove
  67248. * @returns the current particle system
  67249. */
  67250. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67251. // Do nothing as emit rate is not supported by GPUParticleSystem
  67252. return this;
  67253. };
  67254. /**
  67255. * Not supported by GPUParticleSystem
  67256. * @param gradient defines the gradient to use (between 0 and 1)
  67257. * @param factor defines the start size value to affect to the specified gradient
  67258. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67259. * @returns the current particle system
  67260. */
  67261. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67262. // Do nothing as start size is not supported by GPUParticleSystem
  67263. return this;
  67264. };
  67265. /**
  67266. * Not supported by GPUParticleSystem
  67267. * @param gradient defines the gradient to remove
  67268. * @returns the current particle system
  67269. */
  67270. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67271. // Do nothing as start size is not supported by GPUParticleSystem
  67272. return this;
  67273. };
  67274. /**
  67275. * Not supported by GPUParticleSystem
  67276. * @param gradient defines the gradient to use (between 0 and 1)
  67277. * @param min defines the color remap minimal range
  67278. * @param max defines the color remap maximal range
  67279. * @returns the current particle system
  67280. */
  67281. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67282. // Do nothing as start size is not supported by GPUParticleSystem
  67283. return this;
  67284. };
  67285. /**
  67286. * Not supported by GPUParticleSystem
  67287. * @param gradient defines the gradient to remove
  67288. * @returns the current particle system
  67289. */
  67290. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67291. // Do nothing as start size is not supported by GPUParticleSystem
  67292. return this;
  67293. };
  67294. /**
  67295. * Not supported by GPUParticleSystem
  67296. * @param gradient defines the gradient to use (between 0 and 1)
  67297. * @param min defines the alpha remap minimal range
  67298. * @param max defines the alpha remap maximal range
  67299. * @returns the current particle system
  67300. */
  67301. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67302. // Do nothing as start size is not supported by GPUParticleSystem
  67303. return this;
  67304. };
  67305. /**
  67306. * Not supported by GPUParticleSystem
  67307. * @param gradient defines the gradient to remove
  67308. * @returns the current particle system
  67309. */
  67310. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67311. // Do nothing as start size is not supported by GPUParticleSystem
  67312. return this;
  67313. };
  67314. /**
  67315. * Not supported by GPUParticleSystem
  67316. * @param gradient defines the gradient to use (between 0 and 1)
  67317. * @param color defines the color to affect to the specified gradient
  67318. * @returns the current particle system
  67319. */
  67320. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67321. //Not supported by GPUParticleSystem
  67322. return this;
  67323. };
  67324. /**
  67325. * Not supported by GPUParticleSystem
  67326. * @param gradient defines the gradient to remove
  67327. * @returns the current particle system
  67328. */
  67329. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67330. //Not supported by GPUParticleSystem
  67331. return this;
  67332. };
  67333. /**
  67334. * Not supported by GPUParticleSystem
  67335. * @returns the list of ramp gradients
  67336. */
  67337. GPUParticleSystem.prototype.getRampGradients = function () {
  67338. return null;
  67339. };
  67340. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67341. /**
  67342. * Not supported by GPUParticleSystem
  67343. * Gets or sets a boolean indicating that ramp gradients must be used
  67344. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67345. */
  67346. get: function () {
  67347. //Not supported by GPUParticleSystem
  67348. return false;
  67349. },
  67350. set: function (value) {
  67351. //Not supported by GPUParticleSystem
  67352. },
  67353. enumerable: true,
  67354. configurable: true
  67355. });
  67356. /**
  67357. * Not supported by GPUParticleSystem
  67358. * @param gradient defines the gradient to use (between 0 and 1)
  67359. * @param factor defines the life time factor to affect to the specified gradient
  67360. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67361. * @returns the current particle system
  67362. */
  67363. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67364. //Not supported by GPUParticleSystem
  67365. return this;
  67366. };
  67367. /**
  67368. * Not supported by GPUParticleSystem
  67369. * @param gradient defines the gradient to remove
  67370. * @returns the current particle system
  67371. */
  67372. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67373. //Not supported by GPUParticleSystem
  67374. return this;
  67375. };
  67376. GPUParticleSystem.prototype._reset = function () {
  67377. this._releaseBuffers();
  67378. };
  67379. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67380. var updateVertexBuffers = {};
  67381. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67382. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67383. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67384. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67385. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67386. var offset = 12;
  67387. if (!this._colorGradientsTexture) {
  67388. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67389. offset += 4;
  67390. }
  67391. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67392. offset += 3;
  67393. if (!this._isBillboardBased) {
  67394. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67395. offset += 3;
  67396. }
  67397. if (this._angularSpeedGradientsTexture) {
  67398. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67399. offset += 1;
  67400. }
  67401. else {
  67402. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67403. offset += 2;
  67404. }
  67405. if (this._isAnimationSheetEnabled) {
  67406. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67407. offset += 1;
  67408. if (this.spriteRandomStartCell) {
  67409. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67410. offset += 1;
  67411. }
  67412. }
  67413. if (this.noiseTexture) {
  67414. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67415. offset += 3;
  67416. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67417. offset += 3;
  67418. }
  67419. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67420. this._engine.bindArrayBuffer(null);
  67421. return vao;
  67422. };
  67423. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67424. var renderVertexBuffers = {};
  67425. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67426. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67427. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67428. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67429. var offset = 12;
  67430. if (!this._colorGradientsTexture) {
  67431. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67432. offset += 4;
  67433. }
  67434. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67435. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67436. }
  67437. offset += 3; // Direction
  67438. if (!this._isBillboardBased) {
  67439. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67440. offset += 3;
  67441. }
  67442. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67443. if (this._angularSpeedGradientsTexture) {
  67444. offset++;
  67445. }
  67446. else {
  67447. offset += 2;
  67448. }
  67449. if (this._isAnimationSheetEnabled) {
  67450. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67451. offset += 1;
  67452. if (this.spriteRandomStartCell) {
  67453. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67454. offset += 1;
  67455. }
  67456. }
  67457. if (this.noiseTexture) {
  67458. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67459. offset += 3;
  67460. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67461. offset += 3;
  67462. }
  67463. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67464. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67465. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67466. this._engine.bindArrayBuffer(null);
  67467. return vao;
  67468. };
  67469. GPUParticleSystem.prototype._initialize = function (force) {
  67470. if (force === void 0) { force = false; }
  67471. if (this._buffer0 && !force) {
  67472. return;
  67473. }
  67474. var engine = this._scene.getEngine();
  67475. var data = new Array();
  67476. this._attributesStrideSize = 21;
  67477. this._targetIndex = 0;
  67478. if (!this.isBillboardBased) {
  67479. this._attributesStrideSize += 3;
  67480. }
  67481. if (this._colorGradientsTexture) {
  67482. this._attributesStrideSize -= 4;
  67483. }
  67484. if (this._angularSpeedGradientsTexture) {
  67485. this._attributesStrideSize -= 1;
  67486. }
  67487. if (this._isAnimationSheetEnabled) {
  67488. this._attributesStrideSize += 1;
  67489. if (this.spriteRandomStartCell) {
  67490. this._attributesStrideSize += 1;
  67491. }
  67492. }
  67493. if (this.noiseTexture) {
  67494. this._attributesStrideSize += 6;
  67495. }
  67496. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67497. // position
  67498. data.push(0.0);
  67499. data.push(0.0);
  67500. data.push(0.0);
  67501. // Age and life
  67502. data.push(0.0); // create the particle as a dead one to create a new one at start
  67503. data.push(0.0);
  67504. // Seed
  67505. data.push(Math.random());
  67506. data.push(Math.random());
  67507. data.push(Math.random());
  67508. data.push(Math.random());
  67509. // Size
  67510. data.push(0.0);
  67511. data.push(0.0);
  67512. data.push(0.0);
  67513. if (!this._colorGradientsTexture) {
  67514. // color
  67515. data.push(0.0);
  67516. data.push(0.0);
  67517. data.push(0.0);
  67518. data.push(0.0);
  67519. }
  67520. // direction
  67521. data.push(0.0);
  67522. data.push(0.0);
  67523. data.push(0.0);
  67524. if (!this.isBillboardBased) {
  67525. // initialDirection
  67526. data.push(0.0);
  67527. data.push(0.0);
  67528. data.push(0.0);
  67529. }
  67530. // angle
  67531. data.push(0.0);
  67532. if (!this._angularSpeedGradientsTexture) {
  67533. data.push(0.0);
  67534. }
  67535. if (this._isAnimationSheetEnabled) {
  67536. data.push(0.0);
  67537. if (this.spriteRandomStartCell) {
  67538. data.push(0.0);
  67539. }
  67540. }
  67541. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67542. data.push(Math.random());
  67543. data.push(Math.random());
  67544. data.push(Math.random());
  67545. data.push(Math.random());
  67546. data.push(Math.random());
  67547. data.push(Math.random());
  67548. }
  67549. }
  67550. // Sprite data
  67551. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67552. -0.5, 0.5, 0, 1,
  67553. -0.5, -0.5, 0, 0,
  67554. 0.5, -0.5, 1, 0]);
  67555. // Buffers
  67556. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67557. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67558. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67559. // Update VAO
  67560. this._updateVAO = [];
  67561. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67562. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67563. // Render VAO
  67564. this._renderVAO = [];
  67565. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67566. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67567. // Links
  67568. this._sourceBuffer = this._buffer0;
  67569. this._targetBuffer = this._buffer1;
  67570. };
  67571. /** @hidden */
  67572. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67573. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67574. if (this._isBillboardBased) {
  67575. defines += "\n#define BILLBOARD";
  67576. }
  67577. if (this._colorGradientsTexture) {
  67578. defines += "\n#define COLORGRADIENTS";
  67579. }
  67580. if (this._sizeGradientsTexture) {
  67581. defines += "\n#define SIZEGRADIENTS";
  67582. }
  67583. if (this._angularSpeedGradientsTexture) {
  67584. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67585. }
  67586. if (this._velocityGradientsTexture) {
  67587. defines += "\n#define VELOCITYGRADIENTS";
  67588. }
  67589. if (this._limitVelocityGradientsTexture) {
  67590. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67591. }
  67592. if (this._dragGradientsTexture) {
  67593. defines += "\n#define DRAGGRADIENTS";
  67594. }
  67595. if (this.isAnimationSheetEnabled) {
  67596. defines += "\n#define ANIMATESHEET";
  67597. if (this.spriteRandomStartCell) {
  67598. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67599. }
  67600. }
  67601. if (this.noiseTexture) {
  67602. defines += "\n#define NOISE";
  67603. }
  67604. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67605. return;
  67606. }
  67607. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67608. if (!this._colorGradientsTexture) {
  67609. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67610. }
  67611. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67612. if (!this._isBillboardBased) {
  67613. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67614. }
  67615. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67616. if (this.isAnimationSheetEnabled) {
  67617. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67618. if (this.spriteRandomStartCell) {
  67619. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67620. }
  67621. }
  67622. if (this.noiseTexture) {
  67623. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67624. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67625. }
  67626. this._updateEffectOptions.defines = defines;
  67627. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67628. };
  67629. /** @hidden */
  67630. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67631. var defines = "";
  67632. if (this._scene.clipPlane) {
  67633. defines = "\n#define CLIPPLANE";
  67634. }
  67635. if (this._scene.clipPlane2) {
  67636. defines = "\n#define CLIPPLANE2";
  67637. }
  67638. if (this._scene.clipPlane3) {
  67639. defines = "\n#define CLIPPLANE3";
  67640. }
  67641. if (this._scene.clipPlane4) {
  67642. defines = "\n#define CLIPPLANE4";
  67643. }
  67644. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67645. defines = "\n#define BLENDMULTIPLYMODE";
  67646. }
  67647. if (this._isBillboardBased) {
  67648. defines += "\n#define BILLBOARD";
  67649. switch (this.billboardMode) {
  67650. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67651. defines += "\n#define BILLBOARDY";
  67652. break;
  67653. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67654. defines += "\n#define BILLBOARDSTRETCHED";
  67655. break;
  67656. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67657. default:
  67658. break;
  67659. }
  67660. }
  67661. if (this._colorGradientsTexture) {
  67662. defines += "\n#define COLORGRADIENTS";
  67663. }
  67664. if (this.isAnimationSheetEnabled) {
  67665. defines += "\n#define ANIMATESHEET";
  67666. }
  67667. if (this._imageProcessingConfiguration) {
  67668. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67669. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67670. }
  67671. if (this._renderEffect && this._renderEffect.defines === defines) {
  67672. return;
  67673. }
  67674. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67675. var samplers = ["textureSampler", "colorGradientSampler"];
  67676. if (BABYLON.ImageProcessingConfiguration) {
  67677. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67678. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67679. }
  67680. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67681. };
  67682. /**
  67683. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67684. * @param preWarm defines if we are in the pre-warmimg phase
  67685. */
  67686. GPUParticleSystem.prototype.animate = function (preWarm) {
  67687. if (preWarm === void 0) { preWarm = false; }
  67688. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67689. this._actualFrame += this._timeDelta;
  67690. if (!this._stopped) {
  67691. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67692. this.stop();
  67693. }
  67694. }
  67695. };
  67696. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67697. var texture = this[textureName];
  67698. if (!factorGradients || !factorGradients.length || texture) {
  67699. return;
  67700. }
  67701. var data = new Float32Array(this._rawTextureWidth);
  67702. for (var x = 0; x < this._rawTextureWidth; x++) {
  67703. var ratio = x / this._rawTextureWidth;
  67704. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67705. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67706. });
  67707. }
  67708. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67709. };
  67710. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67711. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67712. };
  67713. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67714. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67715. };
  67716. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67717. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67718. };
  67719. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67720. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67721. };
  67722. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67723. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67724. };
  67725. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67726. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67727. return;
  67728. }
  67729. var data = new Uint8Array(this._rawTextureWidth * 4);
  67730. var tmpColor = BABYLON.Tmp.Color4[0];
  67731. for (var x = 0; x < this._rawTextureWidth; x++) {
  67732. var ratio = x / this._rawTextureWidth;
  67733. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67734. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67735. data[x * 4] = tmpColor.r * 255;
  67736. data[x * 4 + 1] = tmpColor.g * 255;
  67737. data[x * 4 + 2] = tmpColor.b * 255;
  67738. data[x * 4 + 3] = tmpColor.a * 255;
  67739. });
  67740. }
  67741. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67742. };
  67743. /**
  67744. * Renders the particle system in its current state
  67745. * @param preWarm defines if the system should only update the particles but not render them
  67746. * @returns the current number of particles
  67747. */
  67748. GPUParticleSystem.prototype.render = function (preWarm) {
  67749. if (preWarm === void 0) { preWarm = false; }
  67750. if (!this._started) {
  67751. return 0;
  67752. }
  67753. this._createColorGradientTexture();
  67754. this._createSizeGradientTexture();
  67755. this._createAngularSpeedGradientTexture();
  67756. this._createVelocityGradientTexture();
  67757. this._createLimitVelocityGradientTexture();
  67758. this._createDragGradientTexture();
  67759. this._recreateUpdateEffect();
  67760. this._recreateRenderEffect();
  67761. if (!this.isReady()) {
  67762. return 0;
  67763. }
  67764. if (!preWarm) {
  67765. if (!this._preWarmDone && this.preWarmCycles) {
  67766. for (var index = 0; index < this.preWarmCycles; index++) {
  67767. this.animate(true);
  67768. this.render(true);
  67769. }
  67770. this._preWarmDone = true;
  67771. }
  67772. if (this._currentRenderId === this._scene.getFrameId()) {
  67773. return 0;
  67774. }
  67775. this._currentRenderId = this._scene.getFrameId();
  67776. }
  67777. // Get everything ready to render
  67778. this._initialize();
  67779. this._accumulatedCount += this.emitRate * this._timeDelta;
  67780. if (this._accumulatedCount > 1) {
  67781. var intPart = this._accumulatedCount | 0;
  67782. this._accumulatedCount -= intPart;
  67783. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67784. }
  67785. if (!this._currentActiveCount) {
  67786. return 0;
  67787. }
  67788. // Enable update effect
  67789. this._engine.enableEffect(this._updateEffect);
  67790. this._engine.setState(false);
  67791. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67792. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67793. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67794. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67795. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67796. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67797. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67798. if (!this._colorGradientsTexture) {
  67799. this._updateEffect.setDirectColor4("color1", this.color1);
  67800. this._updateEffect.setDirectColor4("color2", this.color2);
  67801. }
  67802. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67803. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67804. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67805. this._updateEffect.setVector3("gravity", this.gravity);
  67806. if (this._sizeGradientsTexture) {
  67807. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67808. }
  67809. if (this._angularSpeedGradientsTexture) {
  67810. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67811. }
  67812. if (this._velocityGradientsTexture) {
  67813. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67814. }
  67815. if (this._limitVelocityGradientsTexture) {
  67816. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67817. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67818. }
  67819. if (this._dragGradientsTexture) {
  67820. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67821. }
  67822. if (this.particleEmitterType) {
  67823. this.particleEmitterType.applyToShader(this._updateEffect);
  67824. }
  67825. if (this._isAnimationSheetEnabled) {
  67826. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67827. }
  67828. if (this.noiseTexture) {
  67829. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67830. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67831. }
  67832. var emitterWM;
  67833. if (this.emitter.position) {
  67834. var emitterMesh = this.emitter;
  67835. emitterWM = emitterMesh.getWorldMatrix();
  67836. }
  67837. else {
  67838. var emitterPosition = this.emitter;
  67839. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67840. }
  67841. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67842. // Bind source VAO
  67843. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67844. // Update
  67845. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67846. this._engine.setRasterizerState(false);
  67847. this._engine.beginTransformFeedback(true);
  67848. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67849. this._engine.endTransformFeedback();
  67850. this._engine.setRasterizerState(true);
  67851. this._engine.bindTransformFeedbackBuffer(null);
  67852. if (!preWarm) {
  67853. // Enable render effect
  67854. this._engine.enableEffect(this._renderEffect);
  67855. var viewMatrix = this._scene.getViewMatrix();
  67856. this._renderEffect.setMatrix("view", viewMatrix);
  67857. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67858. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67859. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67860. if (this._colorGradientsTexture) {
  67861. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67862. }
  67863. else {
  67864. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67865. }
  67866. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67867. var baseSize = this.particleTexture.getBaseSize();
  67868. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67869. }
  67870. if (this._isBillboardBased) {
  67871. var camera = this._scene.activeCamera;
  67872. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67873. }
  67874. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67875. var invView = viewMatrix.clone();
  67876. invView.invert();
  67877. this._renderEffect.setMatrix("invView", invView);
  67878. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67879. }
  67880. // image processing
  67881. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67882. this._imageProcessingConfiguration.bind(this._renderEffect);
  67883. }
  67884. // Draw order
  67885. switch (this.blendMode) {
  67886. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67887. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67888. break;
  67889. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67890. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67891. break;
  67892. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67893. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67894. break;
  67895. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67896. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67897. break;
  67898. }
  67899. if (this.forceDepthWrite) {
  67900. this._engine.setDepthWrite(true);
  67901. }
  67902. // Bind source VAO
  67903. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67904. // Render
  67905. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67906. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67907. }
  67908. // Switch VAOs
  67909. this._targetIndex++;
  67910. if (this._targetIndex === 2) {
  67911. this._targetIndex = 0;
  67912. }
  67913. // Switch buffers
  67914. var tmpBuffer = this._sourceBuffer;
  67915. this._sourceBuffer = this._targetBuffer;
  67916. this._targetBuffer = tmpBuffer;
  67917. return this._currentActiveCount;
  67918. };
  67919. /**
  67920. * Rebuilds the particle system
  67921. */
  67922. GPUParticleSystem.prototype.rebuild = function () {
  67923. this._initialize(true);
  67924. };
  67925. GPUParticleSystem.prototype._releaseBuffers = function () {
  67926. if (this._buffer0) {
  67927. this._buffer0.dispose();
  67928. this._buffer0 = null;
  67929. }
  67930. if (this._buffer1) {
  67931. this._buffer1.dispose();
  67932. this._buffer1 = null;
  67933. }
  67934. if (this._spriteBuffer) {
  67935. this._spriteBuffer.dispose();
  67936. this._spriteBuffer = null;
  67937. }
  67938. };
  67939. GPUParticleSystem.prototype._releaseVAOs = function () {
  67940. if (!this._updateVAO) {
  67941. return;
  67942. }
  67943. for (var index = 0; index < this._updateVAO.length; index++) {
  67944. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67945. }
  67946. this._updateVAO = [];
  67947. for (var index = 0; index < this._renderVAO.length; index++) {
  67948. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67949. }
  67950. this._renderVAO = [];
  67951. };
  67952. /**
  67953. * Disposes the particle system and free the associated resources
  67954. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67955. */
  67956. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67957. if (disposeTexture === void 0) { disposeTexture = true; }
  67958. var index = this._scene.particleSystems.indexOf(this);
  67959. if (index > -1) {
  67960. this._scene.particleSystems.splice(index, 1);
  67961. }
  67962. this._releaseBuffers();
  67963. this._releaseVAOs();
  67964. if (this._colorGradientsTexture) {
  67965. this._colorGradientsTexture.dispose();
  67966. this._colorGradientsTexture = null;
  67967. }
  67968. if (this._sizeGradientsTexture) {
  67969. this._sizeGradientsTexture.dispose();
  67970. this._sizeGradientsTexture = null;
  67971. }
  67972. if (this._angularSpeedGradientsTexture) {
  67973. this._angularSpeedGradientsTexture.dispose();
  67974. this._angularSpeedGradientsTexture = null;
  67975. }
  67976. if (this._velocityGradientsTexture) {
  67977. this._velocityGradientsTexture.dispose();
  67978. this._velocityGradientsTexture = null;
  67979. }
  67980. if (this._limitVelocityGradientsTexture) {
  67981. this._limitVelocityGradientsTexture.dispose();
  67982. this._limitVelocityGradientsTexture = null;
  67983. }
  67984. if (this._dragGradientsTexture) {
  67985. this._dragGradientsTexture.dispose();
  67986. this._dragGradientsTexture = null;
  67987. }
  67988. if (this._randomTexture) {
  67989. this._randomTexture.dispose();
  67990. this._randomTexture = null;
  67991. }
  67992. if (this._randomTexture2) {
  67993. this._randomTexture2.dispose();
  67994. this._randomTexture2 = null;
  67995. }
  67996. if (disposeTexture && this.particleTexture) {
  67997. this.particleTexture.dispose();
  67998. this.particleTexture = null;
  67999. }
  68000. if (disposeTexture && this.noiseTexture) {
  68001. this.noiseTexture.dispose();
  68002. this.noiseTexture = null;
  68003. }
  68004. // Callback
  68005. this.onDisposeObservable.notifyObservers(this);
  68006. this.onDisposeObservable.clear();
  68007. };
  68008. /**
  68009. * Clones the particle system.
  68010. * @param name The name of the cloned object
  68011. * @param newEmitter The new emitter to use
  68012. * @returns the cloned particle system
  68013. */
  68014. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68015. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68016. BABYLON.Tools.DeepCopy(this, result);
  68017. if (newEmitter === undefined) {
  68018. newEmitter = this.emitter;
  68019. }
  68020. result.emitter = newEmitter;
  68021. if (this.particleTexture) {
  68022. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68023. }
  68024. return result;
  68025. };
  68026. /**
  68027. * Serializes the particle system to a JSON object.
  68028. * @returns the JSON object
  68029. */
  68030. GPUParticleSystem.prototype.serialize = function () {
  68031. var serializationObject = {};
  68032. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68033. serializationObject.activeParticleCount = this.activeParticleCount;
  68034. return serializationObject;
  68035. };
  68036. /**
  68037. * Parses a JSON object to create a GPU particle system.
  68038. * @param parsedParticleSystem The JSON object to parse
  68039. * @param scene The scene to create the particle system in
  68040. * @param rootUrl The root url to use to load external dependencies like texture
  68041. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68042. * @returns the parsed GPU particle system
  68043. */
  68044. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68045. if (doNotStart === void 0) { doNotStart = false; }
  68046. var name = parsedParticleSystem.name;
  68047. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68048. if (parsedParticleSystem.activeParticleCount) {
  68049. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68050. }
  68051. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68052. // Auto start
  68053. if (parsedParticleSystem.preventAutoStart) {
  68054. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68055. }
  68056. if (!doNotStart && !particleSystem.preventAutoStart) {
  68057. particleSystem.start();
  68058. }
  68059. return particleSystem;
  68060. };
  68061. return GPUParticleSystem;
  68062. }(BABYLON.BaseParticleSystem));
  68063. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68064. })(BABYLON || (BABYLON = {}));
  68065. //# sourceMappingURL=gpuParticleSystem.js.map
  68066. var BABYLON;
  68067. (function (BABYLON) {
  68068. /**
  68069. * Represents one particle of a solid particle system.
  68070. */
  68071. var SolidParticle = /** @class */ (function () {
  68072. /**
  68073. * Creates a Solid Particle object.
  68074. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68075. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68076. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68077. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68078. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68079. * @param shapeId (integer) is the model shape identifier in the SPS.
  68080. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68081. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68082. */
  68083. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68084. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68085. /**
  68086. * particle global index
  68087. */
  68088. this.idx = 0;
  68089. /**
  68090. * The color of the particle
  68091. */
  68092. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68093. /**
  68094. * The world space position of the particle.
  68095. */
  68096. this.position = BABYLON.Vector3.Zero();
  68097. /**
  68098. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68099. */
  68100. this.rotation = BABYLON.Vector3.Zero();
  68101. /**
  68102. * The scaling of the particle.
  68103. */
  68104. this.scaling = BABYLON.Vector3.One();
  68105. /**
  68106. * The uvs of the particle.
  68107. */
  68108. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68109. /**
  68110. * The current speed of the particle.
  68111. */
  68112. this.velocity = BABYLON.Vector3.Zero();
  68113. /**
  68114. * The pivot point in the particle local space.
  68115. */
  68116. this.pivot = BABYLON.Vector3.Zero();
  68117. /**
  68118. * Must the particle be translated from its pivot point in its local space ?
  68119. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68120. * Default : false
  68121. */
  68122. this.translateFromPivot = false;
  68123. /**
  68124. * Is the particle active or not ?
  68125. */
  68126. this.alive = true;
  68127. /**
  68128. * Is the particle visible or not ?
  68129. */
  68130. this.isVisible = true;
  68131. /**
  68132. * Index of this particle in the global "positions" array (Internal use)
  68133. * @hidden
  68134. */
  68135. this._pos = 0;
  68136. /**
  68137. * @hidden Index of this particle in the global "indices" array (Internal use)
  68138. */
  68139. this._ind = 0;
  68140. /**
  68141. * ModelShape id of this particle
  68142. */
  68143. this.shapeId = 0;
  68144. /**
  68145. * Index of the particle in its shape id (Internal use)
  68146. */
  68147. this.idxInShape = 0;
  68148. /**
  68149. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68150. */
  68151. this._stillInvisible = false;
  68152. /**
  68153. * @hidden Last computed particle rotation matrix
  68154. */
  68155. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68156. /**
  68157. * Parent particle Id, if any.
  68158. * Default null.
  68159. */
  68160. this.parentId = null;
  68161. /**
  68162. * @hidden Internal global position in the SPS.
  68163. */
  68164. this._globalPosition = BABYLON.Vector3.Zero();
  68165. this.idx = particleIndex;
  68166. this._pos = positionIndex;
  68167. this._ind = indiceIndex;
  68168. this._model = model;
  68169. this.shapeId = shapeId;
  68170. this.idxInShape = idxInShape;
  68171. this._sps = sps;
  68172. if (modelBoundingInfo) {
  68173. this._modelBoundingInfo = modelBoundingInfo;
  68174. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68175. }
  68176. }
  68177. Object.defineProperty(SolidParticle.prototype, "scale", {
  68178. /**
  68179. * Legacy support, changed scale to scaling
  68180. */
  68181. get: function () {
  68182. return this.scaling;
  68183. },
  68184. /**
  68185. * Legacy support, changed scale to scaling
  68186. */
  68187. set: function (scale) {
  68188. this.scaling = scale;
  68189. },
  68190. enumerable: true,
  68191. configurable: true
  68192. });
  68193. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68194. /**
  68195. * Legacy support, changed quaternion to rotationQuaternion
  68196. */
  68197. get: function () {
  68198. return this.rotationQuaternion;
  68199. },
  68200. /**
  68201. * Legacy support, changed quaternion to rotationQuaternion
  68202. */
  68203. set: function (q) {
  68204. this.rotationQuaternion = q;
  68205. },
  68206. enumerable: true,
  68207. configurable: true
  68208. });
  68209. /**
  68210. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68211. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68212. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68213. * @returns true if it intersects
  68214. */
  68215. SolidParticle.prototype.intersectsMesh = function (target) {
  68216. if (!this._boundingInfo || !target._boundingInfo) {
  68217. return false;
  68218. }
  68219. if (this._sps._bSphereOnly) {
  68220. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68221. }
  68222. return this._boundingInfo.intersects(target._boundingInfo, false);
  68223. };
  68224. /**
  68225. * get the rotation matrix of the particle
  68226. * @hidden
  68227. */
  68228. SolidParticle.prototype.getRotationMatrix = function (m) {
  68229. var quaternion;
  68230. if (this.rotationQuaternion) {
  68231. quaternion = this.rotationQuaternion;
  68232. }
  68233. else {
  68234. quaternion = BABYLON.Tmp.Quaternion[0];
  68235. var rotation = this.rotation;
  68236. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68237. }
  68238. quaternion.toRotationMatrix(m);
  68239. };
  68240. return SolidParticle;
  68241. }());
  68242. BABYLON.SolidParticle = SolidParticle;
  68243. /**
  68244. * Represents the shape of the model used by one particle of a solid particle system.
  68245. * SPS internal tool, don't use it manually.
  68246. */
  68247. var ModelShape = /** @class */ (function () {
  68248. /**
  68249. * 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.
  68250. * SPS internal tool, don't use it manually.
  68251. * @hidden
  68252. */
  68253. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68254. /**
  68255. * length of the shape in the model indices array (internal use)
  68256. * @hidden
  68257. */
  68258. this._indicesLength = 0;
  68259. this.shapeID = id;
  68260. this._shape = shape;
  68261. this._indicesLength = indicesLength;
  68262. this._shapeUV = shapeUV;
  68263. this._positionFunction = posFunction;
  68264. this._vertexFunction = vtxFunction;
  68265. }
  68266. return ModelShape;
  68267. }());
  68268. BABYLON.ModelShape = ModelShape;
  68269. /**
  68270. * Represents a Depth Sorted Particle in the solid particle system.
  68271. */
  68272. var DepthSortedParticle = /** @class */ (function () {
  68273. function DepthSortedParticle() {
  68274. /**
  68275. * Index of the particle in the "indices" array
  68276. */
  68277. this.ind = 0;
  68278. /**
  68279. * Length of the particle shape in the "indices" array
  68280. */
  68281. this.indicesLength = 0;
  68282. /**
  68283. * Squared distance from the particle to the camera
  68284. */
  68285. this.sqDistance = 0.0;
  68286. }
  68287. return DepthSortedParticle;
  68288. }());
  68289. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68290. })(BABYLON || (BABYLON = {}));
  68291. //# sourceMappingURL=solidParticle.js.map
  68292. var BABYLON;
  68293. (function (BABYLON) {
  68294. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68295. /**
  68296. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68297. *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.
  68298. * The SPS is also a particle system. It provides some methods to manage the particles.
  68299. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68300. *
  68301. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68302. */
  68303. var SolidParticleSystem = /** @class */ (function () {
  68304. /**
  68305. * Creates a SPS (Solid Particle System) object.
  68306. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68307. * @param scene (Scene) is the scene in which the SPS is added.
  68308. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68309. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68310. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68311. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68312. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68313. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68314. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68315. */
  68316. function SolidParticleSystem(name, scene, options) {
  68317. /**
  68318. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68319. * Example : var p = SPS.particles[i];
  68320. */
  68321. this.particles = new Array();
  68322. /**
  68323. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68324. */
  68325. this.nbParticles = 0;
  68326. /**
  68327. * If the particles must ever face the camera (default false). Useful for planar particles.
  68328. */
  68329. this.billboard = false;
  68330. /**
  68331. * Recompute normals when adding a shape
  68332. */
  68333. this.recomputeNormals = true;
  68334. /**
  68335. * This a counter ofr your own usage. It's not set by any SPS functions.
  68336. */
  68337. this.counter = 0;
  68338. /**
  68339. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68340. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68341. */
  68342. this.vars = {};
  68343. /**
  68344. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68345. * @hidden
  68346. */
  68347. this._bSphereOnly = false;
  68348. /**
  68349. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68350. * @hidden
  68351. */
  68352. this._bSphereRadiusFactor = 1.0;
  68353. this._positions = new Array();
  68354. this._indices = new Array();
  68355. this._normals = new Array();
  68356. this._colors = new Array();
  68357. this._uvs = new Array();
  68358. this._index = 0; // indices index
  68359. this._updatable = true;
  68360. this._pickable = false;
  68361. this._isVisibilityBoxLocked = false;
  68362. this._alwaysVisible = false;
  68363. this._depthSort = false;
  68364. this._shapeCounter = 0;
  68365. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68366. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68367. this._computeParticleColor = true;
  68368. this._computeParticleTexture = true;
  68369. this._computeParticleRotation = true;
  68370. this._computeParticleVertex = false;
  68371. this._computeBoundingBox = false;
  68372. this._depthSortParticles = true;
  68373. this._mustUnrotateFixedNormals = false;
  68374. this._particlesIntersect = false;
  68375. this._needs32Bits = false;
  68376. this.name = name;
  68377. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68378. this._camera = scene.activeCamera;
  68379. this._pickable = options ? options.isPickable : false;
  68380. this._depthSort = options ? options.enableDepthSort : false;
  68381. this._particlesIntersect = options ? options.particleIntersection : false;
  68382. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68383. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68384. if (options && options.updatable !== undefined) {
  68385. this._updatable = options.updatable;
  68386. }
  68387. else {
  68388. this._updatable = true;
  68389. }
  68390. if (this._pickable) {
  68391. this.pickedParticles = [];
  68392. }
  68393. if (this._depthSort) {
  68394. this.depthSortedParticles = [];
  68395. }
  68396. }
  68397. /**
  68398. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68399. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68400. * @returns the created mesh
  68401. */
  68402. SolidParticleSystem.prototype.buildMesh = function () {
  68403. if (this.nbParticles === 0) {
  68404. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68405. this.addShape(triangle, 1);
  68406. triangle.dispose();
  68407. }
  68408. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68409. this._positions32 = new Float32Array(this._positions);
  68410. this._uvs32 = new Float32Array(this._uvs);
  68411. this._colors32 = new Float32Array(this._colors);
  68412. if (this.recomputeNormals) {
  68413. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68414. }
  68415. this._normals32 = new Float32Array(this._normals);
  68416. this._fixedNormal32 = new Float32Array(this._normals);
  68417. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68418. this._unrotateFixedNormals();
  68419. }
  68420. var vertexData = new BABYLON.VertexData();
  68421. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68422. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68423. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68424. if (this._uvs32.length > 0) {
  68425. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68426. }
  68427. if (this._colors32.length > 0) {
  68428. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68429. }
  68430. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68431. vertexData.applyToMesh(mesh, this._updatable);
  68432. this.mesh = mesh;
  68433. this.mesh.isPickable = this._pickable;
  68434. // free memory
  68435. if (!this._depthSort) {
  68436. this._indices = null;
  68437. }
  68438. this._positions = null;
  68439. this._normals = null;
  68440. this._uvs = null;
  68441. this._colors = null;
  68442. if (!this._updatable) {
  68443. this.particles.length = 0;
  68444. }
  68445. return mesh;
  68446. };
  68447. /**
  68448. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68449. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68450. * Thus the particles generated from `digest()` have their property `position` set yet.
  68451. * @param mesh ( Mesh ) is the mesh to be digested
  68452. * @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
  68453. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68454. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68455. * @returns the current SPS
  68456. */
  68457. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68458. var size = (options && options.facetNb) || 1;
  68459. var number = (options && options.number) || 0;
  68460. var delta = (options && options.delta) || 0;
  68461. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68462. var meshInd = mesh.getIndices();
  68463. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68464. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68465. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68466. var f = 0; // facet counter
  68467. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68468. // compute size from number
  68469. if (number) {
  68470. number = (number > totalFacets) ? totalFacets : number;
  68471. size = Math.round(totalFacets / number);
  68472. delta = 0;
  68473. }
  68474. else {
  68475. size = (size > totalFacets) ? totalFacets : size;
  68476. }
  68477. var facetPos = []; // submesh positions
  68478. var facetInd = []; // submesh indices
  68479. var facetUV = []; // submesh UV
  68480. var facetCol = []; // submesh colors
  68481. var barycenter = BABYLON.Vector3.Zero();
  68482. var sizeO = size;
  68483. while (f < totalFacets) {
  68484. size = sizeO + Math.floor((1 + delta) * Math.random());
  68485. if (f > totalFacets - size) {
  68486. size = totalFacets - f;
  68487. }
  68488. // reset temp arrays
  68489. facetPos.length = 0;
  68490. facetInd.length = 0;
  68491. facetUV.length = 0;
  68492. facetCol.length = 0;
  68493. // iterate over "size" facets
  68494. var fi = 0;
  68495. for (var j = f * 3; j < (f + size) * 3; j++) {
  68496. facetInd.push(fi);
  68497. var i = meshInd[j];
  68498. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68499. if (meshUV) {
  68500. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68501. }
  68502. if (meshCol) {
  68503. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68504. }
  68505. fi++;
  68506. }
  68507. // create a model shape for each single particle
  68508. var idx = this.nbParticles;
  68509. var shape = this._posToShape(facetPos);
  68510. var shapeUV = this._uvsToShapeUV(facetUV);
  68511. // compute the barycenter of the shape
  68512. var v;
  68513. for (v = 0; v < shape.length; v++) {
  68514. barycenter.addInPlace(shape[v]);
  68515. }
  68516. barycenter.scaleInPlace(1 / shape.length);
  68517. // shift the shape from its barycenter to the origin
  68518. for (v = 0; v < shape.length; v++) {
  68519. shape[v].subtractInPlace(barycenter);
  68520. }
  68521. var bInfo;
  68522. if (this._particlesIntersect) {
  68523. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68524. }
  68525. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68526. // add the particle in the SPS
  68527. var currentPos = this._positions.length;
  68528. var currentInd = this._indices.length;
  68529. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68530. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68531. // initialize the particle position
  68532. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68533. this._index += shape.length;
  68534. idx++;
  68535. this.nbParticles++;
  68536. this._shapeCounter++;
  68537. f += size;
  68538. }
  68539. return this;
  68540. };
  68541. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68542. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68543. var index = 0;
  68544. var idx = 0;
  68545. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68546. var quaternion = BABYLON.Tmp.Quaternion[0];
  68547. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68548. for (var p = 0; p < this.particles.length; p++) {
  68549. var particle = this.particles[p];
  68550. var shape = particle._model._shape;
  68551. // computing the inverse of the rotation matrix from the quaternion
  68552. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68553. if (particle.rotationQuaternion) {
  68554. particle.rotationQuaternion.conjugateToRef(quaternion);
  68555. }
  68556. else {
  68557. var rotation = particle.rotation;
  68558. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68559. quaternion.conjugateInPlace();
  68560. }
  68561. quaternion.toRotationMatrix(invertedRotMatrix);
  68562. for (var pt = 0; pt < shape.length; pt++) {
  68563. idx = index + pt * 3;
  68564. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68565. tmpNormal.toArray(this._fixedNormal32, idx);
  68566. }
  68567. index = idx + 3;
  68568. }
  68569. };
  68570. //reset copy
  68571. SolidParticleSystem.prototype._resetCopy = function () {
  68572. var copy = this._copy;
  68573. copy.position.setAll(0);
  68574. copy.rotation.setAll(0);
  68575. copy.rotationQuaternion = null;
  68576. copy.scaling.setAll(1);
  68577. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68578. copy.color = null;
  68579. copy.translateFromPivot = false;
  68580. };
  68581. // _meshBuilder : inserts the shape model in the global SPS mesh
  68582. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68583. var i;
  68584. var u = 0;
  68585. var c = 0;
  68586. var n = 0;
  68587. this._resetCopy();
  68588. var copy = this._copy;
  68589. if (options && options.positionFunction) { // call to custom positionFunction
  68590. options.positionFunction(copy, idx, idxInShape);
  68591. this._mustUnrotateFixedNormals = true;
  68592. }
  68593. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68594. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68595. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68596. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68597. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68598. copy.getRotationMatrix(rotMatrix);
  68599. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68600. if (copy.translateFromPivot) {
  68601. pivotBackTranslation.setAll(0.0);
  68602. }
  68603. else {
  68604. pivotBackTranslation.copyFrom(scaledPivot);
  68605. }
  68606. for (i = 0; i < shape.length; i++) {
  68607. tmpVertex.copyFrom(shape[i]);
  68608. if (options && options.vertexFunction) {
  68609. options.vertexFunction(copy, tmpVertex, i);
  68610. }
  68611. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68612. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68613. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68614. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68615. if (meshUV) {
  68616. var copyUvs = copy.uvs;
  68617. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68618. u += 2;
  68619. }
  68620. if (copy.color) {
  68621. this._color = copy.color;
  68622. }
  68623. else {
  68624. var color = this._color;
  68625. if (meshCol && meshCol[c] !== undefined) {
  68626. color.r = meshCol[c];
  68627. color.g = meshCol[c + 1];
  68628. color.b = meshCol[c + 2];
  68629. color.a = meshCol[c + 3];
  68630. }
  68631. else {
  68632. color.r = 1.0;
  68633. color.g = 1.0;
  68634. color.b = 1.0;
  68635. color.a = 1.0;
  68636. }
  68637. }
  68638. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68639. c += 4;
  68640. if (!this.recomputeNormals && meshNor) {
  68641. tmpVertex.x = meshNor[n];
  68642. tmpVertex.y = meshNor[n + 1];
  68643. tmpVertex.z = meshNor[n + 2];
  68644. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68645. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68646. n += 3;
  68647. }
  68648. }
  68649. for (i = 0; i < meshInd.length; i++) {
  68650. var current_ind = p + meshInd[i];
  68651. indices.push(current_ind);
  68652. if (current_ind > 65535) {
  68653. this._needs32Bits = true;
  68654. }
  68655. }
  68656. if (this._pickable) {
  68657. var nbfaces = meshInd.length / 3;
  68658. for (i = 0; i < nbfaces; i++) {
  68659. this.pickedParticles.push({ idx: idx, faceId: i });
  68660. }
  68661. }
  68662. if (this._depthSort) {
  68663. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68664. }
  68665. return copy;
  68666. };
  68667. // returns a shape array from positions array
  68668. SolidParticleSystem.prototype._posToShape = function (positions) {
  68669. var shape = [];
  68670. for (var i = 0; i < positions.length; i += 3) {
  68671. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68672. }
  68673. return shape;
  68674. };
  68675. // returns a shapeUV array from a Vector4 uvs
  68676. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68677. var shapeUV = [];
  68678. if (uvs) {
  68679. for (var i = 0; i < uvs.length; i++) {
  68680. shapeUV.push(uvs[i]);
  68681. }
  68682. }
  68683. return shapeUV;
  68684. };
  68685. // adds a new particle object in the particles array
  68686. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68687. if (bInfo === void 0) { bInfo = null; }
  68688. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68689. this.particles.push(sp);
  68690. return sp;
  68691. };
  68692. /**
  68693. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68694. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68695. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68696. * @param nb (positive integer) the number of particles to be created from this model
  68697. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68698. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68699. * @returns the number of shapes in the system
  68700. */
  68701. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68702. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68703. var meshInd = mesh.getIndices();
  68704. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68705. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68706. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68707. var bbInfo;
  68708. if (this._particlesIntersect) {
  68709. bbInfo = mesh.getBoundingInfo();
  68710. }
  68711. var shape = this._posToShape(meshPos);
  68712. var shapeUV = this._uvsToShapeUV(meshUV);
  68713. var posfunc = options ? options.positionFunction : null;
  68714. var vtxfunc = options ? options.vertexFunction : null;
  68715. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68716. // particles
  68717. var sp;
  68718. var currentCopy;
  68719. var idx = this.nbParticles;
  68720. for (var i = 0; i < nb; i++) {
  68721. var currentPos = this._positions.length;
  68722. var currentInd = this._indices.length;
  68723. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68724. if (this._updatable) {
  68725. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68726. sp.position.copyFrom(currentCopy.position);
  68727. sp.rotation.copyFrom(currentCopy.rotation);
  68728. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68729. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68730. }
  68731. if (currentCopy.color && sp.color) {
  68732. sp.color.copyFrom(currentCopy.color);
  68733. }
  68734. sp.scaling.copyFrom(currentCopy.scaling);
  68735. sp.uvs.copyFrom(currentCopy.uvs);
  68736. }
  68737. this._index += shape.length;
  68738. idx++;
  68739. }
  68740. this.nbParticles += nb;
  68741. this._shapeCounter++;
  68742. return this._shapeCounter - 1;
  68743. };
  68744. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68745. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68746. this._resetCopy();
  68747. var copy = this._copy;
  68748. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68749. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68750. }
  68751. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68752. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68753. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68754. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68755. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68756. copy.getRotationMatrix(rotMatrix);
  68757. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68758. if (copy.translateFromPivot) {
  68759. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68760. }
  68761. else {
  68762. pivotBackTranslation.copyFrom(scaledPivot);
  68763. }
  68764. var shape = particle._model._shape;
  68765. for (var pt = 0; pt < shape.length; pt++) {
  68766. tmpVertex.copyFrom(shape[pt]);
  68767. if (particle._model._vertexFunction) {
  68768. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68769. }
  68770. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68771. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68772. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68773. }
  68774. particle.position.setAll(0.0);
  68775. particle.rotation.setAll(0.0);
  68776. particle.rotationQuaternion = null;
  68777. particle.scaling.setAll(1.0);
  68778. particle.uvs.setAll(0.0);
  68779. particle.pivot.setAll(0.0);
  68780. particle.translateFromPivot = false;
  68781. particle.parentId = null;
  68782. };
  68783. /**
  68784. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68785. * @returns the SPS.
  68786. */
  68787. SolidParticleSystem.prototype.rebuildMesh = function () {
  68788. for (var p = 0; p < this.particles.length; p++) {
  68789. this._rebuildParticle(this.particles[p]);
  68790. }
  68791. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68792. return this;
  68793. };
  68794. /**
  68795. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68796. * This method calls `updateParticle()` for each particle of the SPS.
  68797. * For an animated SPS, it is usually called within the render loop.
  68798. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68799. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68800. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68801. * @returns the SPS.
  68802. */
  68803. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68804. if (start === void 0) { start = 0; }
  68805. if (end === void 0) { end = this.nbParticles - 1; }
  68806. if (update === void 0) { update = true; }
  68807. if (!this._updatable) {
  68808. return this;
  68809. }
  68810. // custom beforeUpdate
  68811. this.beforeUpdateParticles(start, end, update);
  68812. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68813. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68814. var mesh = this.mesh;
  68815. var colors32 = this._colors32;
  68816. var positions32 = this._positions32;
  68817. var normals32 = this._normals32;
  68818. var uvs32 = this._uvs32;
  68819. var indices32 = this._indices32;
  68820. var indices = this._indices;
  68821. var fixedNormal32 = this._fixedNormal32;
  68822. var tempVectors = BABYLON.Tmp.Vector3;
  68823. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68824. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68825. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68826. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68827. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68828. var camInvertedPosition = tempVectors[10].setAll(0);
  68829. // cases when the World Matrix is to be computed first
  68830. if (this.billboard || this._depthSort) {
  68831. this.mesh.computeWorldMatrix(true);
  68832. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68833. }
  68834. // if the particles will always face the camera
  68835. if (this.billboard) {
  68836. // compute the camera position and un-rotate it by the current mesh rotation
  68837. var tmpVertex = tempVectors[0];
  68838. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68839. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68840. camAxisZ.normalize();
  68841. // same for camera up vector extracted from the cam view matrix
  68842. var view = this._camera.getViewMatrix(true);
  68843. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68844. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68845. camAxisY.normalize();
  68846. camAxisX.normalize();
  68847. }
  68848. // if depthSort, compute the camera global position in the mesh local system
  68849. if (this._depthSort) {
  68850. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68851. }
  68852. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68853. var idx = 0; // current position index in the global array positions32
  68854. var index = 0; // position start index in the global array positions32 of the current particle
  68855. var colidx = 0; // current color index in the global array colors32
  68856. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68857. var uvidx = 0; // current uv index in the global array uvs32
  68858. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68859. var pt = 0; // current index in the particle model shape
  68860. if (this.mesh.isFacetDataEnabled) {
  68861. this._computeBoundingBox = true;
  68862. }
  68863. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68864. if (this._computeBoundingBox) {
  68865. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68866. var boundingInfo = this.mesh._boundingInfo;
  68867. if (boundingInfo) {
  68868. minimum.copyFrom(boundingInfo.minimum);
  68869. maximum.copyFrom(boundingInfo.maximum);
  68870. }
  68871. }
  68872. }
  68873. // particle loop
  68874. index = this.particles[start]._pos;
  68875. var vpos = (index / 3) | 0;
  68876. colorIndex = vpos * 4;
  68877. uvIndex = vpos * 2;
  68878. for (var p = start; p <= end; p++) {
  68879. var particle = this.particles[p];
  68880. // call to custom user function to update the particle properties
  68881. this.updateParticle(particle);
  68882. var shape = particle._model._shape;
  68883. var shapeUV = particle._model._shapeUV;
  68884. var particleRotationMatrix = particle._rotationMatrix;
  68885. var particlePosition = particle.position;
  68886. var particleRotation = particle.rotation;
  68887. var particleScaling = particle.scaling;
  68888. var particleGlobalPosition = particle._globalPosition;
  68889. // camera-particle distance for depth sorting
  68890. if (this._depthSort && this._depthSortParticles) {
  68891. var dsp = this.depthSortedParticles[p];
  68892. dsp.ind = particle._ind;
  68893. dsp.indicesLength = particle._model._indicesLength;
  68894. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68895. }
  68896. // skip the computations for inactive or already invisible particles
  68897. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68898. // increment indexes for the next particle
  68899. pt = shape.length;
  68900. index += pt * 3;
  68901. colorIndex += pt * 4;
  68902. uvIndex += pt * 2;
  68903. continue;
  68904. }
  68905. if (particle.isVisible) {
  68906. particle._stillInvisible = false; // un-mark permanent invisibility
  68907. var scaledPivot = tempVectors[12];
  68908. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68909. // particle rotation matrix
  68910. if (this.billboard) {
  68911. particleRotation.x = 0.0;
  68912. particleRotation.y = 0.0;
  68913. }
  68914. if (this._computeParticleRotation || this.billboard) {
  68915. particle.getRotationMatrix(rotMatrix);
  68916. }
  68917. var particleHasParent = (particle.parentId !== null);
  68918. if (particleHasParent) {
  68919. var parent_1 = this.particles[particle.parentId];
  68920. var parentRotationMatrix = parent_1._rotationMatrix;
  68921. var parentGlobalPosition = parent_1._globalPosition;
  68922. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68923. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68924. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68925. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68926. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68927. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68928. if (this._computeParticleRotation || this.billboard) {
  68929. var rotMatrixValues = rotMatrix.m;
  68930. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68931. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68932. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68933. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68934. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68935. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68936. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68937. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68938. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68939. }
  68940. }
  68941. else {
  68942. particleGlobalPosition.x = particlePosition.x;
  68943. particleGlobalPosition.y = particlePosition.y;
  68944. particleGlobalPosition.z = particlePosition.z;
  68945. if (this._computeParticleRotation || this.billboard) {
  68946. var rotMatrixValues = rotMatrix.m;
  68947. particleRotationMatrix[0] = rotMatrixValues[0];
  68948. particleRotationMatrix[1] = rotMatrixValues[1];
  68949. particleRotationMatrix[2] = rotMatrixValues[2];
  68950. particleRotationMatrix[3] = rotMatrixValues[4];
  68951. particleRotationMatrix[4] = rotMatrixValues[5];
  68952. particleRotationMatrix[5] = rotMatrixValues[6];
  68953. particleRotationMatrix[6] = rotMatrixValues[8];
  68954. particleRotationMatrix[7] = rotMatrixValues[9];
  68955. particleRotationMatrix[8] = rotMatrixValues[10];
  68956. }
  68957. }
  68958. var pivotBackTranslation = tempVectors[11];
  68959. if (particle.translateFromPivot) {
  68960. pivotBackTranslation.setAll(0.0);
  68961. }
  68962. else {
  68963. pivotBackTranslation.copyFrom(scaledPivot);
  68964. }
  68965. // particle vertex loop
  68966. for (pt = 0; pt < shape.length; pt++) {
  68967. idx = index + pt * 3;
  68968. colidx = colorIndex + pt * 4;
  68969. uvidx = uvIndex + pt * 2;
  68970. var tmpVertex = tempVectors[0];
  68971. tmpVertex.copyFrom(shape[pt]);
  68972. if (this._computeParticleVertex) {
  68973. this.updateParticleVertex(particle, tmpVertex, pt);
  68974. }
  68975. // positions
  68976. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68977. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68978. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68979. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68980. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68981. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68982. rotatedX += pivotBackTranslation.x;
  68983. rotatedY += pivotBackTranslation.y;
  68984. rotatedZ += pivotBackTranslation.z;
  68985. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68986. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68987. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68988. if (this._computeBoundingBox) {
  68989. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68990. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68991. }
  68992. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68993. if (!this._computeParticleVertex) {
  68994. var normalx = fixedNormal32[idx];
  68995. var normaly = fixedNormal32[idx + 1];
  68996. var normalz = fixedNormal32[idx + 2];
  68997. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68998. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68999. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69000. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69001. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69002. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69003. }
  69004. if (this._computeParticleColor && particle.color) {
  69005. var color = particle.color;
  69006. var colors32_1 = this._colors32;
  69007. colors32_1[colidx] = color.r;
  69008. colors32_1[colidx + 1] = color.g;
  69009. colors32_1[colidx + 2] = color.b;
  69010. colors32_1[colidx + 3] = color.a;
  69011. }
  69012. if (this._computeParticleTexture) {
  69013. var uvs = particle.uvs;
  69014. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69015. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69016. }
  69017. }
  69018. }
  69019. // particle just set invisible : scaled to zero and positioned at the origin
  69020. else {
  69021. particle._stillInvisible = true; // mark the particle as invisible
  69022. for (pt = 0; pt < shape.length; pt++) {
  69023. idx = index + pt * 3;
  69024. colidx = colorIndex + pt * 4;
  69025. uvidx = uvIndex + pt * 2;
  69026. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69027. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69028. if (this._computeParticleColor && particle.color) {
  69029. var color = particle.color;
  69030. colors32[colidx] = color.r;
  69031. colors32[colidx + 1] = color.g;
  69032. colors32[colidx + 2] = color.b;
  69033. colors32[colidx + 3] = color.a;
  69034. }
  69035. if (this._computeParticleTexture) {
  69036. var uvs = particle.uvs;
  69037. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69038. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69039. }
  69040. }
  69041. }
  69042. // if the particle intersections must be computed : update the bbInfo
  69043. if (this._particlesIntersect) {
  69044. var bInfo = particle._boundingInfo;
  69045. var bBox = bInfo.boundingBox;
  69046. var bSphere = bInfo.boundingSphere;
  69047. var modelBoundingInfo = particle._modelBoundingInfo;
  69048. if (!this._bSphereOnly) {
  69049. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69050. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69051. var tempMin = tempVectors[1];
  69052. var tempMax = tempVectors[2];
  69053. tempMin.setAll(Number.MAX_VALUE);
  69054. tempMax.setAll(-Number.MAX_VALUE);
  69055. for (var b = 0; b < 8; b++) {
  69056. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69057. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69058. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69059. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69060. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69061. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69062. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69063. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69064. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69065. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69066. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69067. }
  69068. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69069. }
  69070. // place and scale the particle bouding sphere in the SPS local system, then update it
  69071. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69072. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69073. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69074. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69075. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69076. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69077. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69078. }
  69079. // increment indexes for the next particle
  69080. index = idx + 3;
  69081. colorIndex = colidx + 4;
  69082. uvIndex = uvidx + 2;
  69083. }
  69084. // if the VBO must be updated
  69085. if (update) {
  69086. if (this._computeParticleColor) {
  69087. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69088. }
  69089. if (this._computeParticleTexture) {
  69090. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69091. }
  69092. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69093. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69094. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69095. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69096. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69097. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69098. for (var i = 0; i < normals32.length; i++) {
  69099. fixedNormal32[i] = normals32[i];
  69100. }
  69101. }
  69102. if (!mesh.areNormalsFrozen) {
  69103. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69104. }
  69105. }
  69106. if (this._depthSort && this._depthSortParticles) {
  69107. var depthSortedParticles = this.depthSortedParticles;
  69108. depthSortedParticles.sort(depthSortFunction);
  69109. var dspl = depthSortedParticles.length;
  69110. var sid = 0;
  69111. for (var sorted = 0; sorted < dspl; sorted++) {
  69112. var lind = depthSortedParticles[sorted].indicesLength;
  69113. var sind = depthSortedParticles[sorted].ind;
  69114. for (var i = 0; i < lind; i++) {
  69115. indices32[sid] = indices[sind + i];
  69116. sid++;
  69117. }
  69118. }
  69119. mesh.updateIndices(indices32);
  69120. }
  69121. }
  69122. if (this._computeBoundingBox) {
  69123. if (mesh._boundingInfo) {
  69124. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69125. }
  69126. else {
  69127. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69128. }
  69129. }
  69130. this.afterUpdateParticles(start, end, update);
  69131. return this;
  69132. };
  69133. /**
  69134. * Disposes the SPS.
  69135. */
  69136. SolidParticleSystem.prototype.dispose = function () {
  69137. this.mesh.dispose();
  69138. this.vars = null;
  69139. // drop references to internal big arrays for the GC
  69140. this._positions = null;
  69141. this._indices = null;
  69142. this._normals = null;
  69143. this._uvs = null;
  69144. this._colors = null;
  69145. this._indices32 = null;
  69146. this._positions32 = null;
  69147. this._normals32 = null;
  69148. this._fixedNormal32 = null;
  69149. this._uvs32 = null;
  69150. this._colors32 = null;
  69151. this.pickedParticles = null;
  69152. };
  69153. /**
  69154. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69155. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69156. * @returns the SPS.
  69157. */
  69158. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69159. if (!this._isVisibilityBoxLocked) {
  69160. this.mesh.refreshBoundingInfo();
  69161. }
  69162. return this;
  69163. };
  69164. /**
  69165. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69166. * @param size the size (float) of the visibility box
  69167. * note : this doesn't lock the SPS mesh bounding box.
  69168. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69169. */
  69170. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69171. var vis = size / 2;
  69172. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69173. };
  69174. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69175. /**
  69176. * Gets whether the SPS as always visible or not
  69177. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69178. */
  69179. get: function () {
  69180. return this._alwaysVisible;
  69181. },
  69182. /**
  69183. * Sets the SPS as always visible or not
  69184. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69185. */
  69186. set: function (val) {
  69187. this._alwaysVisible = val;
  69188. this.mesh.alwaysSelectAsActiveMesh = val;
  69189. },
  69190. enumerable: true,
  69191. configurable: true
  69192. });
  69193. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69194. /**
  69195. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69196. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69197. */
  69198. get: function () {
  69199. return this._isVisibilityBoxLocked;
  69200. },
  69201. /**
  69202. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69203. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69204. */
  69205. set: function (val) {
  69206. this._isVisibilityBoxLocked = val;
  69207. var boundingInfo = this.mesh.getBoundingInfo();
  69208. boundingInfo.isLocked = val;
  69209. },
  69210. enumerable: true,
  69211. configurable: true
  69212. });
  69213. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69214. /**
  69215. * Gets if `setParticles()` computes the particle rotations or not.
  69216. * Default value : true. The SPS is faster when it's set to false.
  69217. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69218. */
  69219. get: function () {
  69220. return this._computeParticleRotation;
  69221. },
  69222. /**
  69223. * Tells to `setParticles()` to compute the particle rotations or not.
  69224. * Default value : true. The SPS is faster when it's set to false.
  69225. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69226. */
  69227. set: function (val) {
  69228. this._computeParticleRotation = val;
  69229. },
  69230. enumerable: true,
  69231. configurable: true
  69232. });
  69233. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69234. /**
  69235. * Gets if `setParticles()` computes the particle colors or not.
  69236. * Default value : true. The SPS is faster when it's set to false.
  69237. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69238. */
  69239. get: function () {
  69240. return this._computeParticleColor;
  69241. },
  69242. /**
  69243. * Tells to `setParticles()` to compute the particle colors or not.
  69244. * Default value : true. The SPS is faster when it's set to false.
  69245. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69246. */
  69247. set: function (val) {
  69248. this._computeParticleColor = val;
  69249. },
  69250. enumerable: true,
  69251. configurable: true
  69252. });
  69253. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69254. /**
  69255. * Gets if `setParticles()` computes the particle textures or not.
  69256. * Default value : true. The SPS is faster when it's set to false.
  69257. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69258. */
  69259. get: function () {
  69260. return this._computeParticleTexture;
  69261. },
  69262. set: function (val) {
  69263. this._computeParticleTexture = val;
  69264. },
  69265. enumerable: true,
  69266. configurable: true
  69267. });
  69268. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69269. /**
  69270. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69271. * Default value : false. The SPS is faster when it's set to false.
  69272. * Note : the particle custom vertex positions aren't stored values.
  69273. */
  69274. get: function () {
  69275. return this._computeParticleVertex;
  69276. },
  69277. /**
  69278. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69279. * Default value : false. The SPS is faster when it's set to false.
  69280. * Note : the particle custom vertex positions aren't stored values.
  69281. */
  69282. set: function (val) {
  69283. this._computeParticleVertex = val;
  69284. },
  69285. enumerable: true,
  69286. configurable: true
  69287. });
  69288. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69289. /**
  69290. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69291. */
  69292. get: function () {
  69293. return this._computeBoundingBox;
  69294. },
  69295. /**
  69296. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69297. */
  69298. set: function (val) {
  69299. this._computeBoundingBox = val;
  69300. },
  69301. enumerable: true,
  69302. configurable: true
  69303. });
  69304. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69305. /**
  69306. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69307. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69308. * Default : `true`
  69309. */
  69310. get: function () {
  69311. return this._depthSortParticles;
  69312. },
  69313. /**
  69314. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69315. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69316. * Default : `true`
  69317. */
  69318. set: function (val) {
  69319. this._depthSortParticles = val;
  69320. },
  69321. enumerable: true,
  69322. configurable: true
  69323. });
  69324. // =======================================================================
  69325. // Particle behavior logic
  69326. // these following methods may be overwritten by the user to fit his needs
  69327. /**
  69328. * This function does nothing. It may be overwritten to set all the particle first values.
  69329. * The SPS doesn't call this function, you may have to call it by your own.
  69330. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69331. */
  69332. SolidParticleSystem.prototype.initParticles = function () {
  69333. };
  69334. /**
  69335. * This function does nothing. It may be overwritten to recycle a particle.
  69336. * The SPS doesn't call this function, you may have to call it by your own.
  69337. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69338. * @param particle The particle to recycle
  69339. * @returns the recycled particle
  69340. */
  69341. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69342. return particle;
  69343. };
  69344. /**
  69345. * Updates a particle : this function should be overwritten by the user.
  69346. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69347. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69348. * @example : just set a particle position or velocity and recycle conditions
  69349. * @param particle The particle to update
  69350. * @returns the updated particle
  69351. */
  69352. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69353. return particle;
  69354. };
  69355. /**
  69356. * Updates a vertex of a particle : it can be overwritten by the user.
  69357. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69358. * @param particle the current particle
  69359. * @param vertex the current index of the current particle
  69360. * @param pt the index of the current vertex in the particle shape
  69361. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69362. * @example : just set a vertex particle position
  69363. * @returns the updated vertex
  69364. */
  69365. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69366. return vertex;
  69367. };
  69368. /**
  69369. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69370. * This does nothing and may be overwritten by the user.
  69371. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69372. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69373. * @param update the boolean update value actually passed to setParticles()
  69374. */
  69375. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69376. };
  69377. /**
  69378. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69379. * This will be passed three parameters.
  69380. * This does nothing and may be overwritten by the user.
  69381. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69382. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69383. * @param update the boolean update value actually passed to setParticles()
  69384. */
  69385. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69386. };
  69387. return SolidParticleSystem;
  69388. }());
  69389. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69390. })(BABYLON || (BABYLON = {}));
  69391. //# sourceMappingURL=solidParticleSystem.js.map
  69392. var BABYLON;
  69393. (function (BABYLON) {
  69394. /**
  69395. * Class containing static functions to help procedurally build meshes
  69396. */
  69397. var MeshBuilder = /** @class */ (function () {
  69398. function MeshBuilder() {
  69399. }
  69400. MeshBuilder.updateSideOrientation = function (orientation) {
  69401. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69402. return BABYLON.Mesh.DOUBLESIDE;
  69403. }
  69404. if (orientation === undefined || orientation === null) {
  69405. return BABYLON.Mesh.FRONTSIDE;
  69406. }
  69407. return orientation;
  69408. };
  69409. /**
  69410. * Creates a box mesh
  69411. * * The parameter `size` sets the size (float) of each box side (default 1)
  69412. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69413. * * 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)
  69414. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69415. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69416. * * 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
  69417. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69418. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  69419. * @param name defines the name of the mesh
  69420. * @param options defines the options used to create the mesh
  69421. * @param scene defines the hosting scene
  69422. * @returns the box mesh
  69423. */
  69424. MeshBuilder.CreateBox = function (name, options, scene) {
  69425. if (scene === void 0) { scene = null; }
  69426. var box = new BABYLON.Mesh(name, scene);
  69427. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69428. box._originalBuilderSideOrientation = options.sideOrientation;
  69429. var vertexData = BABYLON.VertexData.CreateBox(options);
  69430. vertexData.applyToMesh(box, options.updatable);
  69431. return box;
  69432. };
  69433. /**
  69434. * Creates a sphere mesh
  69435. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69436. * * 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`)
  69437. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69438. * * 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
  69439. * * 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)
  69440. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69441. * * 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
  69442. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69443. * @param name defines the name of the mesh
  69444. * @param options defines the options used to create the mesh
  69445. * @param scene defines the hosting scene
  69446. * @returns the sphere mesh
  69447. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69448. */
  69449. MeshBuilder.CreateSphere = function (name, options, scene) {
  69450. var sphere = new BABYLON.Mesh(name, scene);
  69451. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69452. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69453. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69454. vertexData.applyToMesh(sphere, options.updatable);
  69455. return sphere;
  69456. };
  69457. /**
  69458. * Creates a plane polygonal mesh. By default, this is a disc
  69459. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69460. * * 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
  69461. * * 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
  69462. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69463. * * 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
  69464. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69465. * @param name defines the name of the mesh
  69466. * @param options defines the options used to create the mesh
  69467. * @param scene defines the hosting scene
  69468. * @returns the plane polygonal mesh
  69469. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69470. */
  69471. MeshBuilder.CreateDisc = function (name, options, scene) {
  69472. if (scene === void 0) { scene = null; }
  69473. var disc = new BABYLON.Mesh(name, scene);
  69474. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69475. disc._originalBuilderSideOrientation = options.sideOrientation;
  69476. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69477. vertexData.applyToMesh(disc, options.updatable);
  69478. return disc;
  69479. };
  69480. /**
  69481. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69482. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69483. * * 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`)
  69484. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69485. * * 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
  69486. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69487. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69489. * @param name defines the name of the mesh
  69490. * @param options defines the options used to create the mesh
  69491. * @param scene defines the hosting scene
  69492. * @returns the icosahedron mesh
  69493. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69494. */
  69495. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69496. var sphere = new BABYLON.Mesh(name, scene);
  69497. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69498. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69499. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69500. vertexData.applyToMesh(sphere, options.updatable);
  69501. return sphere;
  69502. };
  69503. /**
  69504. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69505. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69506. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69507. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69508. * * 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
  69509. * * 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
  69510. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  69511. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69512. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69513. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69514. * * 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
  69515. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69516. * * 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
  69517. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69518. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69519. * @param name defines the name of the mesh
  69520. * @param options defines the options used to create the mesh
  69521. * @param scene defines the hosting scene
  69522. * @returns the ribbon mesh
  69523. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69524. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69525. */
  69526. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69527. if (scene === void 0) { scene = null; }
  69528. var pathArray = options.pathArray;
  69529. var closeArray = options.closeArray;
  69530. var closePath = options.closePath;
  69531. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69532. var instance = options.instance;
  69533. var updatable = options.updatable;
  69534. if (instance) { // existing ribbon instance update
  69535. // positionFunction : ribbon case
  69536. // only pathArray and sideOrientation parameters are taken into account for positions update
  69537. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69538. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69539. var positionFunction = function (positions) {
  69540. var minlg = pathArray[0].length;
  69541. var mesh = instance;
  69542. var i = 0;
  69543. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69544. for (var si = 1; si <= ns; ++si) {
  69545. for (var p = 0; p < pathArray.length; ++p) {
  69546. var path = pathArray[p];
  69547. var l = path.length;
  69548. minlg = (minlg < l) ? minlg : l;
  69549. for (var j = 0; j < minlg; ++j) {
  69550. var pathPoint = path[j];
  69551. positions[i] = pathPoint.x;
  69552. positions[i + 1] = pathPoint.y;
  69553. positions[i + 2] = pathPoint.z;
  69554. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69555. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69556. i += 3;
  69557. }
  69558. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69559. var pathPoint = path[0];
  69560. positions[i] = pathPoint.x;
  69561. positions[i + 1] = pathPoint.y;
  69562. positions[i + 2] = pathPoint.z;
  69563. i += 3;
  69564. }
  69565. }
  69566. }
  69567. };
  69568. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69569. positionFunction(positions);
  69570. if (instance._boundingInfo) {
  69571. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69572. }
  69573. else {
  69574. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69575. }
  69576. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69577. if (options.colors) {
  69578. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69579. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69580. var color = options.colors[c];
  69581. colors[colorIndex] = color.r;
  69582. colors[colorIndex + 1] = color.g;
  69583. colors[colorIndex + 2] = color.b;
  69584. colors[colorIndex + 3] = color.a;
  69585. }
  69586. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69587. }
  69588. if (options.uvs) {
  69589. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69590. for (var i = 0; i < options.uvs.length; i++) {
  69591. uvs[i * 2] = options.uvs[i].x;
  69592. uvs[i * 2 + 1] = options.uvs[i].y;
  69593. }
  69594. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69595. }
  69596. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69597. var indices = instance.getIndices();
  69598. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69599. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69600. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69601. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69602. var indexFirst = 0;
  69603. var indexLast = 0;
  69604. for (var p = 0; p < pathArray.length; p++) {
  69605. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69606. if (p + 1 < pathArray.length) {
  69607. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69608. }
  69609. else {
  69610. indexLast = normals.length - 3;
  69611. }
  69612. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69613. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69614. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69615. normals[indexLast] = normals[indexFirst];
  69616. normals[indexLast + 1] = normals[indexFirst + 1];
  69617. normals[indexLast + 2] = normals[indexFirst + 2];
  69618. }
  69619. }
  69620. if (!(instance.areNormalsFrozen)) {
  69621. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69622. }
  69623. }
  69624. return instance;
  69625. }
  69626. else { // new ribbon creation
  69627. var ribbon = new BABYLON.Mesh(name, scene);
  69628. ribbon._originalBuilderSideOrientation = sideOrientation;
  69629. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69630. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69631. if (closePath) {
  69632. ribbon._creationDataStorage.idx = vertexData._idx;
  69633. }
  69634. ribbon._creationDataStorage.closePath = closePath;
  69635. ribbon._creationDataStorage.closeArray = closeArray;
  69636. vertexData.applyToMesh(ribbon, updatable);
  69637. return ribbon;
  69638. }
  69639. };
  69640. /**
  69641. * Creates a cylinder or a cone mesh
  69642. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69643. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69644. * * 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.
  69645. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69646. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69647. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69648. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69649. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69650. * * 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).
  69651. * * 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
  69652. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69653. * * 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
  69654. * * 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.
  69655. * * If `enclose` is false, a ring surface is one element.
  69656. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69657. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69658. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69659. * * 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
  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 cylinder mesh
  69665. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69666. */
  69667. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69668. var cylinder = new BABYLON.Mesh(name, scene);
  69669. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69670. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69671. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69672. vertexData.applyToMesh(cylinder, options.updatable);
  69673. return cylinder;
  69674. };
  69675. /**
  69676. * Creates a torus mesh
  69677. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69678. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69679. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69680. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69681. * * 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
  69682. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69683. * @param name defines the name of the mesh
  69684. * @param options defines the options used to create the mesh
  69685. * @param scene defines the hosting scene
  69686. * @returns the torus mesh
  69687. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69688. */
  69689. MeshBuilder.CreateTorus = function (name, options, scene) {
  69690. var torus = new BABYLON.Mesh(name, scene);
  69691. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69692. torus._originalBuilderSideOrientation = options.sideOrientation;
  69693. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69694. vertexData.applyToMesh(torus, options.updatable);
  69695. return torus;
  69696. };
  69697. /**
  69698. * Creates a torus knot mesh
  69699. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69700. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69701. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69702. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69703. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69704. * * 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
  69705. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69706. * @param name defines the name of the mesh
  69707. * @param options defines the options used to create the mesh
  69708. * @param scene defines the hosting scene
  69709. * @returns the torus knot mesh
  69710. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69711. */
  69712. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69713. var torusKnot = new BABYLON.Mesh(name, scene);
  69714. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69715. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69716. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69717. vertexData.applyToMesh(torusKnot, options.updatable);
  69718. return torusKnot;
  69719. };
  69720. /**
  69721. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69722. * * 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
  69723. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69724. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69725. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69726. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69727. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69728. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69729. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69731. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69732. * @param name defines the name of the new line system
  69733. * @param options defines the options used to create the line system
  69734. * @param scene defines the hosting scene
  69735. * @returns a new line system mesh
  69736. */
  69737. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69738. var instance = options.instance;
  69739. var lines = options.lines;
  69740. var colors = options.colors;
  69741. if (instance) { // lines update
  69742. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69743. var vertexColor;
  69744. var lineColors;
  69745. if (colors) {
  69746. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69747. }
  69748. var i = 0;
  69749. var c = 0;
  69750. for (var l = 0; l < lines.length; l++) {
  69751. var points = lines[l];
  69752. for (var p = 0; p < points.length; p++) {
  69753. positions[i] = points[p].x;
  69754. positions[i + 1] = points[p].y;
  69755. positions[i + 2] = points[p].z;
  69756. if (colors && vertexColor) {
  69757. lineColors = colors[l];
  69758. vertexColor[c] = lineColors[p].r;
  69759. vertexColor[c + 1] = lineColors[p].g;
  69760. vertexColor[c + 2] = lineColors[p].b;
  69761. vertexColor[c + 3] = lineColors[p].a;
  69762. c += 4;
  69763. }
  69764. i += 3;
  69765. }
  69766. }
  69767. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69768. if (colors && vertexColor) {
  69769. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69770. }
  69771. return instance;
  69772. }
  69773. // line system creation
  69774. var useVertexColor = (colors) ? true : false;
  69775. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69776. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69777. vertexData.applyToMesh(lineSystem, options.updatable);
  69778. return lineSystem;
  69779. };
  69780. /**
  69781. * Creates a line mesh
  69782. * 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
  69783. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69784. * * The parameter `points` is an array successive Vector3
  69785. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69786. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69787. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69788. * * When updating an instance, remember that only point positions can change, not the number of points
  69789. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69790. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69791. * @param name defines the name of the new line system
  69792. * @param options defines the options used to create the line system
  69793. * @param scene defines the hosting scene
  69794. * @returns a new line mesh
  69795. */
  69796. MeshBuilder.CreateLines = function (name, options, scene) {
  69797. if (scene === void 0) { scene = null; }
  69798. var colors = (options.colors) ? [options.colors] : null;
  69799. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69800. return lines;
  69801. };
  69802. /**
  69803. * Creates a dashed line mesh
  69804. * * 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
  69805. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69806. * * The parameter `points` is an array successive Vector3
  69807. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69808. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69809. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69810. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69811. * * When updating an instance, remember that only point positions can change, not the number of points
  69812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69813. * @param name defines the name of the mesh
  69814. * @param options defines the options used to create the mesh
  69815. * @param scene defines the hosting scene
  69816. * @returns the dashed line mesh
  69817. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69818. */
  69819. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69820. if (scene === void 0) { scene = null; }
  69821. var points = options.points;
  69822. var instance = options.instance;
  69823. var gapSize = options.gapSize || 1;
  69824. var dashSize = options.dashSize || 3;
  69825. if (instance) { // dashed lines update
  69826. var positionFunction = function (positions) {
  69827. var curvect = BABYLON.Vector3.Zero();
  69828. var nbSeg = positions.length / 6;
  69829. var lg = 0;
  69830. var nb = 0;
  69831. var shft = 0;
  69832. var dashshft = 0;
  69833. var curshft = 0;
  69834. var p = 0;
  69835. var i = 0;
  69836. var j = 0;
  69837. for (i = 0; i < points.length - 1; i++) {
  69838. points[i + 1].subtractToRef(points[i], curvect);
  69839. lg += curvect.length();
  69840. }
  69841. shft = lg / nbSeg;
  69842. var dashSize = instance._creationDataStorage.dashSize;
  69843. var gapSize = instance._creationDataStorage.gapSize;
  69844. dashshft = dashSize * shft / (dashSize + gapSize);
  69845. for (i = 0; i < points.length - 1; i++) {
  69846. points[i + 1].subtractToRef(points[i], curvect);
  69847. nb = Math.floor(curvect.length() / shft);
  69848. curvect.normalize();
  69849. j = 0;
  69850. while (j < nb && p < positions.length) {
  69851. curshft = shft * j;
  69852. positions[p] = points[i].x + curshft * curvect.x;
  69853. positions[p + 1] = points[i].y + curshft * curvect.y;
  69854. positions[p + 2] = points[i].z + curshft * curvect.z;
  69855. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69856. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69857. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69858. p += 6;
  69859. j++;
  69860. }
  69861. }
  69862. while (p < positions.length) {
  69863. positions[p] = points[i].x;
  69864. positions[p + 1] = points[i].y;
  69865. positions[p + 2] = points[i].z;
  69866. p += 3;
  69867. }
  69868. };
  69869. instance.updateMeshPositions(positionFunction, false);
  69870. return instance;
  69871. }
  69872. // dashed lines creation
  69873. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69874. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69875. vertexData.applyToMesh(dashedLines, options.updatable);
  69876. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69877. dashedLines._creationDataStorage.dashSize = dashSize;
  69878. dashedLines._creationDataStorage.gapSize = gapSize;
  69879. return dashedLines;
  69880. };
  69881. /**
  69882. * 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.
  69883. * * 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.
  69884. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69885. * * 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.
  69886. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69887. * * 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
  69888. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69889. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69890. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69891. * * 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
  69892. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69894. * @param name defines the name of the mesh
  69895. * @param options defines the options used to create the mesh
  69896. * @param scene defines the hosting scene
  69897. * @returns the extruded shape mesh
  69898. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69899. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69900. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69901. */
  69902. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69903. if (scene === void 0) { scene = null; }
  69904. var path = options.path;
  69905. var shape = options.shape;
  69906. var scale = options.scale || 1;
  69907. var rotation = options.rotation || 0;
  69908. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69909. var updatable = options.updatable;
  69910. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69911. var instance = options.instance || null;
  69912. var invertUV = options.invertUV || false;
  69913. 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);
  69914. };
  69915. /**
  69916. * Creates an custom extruded shape mesh.
  69917. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69918. * * 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.
  69919. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69920. * * 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
  69921. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69922. * * 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
  69923. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69924. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69925. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69926. * * 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
  69927. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69928. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69929. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69930. * * 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
  69931. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69932. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69933. * @param name defines the name of the mesh
  69934. * @param options defines the options used to create the mesh
  69935. * @param scene defines the hosting scene
  69936. * @returns the custom extruded shape mesh
  69937. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69938. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69939. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69940. */
  69941. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69942. var path = options.path;
  69943. var shape = options.shape;
  69944. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69945. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69946. var ribbonCloseArray = options.ribbonCloseArray || false;
  69947. var ribbonClosePath = options.ribbonClosePath || false;
  69948. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69949. var updatable = options.updatable;
  69950. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69951. var instance = options.instance;
  69952. var invertUV = options.invertUV || false;
  69953. 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);
  69954. };
  69955. /**
  69956. * Creates lathe mesh.
  69957. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69958. * * 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
  69959. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69960. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69961. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69962. * * 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
  69963. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69964. * * 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
  69965. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69966. * * 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
  69967. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69969. * @param name defines the name of the mesh
  69970. * @param options defines the options used to create the mesh
  69971. * @param scene defines the hosting scene
  69972. * @returns the lathe mesh
  69973. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69974. */
  69975. MeshBuilder.CreateLathe = function (name, options, scene) {
  69976. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69977. var closed = (options.closed === undefined) ? true : options.closed;
  69978. var shape = options.shape;
  69979. var radius = options.radius || 1;
  69980. var tessellation = options.tessellation || 64;
  69981. var clip = options.clip || 0;
  69982. var updatable = options.updatable;
  69983. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69984. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69985. var pi2 = Math.PI * 2;
  69986. var paths = new Array();
  69987. var invertUV = options.invertUV || false;
  69988. var i = 0;
  69989. var p = 0;
  69990. var step = pi2 / tessellation * arc;
  69991. var rotated;
  69992. var path = new Array();
  69993. for (i = 0; i <= tessellation - clip; i++) {
  69994. var path = [];
  69995. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69996. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69997. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69998. }
  69999. for (p = 0; p < shape.length; p++) {
  70000. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70001. path.push(rotated);
  70002. }
  70003. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70004. 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));
  70005. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70006. }
  70007. paths.push(path);
  70008. }
  70009. // lathe ribbon
  70010. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70011. return lathe;
  70012. };
  70013. /**
  70014. * Creates a plane mesh
  70015. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70016. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70017. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70018. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70019. * * 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
  70020. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70021. * @param name defines the name of the mesh
  70022. * @param options defines the options used to create the mesh
  70023. * @param scene defines the hosting scene
  70024. * @returns the plane mesh
  70025. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  70026. */
  70027. MeshBuilder.CreatePlane = function (name, options, scene) {
  70028. var plane = new BABYLON.Mesh(name, scene);
  70029. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70030. plane._originalBuilderSideOrientation = options.sideOrientation;
  70031. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70032. vertexData.applyToMesh(plane, options.updatable);
  70033. if (options.sourcePlane) {
  70034. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  70035. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  70036. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  70037. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  70038. plane.rotate(vectorProduct, product);
  70039. }
  70040. }
  70041. return plane;
  70042. };
  70043. /**
  70044. * Creates a ground mesh
  70045. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70046. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70048. * @param name defines the name of the mesh
  70049. * @param options defines the options used to create the mesh
  70050. * @param scene defines the hosting scene
  70051. * @returns the ground mesh
  70052. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  70053. */
  70054. MeshBuilder.CreateGround = function (name, options, scene) {
  70055. var ground = new BABYLON.GroundMesh(name, scene);
  70056. ground._setReady(false);
  70057. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70058. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70059. ground._width = options.width || 1;
  70060. ground._height = options.height || 1;
  70061. ground._maxX = ground._width / 2;
  70062. ground._maxZ = ground._height / 2;
  70063. ground._minX = -ground._maxX;
  70064. ground._minZ = -ground._maxZ;
  70065. var vertexData = BABYLON.VertexData.CreateGround(options);
  70066. vertexData.applyToMesh(ground, options.updatable);
  70067. ground._setReady(true);
  70068. return ground;
  70069. };
  70070. /**
  70071. * Creates a tiled ground mesh
  70072. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70073. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70074. * * 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
  70075. * * 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
  70076. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70077. * @param name defines the name of the mesh
  70078. * @param options defines the options used to create the mesh
  70079. * @param scene defines the hosting scene
  70080. * @returns the tiled ground mesh
  70081. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  70082. */
  70083. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70084. var tiledGround = new BABYLON.Mesh(name, scene);
  70085. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70086. vertexData.applyToMesh(tiledGround, options.updatable);
  70087. return tiledGround;
  70088. };
  70089. /**
  70090. * Creates a ground mesh from a height map
  70091. * * The parameter `url` sets the URL of the height map image resource.
  70092. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70093. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70094. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70095. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70096. * * 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.
  70097. * * 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).
  70098. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70100. * @param name defines the name of the mesh
  70101. * @param url defines the url to the height map
  70102. * @param options defines the options used to create the mesh
  70103. * @param scene defines the hosting scene
  70104. * @returns the ground mesh
  70105. * @see http://doc.babylonjs.com/babylon101/height_map
  70106. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  70107. */
  70108. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70109. var width = options.width || 10.0;
  70110. var height = options.height || 10.0;
  70111. var subdivisions = options.subdivisions || 1 | 0;
  70112. var minHeight = options.minHeight || 0.0;
  70113. var maxHeight = options.maxHeight || 1.0;
  70114. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70115. var alphaFilter = options.alphaFilter || 0.0;
  70116. var updatable = options.updatable;
  70117. var onReady = options.onReady;
  70118. var ground = new BABYLON.GroundMesh(name, scene);
  70119. ground._subdivisionsX = subdivisions;
  70120. ground._subdivisionsY = subdivisions;
  70121. ground._width = width;
  70122. ground._height = height;
  70123. ground._maxX = ground._width / 2.0;
  70124. ground._maxZ = ground._height / 2.0;
  70125. ground._minX = -ground._maxX;
  70126. ground._minZ = -ground._maxZ;
  70127. ground._setReady(false);
  70128. var onload = function (img) {
  70129. // Getting height map data
  70130. var canvas = document.createElement("canvas");
  70131. var context = canvas.getContext("2d");
  70132. if (!context) {
  70133. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70134. }
  70135. if (scene.isDisposed) {
  70136. return;
  70137. }
  70138. var bufferWidth = img.width;
  70139. var bufferHeight = img.height;
  70140. canvas.width = bufferWidth;
  70141. canvas.height = bufferHeight;
  70142. context.drawImage(img, 0, 0);
  70143. // Create VertexData from map data
  70144. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70145. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70146. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70147. width: width, height: height,
  70148. subdivisions: subdivisions,
  70149. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70150. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70151. alphaFilter: alphaFilter
  70152. });
  70153. vertexData.applyToMesh(ground, updatable);
  70154. //execute ready callback, if set
  70155. if (onReady) {
  70156. onReady(ground);
  70157. }
  70158. ground._setReady(true);
  70159. };
  70160. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70161. return ground;
  70162. };
  70163. /**
  70164. * Creates a polygon mesh
  70165. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70166. * * 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
  70167. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70168. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70169. * * 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)
  70170. * * Remember you can only change the shape positions, not their number when updating a polygon
  70171. * @param name defines the name of the mesh
  70172. * @param options defines the options used to create the mesh
  70173. * @param scene defines the hosting scene
  70174. * @returns the polygon mesh
  70175. */
  70176. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70177. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70178. var shape = options.shape;
  70179. var holes = options.holes || [];
  70180. var depth = options.depth || 0;
  70181. var contours = [];
  70182. var hole = [];
  70183. for (var i = 0; i < shape.length; i++) {
  70184. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70185. }
  70186. var epsilon = 0.00000001;
  70187. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70188. contours.pop();
  70189. }
  70190. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70191. for (var hNb = 0; hNb < holes.length; hNb++) {
  70192. hole = [];
  70193. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70194. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70195. }
  70196. polygonTriangulation.addHole(hole);
  70197. }
  70198. var polygon = polygonTriangulation.build(options.updatable, depth);
  70199. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70200. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70201. vertexData.applyToMesh(polygon, options.updatable);
  70202. return polygon;
  70203. };
  70204. /**
  70205. * Creates an extruded polygon mesh, with depth in the Y direction.
  70206. * * 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)
  70207. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70208. * @param name defines the name of the mesh
  70209. * @param options defines the options used to create the mesh
  70210. * @param scene defines the hosting scene
  70211. * @returns the polygon mesh
  70212. */
  70213. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70214. return MeshBuilder.CreatePolygon(name, options, scene);
  70215. };
  70216. /**
  70217. * Creates a tube mesh.
  70218. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70219. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70220. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70221. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70222. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70223. * * 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)
  70224. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70225. * * 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
  70226. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  70227. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70228. * * 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
  70229. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70230. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70231. * @param name defines the name of the mesh
  70232. * @param options defines the options used to create the mesh
  70233. * @param scene defines the hosting scene
  70234. * @returns the tube mesh
  70235. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  70236. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  70237. */
  70238. MeshBuilder.CreateTube = function (name, options, scene) {
  70239. var path = options.path;
  70240. var instance = options.instance;
  70241. var radius = 1.0;
  70242. if (options.radius !== undefined) {
  70243. radius = options.radius;
  70244. }
  70245. else if (instance) {
  70246. radius = instance._creationDataStorage.radius;
  70247. }
  70248. var tessellation = options.tessellation || 64 | 0;
  70249. var radiusFunction = options.radiusFunction || null;
  70250. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70251. var invertUV = options.invertUV || false;
  70252. var updatable = options.updatable;
  70253. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70254. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70255. // tube geometry
  70256. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70257. var tangents = path3D.getTangents();
  70258. var normals = path3D.getNormals();
  70259. var distances = path3D.getDistances();
  70260. var pi2 = Math.PI * 2;
  70261. var step = pi2 / tessellation * arc;
  70262. var returnRadius = function () { return radius; };
  70263. var radiusFunctionFinal = radiusFunction || returnRadius;
  70264. var circlePath;
  70265. var rad;
  70266. var normal;
  70267. var rotated;
  70268. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70269. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70270. for (var i = 0; i < path.length; i++) {
  70271. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70272. circlePath = Array(); // current circle array
  70273. normal = normals[i]; // current normal
  70274. for (var t = 0; t < tessellation; t++) {
  70275. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70276. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70277. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70278. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70279. circlePath[t] = rotated;
  70280. }
  70281. circlePaths[index] = circlePath;
  70282. index++;
  70283. }
  70284. // cap
  70285. var capPath = function (nbPoints, pathIndex) {
  70286. var pointCap = Array();
  70287. for (var i = 0; i < nbPoints; i++) {
  70288. pointCap.push(path[pathIndex]);
  70289. }
  70290. return pointCap;
  70291. };
  70292. switch (cap) {
  70293. case BABYLON.Mesh.NO_CAP:
  70294. break;
  70295. case BABYLON.Mesh.CAP_START:
  70296. circlePaths[0] = capPath(tessellation, 0);
  70297. circlePaths[1] = circlePaths[2].slice(0);
  70298. break;
  70299. case BABYLON.Mesh.CAP_END:
  70300. circlePaths[index] = circlePaths[index - 1].slice(0);
  70301. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70302. break;
  70303. case BABYLON.Mesh.CAP_ALL:
  70304. circlePaths[0] = capPath(tessellation, 0);
  70305. circlePaths[1] = circlePaths[2].slice(0);
  70306. circlePaths[index] = circlePaths[index - 1].slice(0);
  70307. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70308. break;
  70309. default:
  70310. break;
  70311. }
  70312. return circlePaths;
  70313. };
  70314. var path3D;
  70315. var pathArray;
  70316. if (instance) { // tube update
  70317. var storage = instance._creationDataStorage;
  70318. var arc = options.arc || storage.arc;
  70319. path3D = storage.path3D.update(path);
  70320. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70321. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70322. // Update mode, no need to recreate the storage.
  70323. storage.path3D = path3D;
  70324. storage.pathArray = pathArray;
  70325. storage.arc = arc;
  70326. storage.radius = radius;
  70327. return instance;
  70328. }
  70329. // tube creation
  70330. path3D = new BABYLON.Path3D(path);
  70331. var newPathArray = new Array();
  70332. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70333. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70334. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70335. tube._creationDataStorage.pathArray = pathArray;
  70336. tube._creationDataStorage.path3D = path3D;
  70337. tube._creationDataStorage.tessellation = tessellation;
  70338. tube._creationDataStorage.cap = cap;
  70339. tube._creationDataStorage.arc = options.arc;
  70340. tube._creationDataStorage.radius = radius;
  70341. return tube;
  70342. };
  70343. /**
  70344. * Creates a polyhedron mesh
  70345. * * 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
  70346. * * The parameter `size` (positive float, default 1) sets the polygon size
  70347. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70348. * * 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`
  70349. * * 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
  70350. * * 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)`)
  70351. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70352. * * 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
  70353. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70354. * * 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
  70355. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70356. * @param name defines the name of the mesh
  70357. * @param options defines the options used to create the mesh
  70358. * @param scene defines the hosting scene
  70359. * @returns the polyhedron mesh
  70360. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  70361. */
  70362. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70363. var polyhedron = new BABYLON.Mesh(name, scene);
  70364. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70365. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70366. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70367. vertexData.applyToMesh(polyhedron, options.updatable);
  70368. return polyhedron;
  70369. };
  70370. /**
  70371. * Creates a decal mesh.
  70372. * 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
  70373. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70374. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70375. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70376. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70377. * @param name defines the name of the mesh
  70378. * @param sourceMesh defines the mesh where the decal must be applied
  70379. * @param options defines the options used to create the mesh
  70380. * @param scene defines the hosting scene
  70381. * @returns the decal mesh
  70382. * @see http://doc.babylonjs.com/how_to/decals
  70383. */
  70384. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70385. var indices = sourceMesh.getIndices();
  70386. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70387. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70388. var position = options.position || BABYLON.Vector3.Zero();
  70389. var normal = options.normal || BABYLON.Vector3.Up();
  70390. var size = options.size || BABYLON.Vector3.One();
  70391. var angle = options.angle || 0;
  70392. // Getting correct rotation
  70393. if (!normal) {
  70394. var target = new BABYLON.Vector3(0, 0, 1);
  70395. var camera = sourceMesh.getScene().activeCamera;
  70396. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70397. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70398. }
  70399. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70400. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70401. var pitch = Math.atan2(normal.y, len);
  70402. // Matrix
  70403. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70404. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70405. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70406. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70407. var vertexData = new BABYLON.VertexData();
  70408. vertexData.indices = [];
  70409. vertexData.positions = [];
  70410. vertexData.normals = [];
  70411. vertexData.uvs = [];
  70412. var currentVertexDataIndex = 0;
  70413. var extractDecalVector3 = function (indexId) {
  70414. var result = new BABYLON.PositionNormalVertex();
  70415. if (!indices || !positions || !normals) {
  70416. return result;
  70417. }
  70418. var vertexId = indices[indexId];
  70419. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70420. // Send vector to decal local world
  70421. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70422. // Get normal
  70423. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70424. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70425. return result;
  70426. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70427. var clip = function (vertices, axis) {
  70428. if (vertices.length === 0) {
  70429. return vertices;
  70430. }
  70431. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70432. var clipVertices = function (v0, v1) {
  70433. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70434. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70435. };
  70436. var result = new Array();
  70437. for (var index = 0; index < vertices.length; index += 3) {
  70438. var v1Out;
  70439. var v2Out;
  70440. var v3Out;
  70441. var total = 0;
  70442. var nV1 = null;
  70443. var nV2 = null;
  70444. var nV3 = null;
  70445. var nV4 = null;
  70446. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70447. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70448. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70449. v1Out = d1 > 0;
  70450. v2Out = d2 > 0;
  70451. v3Out = d3 > 0;
  70452. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70453. switch (total) {
  70454. case 0:
  70455. result.push(vertices[index]);
  70456. result.push(vertices[index + 1]);
  70457. result.push(vertices[index + 2]);
  70458. break;
  70459. case 1:
  70460. if (v1Out) {
  70461. nV1 = vertices[index + 1];
  70462. nV2 = vertices[index + 2];
  70463. nV3 = clipVertices(vertices[index], nV1);
  70464. nV4 = clipVertices(vertices[index], nV2);
  70465. }
  70466. if (v2Out) {
  70467. nV1 = vertices[index];
  70468. nV2 = vertices[index + 2];
  70469. nV3 = clipVertices(vertices[index + 1], nV1);
  70470. nV4 = clipVertices(vertices[index + 1], nV2);
  70471. result.push(nV3);
  70472. result.push(nV2.clone());
  70473. result.push(nV1.clone());
  70474. result.push(nV2.clone());
  70475. result.push(nV3.clone());
  70476. result.push(nV4);
  70477. break;
  70478. }
  70479. if (v3Out) {
  70480. nV1 = vertices[index];
  70481. nV2 = vertices[index + 1];
  70482. nV3 = clipVertices(vertices[index + 2], nV1);
  70483. nV4 = clipVertices(vertices[index + 2], nV2);
  70484. }
  70485. if (nV1 && nV2 && nV3 && nV4) {
  70486. result.push(nV1.clone());
  70487. result.push(nV2.clone());
  70488. result.push(nV3);
  70489. result.push(nV4);
  70490. result.push(nV3.clone());
  70491. result.push(nV2.clone());
  70492. }
  70493. break;
  70494. case 2:
  70495. if (!v1Out) {
  70496. nV1 = vertices[index].clone();
  70497. nV2 = clipVertices(nV1, vertices[index + 1]);
  70498. nV3 = clipVertices(nV1, vertices[index + 2]);
  70499. result.push(nV1);
  70500. result.push(nV2);
  70501. result.push(nV3);
  70502. }
  70503. if (!v2Out) {
  70504. nV1 = vertices[index + 1].clone();
  70505. nV2 = clipVertices(nV1, vertices[index + 2]);
  70506. nV3 = clipVertices(nV1, vertices[index]);
  70507. result.push(nV1);
  70508. result.push(nV2);
  70509. result.push(nV3);
  70510. }
  70511. if (!v3Out) {
  70512. nV1 = vertices[index + 2].clone();
  70513. nV2 = clipVertices(nV1, vertices[index]);
  70514. nV3 = clipVertices(nV1, vertices[index + 1]);
  70515. result.push(nV1);
  70516. result.push(nV2);
  70517. result.push(nV3);
  70518. }
  70519. break;
  70520. case 3:
  70521. break;
  70522. }
  70523. }
  70524. return result;
  70525. };
  70526. for (var index = 0; index < indices.length; index += 3) {
  70527. var faceVertices = new Array();
  70528. faceVertices.push(extractDecalVector3(index));
  70529. faceVertices.push(extractDecalVector3(index + 1));
  70530. faceVertices.push(extractDecalVector3(index + 2));
  70531. // Clip
  70532. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70533. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70534. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70535. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70536. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70537. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70538. if (faceVertices.length === 0) {
  70539. continue;
  70540. }
  70541. // Add UVs and get back to world
  70542. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70543. var vertex = faceVertices[vIndex];
  70544. //TODO check for Int32Array | Uint32Array | Uint16Array
  70545. vertexData.indices.push(currentVertexDataIndex);
  70546. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70547. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70548. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70549. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70550. currentVertexDataIndex++;
  70551. }
  70552. }
  70553. // Return mesh
  70554. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70555. vertexData.applyToMesh(decal);
  70556. decal.position = position.clone();
  70557. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70558. return decal;
  70559. };
  70560. // Privates
  70561. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70562. // extrusion geometry
  70563. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70564. var tangents = path3D.getTangents();
  70565. var normals = path3D.getNormals();
  70566. var binormals = path3D.getBinormals();
  70567. var distances = path3D.getDistances();
  70568. var angle = 0;
  70569. var returnScale = function () { return scale !== null ? scale : 1; };
  70570. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70571. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70572. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70573. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70574. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70575. for (var i = 0; i < curve.length; i++) {
  70576. var shapePath = new Array();
  70577. var angleStep = rotate(i, distances[i]);
  70578. var scaleRatio = scl(i, distances[i]);
  70579. for (var p = 0; p < shape.length; p++) {
  70580. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70581. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70582. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70583. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70584. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70585. shapePath[p] = rotated;
  70586. }
  70587. shapePaths[index] = shapePath;
  70588. angle += angleStep;
  70589. index++;
  70590. }
  70591. // cap
  70592. var capPath = function (shapePath) {
  70593. var pointCap = Array();
  70594. var barycenter = BABYLON.Vector3.Zero();
  70595. var i;
  70596. for (i = 0; i < shapePath.length; i++) {
  70597. barycenter.addInPlace(shapePath[i]);
  70598. }
  70599. barycenter.scaleInPlace(1.0 / shapePath.length);
  70600. for (i = 0; i < shapePath.length; i++) {
  70601. pointCap.push(barycenter);
  70602. }
  70603. return pointCap;
  70604. };
  70605. switch (cap) {
  70606. case BABYLON.Mesh.NO_CAP:
  70607. break;
  70608. case BABYLON.Mesh.CAP_START:
  70609. shapePaths[0] = capPath(shapePaths[2]);
  70610. shapePaths[1] = shapePaths[2];
  70611. break;
  70612. case BABYLON.Mesh.CAP_END:
  70613. shapePaths[index] = shapePaths[index - 1];
  70614. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70615. break;
  70616. case BABYLON.Mesh.CAP_ALL:
  70617. shapePaths[0] = capPath(shapePaths[2]);
  70618. shapePaths[1] = shapePaths[2];
  70619. shapePaths[index] = shapePaths[index - 1];
  70620. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70621. break;
  70622. default:
  70623. break;
  70624. }
  70625. return shapePaths;
  70626. };
  70627. var path3D;
  70628. var pathArray;
  70629. if (instance) { // instance update
  70630. var storage = instance._creationDataStorage;
  70631. path3D = storage.path3D.update(curve);
  70632. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70633. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70634. return instance;
  70635. }
  70636. // extruded shape creation
  70637. path3D = new BABYLON.Path3D(curve);
  70638. var newShapePaths = new Array();
  70639. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70640. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70641. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70642. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70643. extrudedGeneric._creationDataStorage.path3D = path3D;
  70644. extrudedGeneric._creationDataStorage.cap = cap;
  70645. return extrudedGeneric;
  70646. };
  70647. return MeshBuilder;
  70648. }());
  70649. BABYLON.MeshBuilder = MeshBuilder;
  70650. })(BABYLON || (BABYLON = {}));
  70651. //# sourceMappingURL=meshBuilder.js.map
  70652. var BABYLON;
  70653. (function (BABYLON) {
  70654. /**
  70655. * Draco compression (https://google.github.io/draco/)
  70656. *
  70657. * This class wraps the Draco module.
  70658. *
  70659. * **Encoder**
  70660. *
  70661. * The encoder is not currently implemented.
  70662. *
  70663. * **Decoder**
  70664. *
  70665. * 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.
  70666. *
  70667. * To update the configuration, use the following code:
  70668. * ```javascript
  70669. * BABYLON.DracoCompression.Configuration = {
  70670. * decoder: {
  70671. * wasmUrl: "<url to the WebAssembly library>",
  70672. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70673. * fallbackUrl: "<url to the fallback JavaScript library>",
  70674. * }
  70675. * };
  70676. * ```
  70677. *
  70678. * 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.
  70679. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70680. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70681. *
  70682. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70683. * ```javascript
  70684. * var dracoCompression = new BABYLON.DracoCompression();
  70685. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70686. * [BABYLON.VertexBuffer.PositionKind]: 0
  70687. * });
  70688. * ```
  70689. *
  70690. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70691. */
  70692. var DracoCompression = /** @class */ (function () {
  70693. /**
  70694. * Constructor
  70695. */
  70696. function DracoCompression() {
  70697. }
  70698. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70699. /**
  70700. * Returns true if the decoder is available.
  70701. */
  70702. get: function () {
  70703. if (typeof DracoDecoderModule !== "undefined") {
  70704. return true;
  70705. }
  70706. var decoder = DracoCompression.Configuration.decoder;
  70707. if (decoder) {
  70708. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70709. return true;
  70710. }
  70711. if (decoder.fallbackUrl) {
  70712. return true;
  70713. }
  70714. }
  70715. return false;
  70716. },
  70717. enumerable: true,
  70718. configurable: true
  70719. });
  70720. /**
  70721. * Stop all async operations and release resources.
  70722. */
  70723. DracoCompression.prototype.dispose = function () {
  70724. };
  70725. /**
  70726. * Decode Draco compressed mesh data to vertex data.
  70727. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70728. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70729. * @returns A promise that resolves with the decoded vertex data
  70730. */
  70731. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70732. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70733. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70734. var module = wrappedModule.module;
  70735. var vertexData = new BABYLON.VertexData();
  70736. var buffer = new module.DecoderBuffer();
  70737. buffer.Init(dataView, dataView.byteLength);
  70738. var decoder = new module.Decoder();
  70739. var geometry;
  70740. var status;
  70741. try {
  70742. var type = decoder.GetEncodedGeometryType(buffer);
  70743. switch (type) {
  70744. case module.TRIANGULAR_MESH:
  70745. geometry = new module.Mesh();
  70746. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70747. break;
  70748. case module.POINT_CLOUD:
  70749. geometry = new module.PointCloud();
  70750. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70751. break;
  70752. default:
  70753. throw new Error("Invalid geometry type " + type);
  70754. }
  70755. if (!status.ok() || !geometry.ptr) {
  70756. throw new Error(status.error_msg());
  70757. }
  70758. var numPoints = geometry.num_points();
  70759. if (type === module.TRIANGULAR_MESH) {
  70760. var numFaces = geometry.num_faces();
  70761. var faceIndices = new module.DracoInt32Array();
  70762. try {
  70763. var indices = new Uint32Array(numFaces * 3);
  70764. for (var i = 0; i < numFaces; i++) {
  70765. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70766. var offset = i * 3;
  70767. indices[offset + 0] = faceIndices.GetValue(0);
  70768. indices[offset + 1] = faceIndices.GetValue(1);
  70769. indices[offset + 2] = faceIndices.GetValue(2);
  70770. }
  70771. vertexData.indices = indices;
  70772. }
  70773. finally {
  70774. module.destroy(faceIndices);
  70775. }
  70776. }
  70777. for (var kind in attributes) {
  70778. var uniqueId = attributes[kind];
  70779. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70780. var dracoData = new module.DracoFloat32Array();
  70781. try {
  70782. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70783. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70784. for (var i = 0; i < babylonData.length; i++) {
  70785. babylonData[i] = dracoData.GetValue(i);
  70786. }
  70787. vertexData.set(babylonData, kind);
  70788. }
  70789. finally {
  70790. module.destroy(dracoData);
  70791. }
  70792. }
  70793. }
  70794. finally {
  70795. if (geometry) {
  70796. module.destroy(geometry);
  70797. }
  70798. module.destroy(decoder);
  70799. module.destroy(buffer);
  70800. }
  70801. return vertexData;
  70802. });
  70803. };
  70804. DracoCompression._GetDecoderModule = function () {
  70805. if (!DracoCompression._DecoderModulePromise) {
  70806. var promise = null;
  70807. var config_1 = {};
  70808. if (typeof DracoDecoderModule !== "undefined") {
  70809. promise = Promise.resolve();
  70810. }
  70811. else {
  70812. var decoder = DracoCompression.Configuration.decoder;
  70813. if (decoder) {
  70814. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70815. promise = Promise.all([
  70816. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70817. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70818. config_1.wasmBinary = data;
  70819. })
  70820. ]);
  70821. }
  70822. else if (decoder.fallbackUrl) {
  70823. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70824. }
  70825. }
  70826. }
  70827. if (!promise) {
  70828. throw new Error("Draco decoder module is not available");
  70829. }
  70830. DracoCompression._DecoderModulePromise = promise.then(function () {
  70831. return new Promise(function (resolve) {
  70832. config_1.onModuleLoaded = function (decoderModule) {
  70833. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70834. resolve({ module: decoderModule });
  70835. };
  70836. DracoDecoderModule(config_1);
  70837. });
  70838. });
  70839. }
  70840. return DracoCompression._DecoderModulePromise;
  70841. };
  70842. DracoCompression._LoadScriptAsync = function (url) {
  70843. return new Promise(function (resolve, reject) {
  70844. BABYLON.Tools.LoadScript(url, function () {
  70845. resolve();
  70846. }, function (message) {
  70847. reject(new Error(message));
  70848. });
  70849. });
  70850. };
  70851. DracoCompression._LoadFileAsync = function (url) {
  70852. return new Promise(function (resolve, reject) {
  70853. BABYLON.Tools.LoadFile(url, function (data) {
  70854. resolve(data);
  70855. }, undefined, undefined, true, function (request, exception) {
  70856. reject(exception);
  70857. });
  70858. });
  70859. };
  70860. /**
  70861. * The configuration. Defaults to the following urls:
  70862. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70863. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70864. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70865. */
  70866. DracoCompression.Configuration = {
  70867. decoder: {
  70868. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70869. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70870. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70871. }
  70872. };
  70873. return DracoCompression;
  70874. }());
  70875. BABYLON.DracoCompression = DracoCompression;
  70876. })(BABYLON || (BABYLON = {}));
  70877. //# sourceMappingURL=dracoCompression.js.map
  70878. var BABYLON;
  70879. (function (BABYLON) {
  70880. // Sets the default audio engine to Babylon.js
  70881. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70882. /**
  70883. * This represents the default audio engine used in babylon.
  70884. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70885. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70886. */
  70887. var AudioEngine = /** @class */ (function () {
  70888. /**
  70889. * Instantiates a new audio engine.
  70890. *
  70891. * There should be only one per page as some browsers restrict the number
  70892. * of audio contexts you can create.
  70893. * @param hostElement defines the host element where to display the mute icon if necessary
  70894. */
  70895. function AudioEngine(hostElement) {
  70896. if (hostElement === void 0) { hostElement = null; }
  70897. var _this = this;
  70898. this._audioContext = null;
  70899. this._audioContextInitialized = false;
  70900. this._muteButton = null;
  70901. /**
  70902. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70903. */
  70904. this.canUseWebAudio = false;
  70905. /**
  70906. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70907. * @ignoreNaming
  70908. */
  70909. this.WarnedWebAudioUnsupported = false;
  70910. /**
  70911. * Gets whether or not mp3 are supported by your browser.
  70912. */
  70913. this.isMP3supported = false;
  70914. /**
  70915. * Gets whether or not ogg are supported by your browser.
  70916. */
  70917. this.isOGGsupported = false;
  70918. /**
  70919. * Gets whether audio has been unlocked on the device.
  70920. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70921. * a user interaction has happened.
  70922. */
  70923. this.unlocked = true;
  70924. /**
  70925. * Defines if the audio engine relies on a custom unlocked button.
  70926. * In this case, the embedded button will not be displayed.
  70927. */
  70928. this.useCustomUnlockedButton = false;
  70929. /**
  70930. * Event raised when audio has been unlocked on the browser.
  70931. */
  70932. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70933. /**
  70934. * Event raised when audio has been locked on the browser.
  70935. */
  70936. this.onAudioLockedObservable = new BABYLON.Observable();
  70937. this._tryToRun = false;
  70938. this._onResize = function () {
  70939. _this._moveButtonToTopLeft();
  70940. };
  70941. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70942. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70943. this.canUseWebAudio = true;
  70944. }
  70945. var audioElem = document.createElement('audio');
  70946. this._hostElement = hostElement;
  70947. try {
  70948. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70949. this.isMP3supported = true;
  70950. }
  70951. }
  70952. catch (e) {
  70953. // protect error during capability check.
  70954. }
  70955. try {
  70956. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70957. this.isOGGsupported = true;
  70958. }
  70959. }
  70960. catch (e) {
  70961. // protect error during capability check.
  70962. }
  70963. }
  70964. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70965. /**
  70966. * Gets the current AudioContext if available.
  70967. */
  70968. get: function () {
  70969. if (!this._audioContextInitialized) {
  70970. this._initializeAudioContext();
  70971. }
  70972. else {
  70973. if (!this.unlocked && !this._muteButton) {
  70974. this._displayMuteButton();
  70975. }
  70976. }
  70977. return this._audioContext;
  70978. },
  70979. enumerable: true,
  70980. configurable: true
  70981. });
  70982. /**
  70983. * Flags the audio engine in Locked state.
  70984. * This happens due to new browser policies preventing audio to autoplay.
  70985. */
  70986. AudioEngine.prototype.lock = function () {
  70987. this._triggerSuspendedState();
  70988. };
  70989. /**
  70990. * Unlocks the audio engine once a user action has been done on the dom.
  70991. * This is helpful to resume play once browser policies have been satisfied.
  70992. */
  70993. AudioEngine.prototype.unlock = function () {
  70994. this._triggerRunningState();
  70995. };
  70996. AudioEngine.prototype._resumeAudioContext = function () {
  70997. var result;
  70998. if (this._audioContext.resume) {
  70999. result = this._audioContext.resume();
  71000. }
  71001. return result || Promise.resolve();
  71002. };
  71003. AudioEngine.prototype._initializeAudioContext = function () {
  71004. try {
  71005. if (this.canUseWebAudio) {
  71006. this._audioContext = new AudioContext();
  71007. // create a global volume gain node
  71008. this.masterGain = this._audioContext.createGain();
  71009. this.masterGain.gain.value = 1;
  71010. this.masterGain.connect(this._audioContext.destination);
  71011. this._audioContextInitialized = true;
  71012. if (this._audioContext.state === "running") {
  71013. // Do not wait for the promise to unlock.
  71014. this._triggerRunningState();
  71015. }
  71016. }
  71017. }
  71018. catch (e) {
  71019. this.canUseWebAudio = false;
  71020. BABYLON.Tools.Error("Web Audio: " + e.message);
  71021. }
  71022. };
  71023. AudioEngine.prototype._triggerRunningState = function () {
  71024. var _this = this;
  71025. if (this._tryToRun) {
  71026. return;
  71027. }
  71028. this._tryToRun = true;
  71029. this._resumeAudioContext()
  71030. .then(function () {
  71031. _this._tryToRun = false;
  71032. if (_this._muteButton) {
  71033. _this._hideMuteButton();
  71034. }
  71035. }).catch(function () {
  71036. _this._tryToRun = false;
  71037. _this.unlocked = false;
  71038. });
  71039. // Notify users that the audio stack is unlocked/unmuted
  71040. this.unlocked = true;
  71041. this.onAudioUnlockedObservable.notifyObservers(this);
  71042. };
  71043. AudioEngine.prototype._triggerSuspendedState = function () {
  71044. this.unlocked = false;
  71045. this.onAudioLockedObservable.notifyObservers(this);
  71046. this._displayMuteButton();
  71047. };
  71048. AudioEngine.prototype._displayMuteButton = function () {
  71049. var _this = this;
  71050. if (this.useCustomUnlockedButton) {
  71051. return;
  71052. }
  71053. this._muteButton = document.createElement("BUTTON");
  71054. this._muteButton.className = "babylonUnmuteIcon";
  71055. this._muteButton.id = "babylonUnmuteIconBtn";
  71056. this._muteButton.title = "Unmute";
  71057. 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) }";
  71058. var style = document.createElement('style');
  71059. style.appendChild(document.createTextNode(css));
  71060. document.getElementsByTagName('head')[0].appendChild(style);
  71061. document.body.appendChild(this._muteButton);
  71062. this._moveButtonToTopLeft();
  71063. this._muteButton.addEventListener('touchend', function () {
  71064. _this._triggerRunningState();
  71065. }, true);
  71066. this._muteButton.addEventListener('click', function () {
  71067. _this._triggerRunningState();
  71068. }, true);
  71069. window.addEventListener("resize", this._onResize);
  71070. };
  71071. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71072. if (this._hostElement && this._muteButton) {
  71073. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71074. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71075. }
  71076. };
  71077. AudioEngine.prototype._hideMuteButton = function () {
  71078. if (this._muteButton) {
  71079. document.body.removeChild(this._muteButton);
  71080. this._muteButton = null;
  71081. }
  71082. };
  71083. /**
  71084. * Destroy and release the resources associated with the audio ccontext.
  71085. */
  71086. AudioEngine.prototype.dispose = function () {
  71087. if (this.canUseWebAudio && this._audioContextInitialized) {
  71088. if (this._connectedAnalyser && this._audioContext) {
  71089. this._connectedAnalyser.stopDebugCanvas();
  71090. this._connectedAnalyser.dispose();
  71091. this.masterGain.disconnect();
  71092. this.masterGain.connect(this._audioContext.destination);
  71093. this._connectedAnalyser = null;
  71094. }
  71095. this.masterGain.gain.value = 1;
  71096. }
  71097. this.WarnedWebAudioUnsupported = false;
  71098. this._hideMuteButton();
  71099. window.removeEventListener("resize", this._onResize);
  71100. this.onAudioUnlockedObservable.clear();
  71101. this.onAudioLockedObservable.clear();
  71102. };
  71103. /**
  71104. * Gets the global volume sets on the master gain.
  71105. * @returns the global volume if set or -1 otherwise
  71106. */
  71107. AudioEngine.prototype.getGlobalVolume = function () {
  71108. if (this.canUseWebAudio && this._audioContextInitialized) {
  71109. return this.masterGain.gain.value;
  71110. }
  71111. else {
  71112. return -1;
  71113. }
  71114. };
  71115. /**
  71116. * Sets the global volume of your experience (sets on the master gain).
  71117. * @param newVolume Defines the new global volume of the application
  71118. */
  71119. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71120. if (this.canUseWebAudio && this._audioContextInitialized) {
  71121. this.masterGain.gain.value = newVolume;
  71122. }
  71123. };
  71124. /**
  71125. * Connect the audio engine to an audio analyser allowing some amazing
  71126. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71127. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71128. * @param analyser The analyser to connect to the engine
  71129. */
  71130. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71131. if (this._connectedAnalyser) {
  71132. this._connectedAnalyser.stopDebugCanvas();
  71133. }
  71134. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71135. this._connectedAnalyser = analyser;
  71136. this.masterGain.disconnect();
  71137. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71138. }
  71139. };
  71140. return AudioEngine;
  71141. }());
  71142. BABYLON.AudioEngine = AudioEngine;
  71143. })(BABYLON || (BABYLON = {}));
  71144. //# sourceMappingURL=audioEngine.js.map
  71145. var BABYLON;
  71146. (function (BABYLON) {
  71147. /**
  71148. * Defines a sound that can be played in the application.
  71149. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71150. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71151. */
  71152. var Sound = /** @class */ (function () {
  71153. /**
  71154. * Create a sound and attach it to a scene
  71155. * @param name Name of your sound
  71156. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71157. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71158. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71159. */
  71160. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71161. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71162. var _this = this;
  71163. /**
  71164. * Does the sound autoplay once loaded.
  71165. */
  71166. this.autoplay = false;
  71167. /**
  71168. * Does the sound loop after it finishes playing once.
  71169. */
  71170. this.loop = false;
  71171. /**
  71172. * Does the sound use a custom attenuation curve to simulate the falloff
  71173. * happening when the source gets further away from the camera.
  71174. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71175. */
  71176. this.useCustomAttenuation = false;
  71177. /**
  71178. * Is this sound currently played.
  71179. */
  71180. this.isPlaying = false;
  71181. /**
  71182. * Is this sound currently paused.
  71183. */
  71184. this.isPaused = false;
  71185. /**
  71186. * Does this sound enables spatial sound.
  71187. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71188. */
  71189. this.spatialSound = false;
  71190. /**
  71191. * Define the reference distance the sound should be heard perfectly.
  71192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71193. */
  71194. this.refDistance = 1;
  71195. /**
  71196. * Define the roll off factor of spatial sounds.
  71197. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71198. */
  71199. this.rolloffFactor = 1;
  71200. /**
  71201. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71202. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71203. */
  71204. this.maxDistance = 100;
  71205. /**
  71206. * Define the distance attenuation model the sound will follow.
  71207. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71208. */
  71209. this.distanceModel = "linear";
  71210. /**
  71211. * Observable event when the current playing sound finishes.
  71212. */
  71213. this.onEndedObservable = new BABYLON.Observable();
  71214. this._panningModel = "equalpower";
  71215. this._playbackRate = 1;
  71216. this._streaming = false;
  71217. this._startTime = 0;
  71218. this._startOffset = 0;
  71219. this._position = BABYLON.Vector3.Zero();
  71220. /** @hidden */
  71221. this._positionInEmitterSpace = false;
  71222. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71223. this._volume = 1;
  71224. this._isReadyToPlay = false;
  71225. this._isDirectional = false;
  71226. // Used if you'd like to create a directional sound.
  71227. // If not set, the sound will be omnidirectional
  71228. this._coneInnerAngle = 360;
  71229. this._coneOuterAngle = 360;
  71230. this._coneOuterGain = 0;
  71231. this._isOutputConnected = false;
  71232. this._urlType = "Unknown";
  71233. this.name = name;
  71234. this._scene = scene;
  71235. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71236. if (!compo) {
  71237. compo = new BABYLON.AudioSceneComponent(scene);
  71238. scene._addComponent(compo);
  71239. }
  71240. this._readyToPlayCallback = readyToPlayCallback;
  71241. // Default custom attenuation function is a linear attenuation
  71242. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71243. if (currentDistance < maxDistance) {
  71244. return currentVolume * (1 - currentDistance / maxDistance);
  71245. }
  71246. else {
  71247. return 0;
  71248. }
  71249. };
  71250. if (options) {
  71251. this.autoplay = options.autoplay || false;
  71252. this.loop = options.loop || false;
  71253. // if volume === 0, we need another way to check this option
  71254. if (options.volume !== undefined) {
  71255. this._volume = options.volume;
  71256. }
  71257. this.spatialSound = options.spatialSound || false;
  71258. this.maxDistance = options.maxDistance || 100;
  71259. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71260. this.rolloffFactor = options.rolloffFactor || 1;
  71261. this.refDistance = options.refDistance || 1;
  71262. this.distanceModel = options.distanceModel || "linear";
  71263. this._playbackRate = options.playbackRate || 1;
  71264. this._streaming = options.streaming || false;
  71265. }
  71266. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71267. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71268. this._soundGain.gain.value = this._volume;
  71269. this._inputAudioNode = this._soundGain;
  71270. this._outputAudioNode = this._soundGain;
  71271. if (this.spatialSound) {
  71272. this._createSpatialParameters();
  71273. }
  71274. this._scene.mainSoundTrack.AddSound(this);
  71275. var validParameter = true;
  71276. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71277. if (urlOrArrayBuffer) {
  71278. try {
  71279. if (typeof (urlOrArrayBuffer) === "string") {
  71280. this._urlType = "String";
  71281. }
  71282. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71283. this._urlType = "ArrayBuffer";
  71284. }
  71285. else if (urlOrArrayBuffer instanceof MediaStream) {
  71286. this._urlType = "MediaStream";
  71287. }
  71288. else if (Array.isArray(urlOrArrayBuffer)) {
  71289. this._urlType = "Array";
  71290. }
  71291. var urls = [];
  71292. var codecSupportedFound = false;
  71293. switch (this._urlType) {
  71294. case "MediaStream":
  71295. this._streaming = true;
  71296. this._isReadyToPlay = true;
  71297. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71298. if (this.autoplay) {
  71299. this.play();
  71300. }
  71301. if (this._readyToPlayCallback) {
  71302. this._readyToPlayCallback();
  71303. }
  71304. break;
  71305. case "ArrayBuffer":
  71306. if (urlOrArrayBuffer.byteLength > 0) {
  71307. codecSupportedFound = true;
  71308. this._soundLoaded(urlOrArrayBuffer);
  71309. }
  71310. break;
  71311. case "String":
  71312. urls.push(urlOrArrayBuffer);
  71313. case "Array":
  71314. if (urls.length === 0) {
  71315. urls = urlOrArrayBuffer;
  71316. }
  71317. // If we found a supported format, we load it immediately and stop the loop
  71318. for (var i = 0; i < urls.length; i++) {
  71319. var url = urls[i];
  71320. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71321. codecSupportedFound = true;
  71322. }
  71323. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71324. codecSupportedFound = true;
  71325. }
  71326. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71327. codecSupportedFound = true;
  71328. }
  71329. if (url.indexOf("blob:") !== -1) {
  71330. codecSupportedFound = true;
  71331. }
  71332. if (codecSupportedFound) {
  71333. // Loading sound using XHR2
  71334. if (!this._streaming) {
  71335. this._scene._loadFile(url, function (data) {
  71336. _this._soundLoaded(data);
  71337. }, undefined, true, true, function (exception) {
  71338. if (exception) {
  71339. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71340. }
  71341. BABYLON.Tools.Error("Sound creation aborted.");
  71342. _this._scene.mainSoundTrack.RemoveSound(_this);
  71343. });
  71344. }
  71345. // Streaming sound using HTML5 Audio tag
  71346. else {
  71347. this._htmlAudioElement = new Audio(url);
  71348. this._htmlAudioElement.controls = false;
  71349. this._htmlAudioElement.loop = this.loop;
  71350. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71351. this._htmlAudioElement.preload = "auto";
  71352. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71353. _this._isReadyToPlay = true;
  71354. if (_this.autoplay) {
  71355. _this.play();
  71356. }
  71357. if (_this._readyToPlayCallback) {
  71358. _this._readyToPlayCallback();
  71359. }
  71360. });
  71361. document.body.appendChild(this._htmlAudioElement);
  71362. this._htmlAudioElement.load();
  71363. }
  71364. break;
  71365. }
  71366. }
  71367. break;
  71368. default:
  71369. validParameter = false;
  71370. break;
  71371. }
  71372. if (!validParameter) {
  71373. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71374. }
  71375. else {
  71376. if (!codecSupportedFound) {
  71377. this._isReadyToPlay = true;
  71378. // Simulating a ready to play event to avoid breaking code path
  71379. if (this._readyToPlayCallback) {
  71380. window.setTimeout(function () {
  71381. if (_this._readyToPlayCallback) {
  71382. _this._readyToPlayCallback();
  71383. }
  71384. }, 1000);
  71385. }
  71386. }
  71387. }
  71388. }
  71389. catch (ex) {
  71390. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71391. this._scene.mainSoundTrack.RemoveSound(this);
  71392. }
  71393. }
  71394. }
  71395. else {
  71396. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71397. this._scene.mainSoundTrack.AddSound(this);
  71398. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71399. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71400. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71401. }
  71402. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71403. if (this._readyToPlayCallback) {
  71404. window.setTimeout(function () {
  71405. if (_this._readyToPlayCallback) {
  71406. _this._readyToPlayCallback();
  71407. }
  71408. }, 1000);
  71409. }
  71410. }
  71411. }
  71412. /**
  71413. * Release the sound and its associated resources
  71414. */
  71415. Sound.prototype.dispose = function () {
  71416. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71417. if (this.isPlaying) {
  71418. this.stop();
  71419. }
  71420. this._isReadyToPlay = false;
  71421. if (this.soundTrackId === -1) {
  71422. this._scene.mainSoundTrack.RemoveSound(this);
  71423. }
  71424. else if (this._scene.soundTracks) {
  71425. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71426. }
  71427. if (this._soundGain) {
  71428. this._soundGain.disconnect();
  71429. this._soundGain = null;
  71430. }
  71431. if (this._soundPanner) {
  71432. this._soundPanner.disconnect();
  71433. this._soundPanner = null;
  71434. }
  71435. if (this._soundSource) {
  71436. this._soundSource.disconnect();
  71437. this._soundSource = null;
  71438. }
  71439. this._audioBuffer = null;
  71440. if (this._htmlAudioElement) {
  71441. this._htmlAudioElement.pause();
  71442. this._htmlAudioElement.src = "";
  71443. document.body.removeChild(this._htmlAudioElement);
  71444. }
  71445. if (this._streamingSource) {
  71446. this._streamingSource.disconnect();
  71447. }
  71448. if (this._connectedTransformNode && this._registerFunc) {
  71449. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71450. this._connectedTransformNode = null;
  71451. }
  71452. }
  71453. };
  71454. /**
  71455. * Gets if the sounds is ready to be played or not.
  71456. * @returns true if ready, otherwise false
  71457. */
  71458. Sound.prototype.isReady = function () {
  71459. return this._isReadyToPlay;
  71460. };
  71461. Sound.prototype._soundLoaded = function (audioData) {
  71462. var _this = this;
  71463. if (!BABYLON.Engine.audioEngine.audioContext) {
  71464. return;
  71465. }
  71466. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71467. _this._audioBuffer = buffer;
  71468. _this._isReadyToPlay = true;
  71469. if (_this.autoplay) {
  71470. _this.play();
  71471. }
  71472. if (_this._readyToPlayCallback) {
  71473. _this._readyToPlayCallback();
  71474. }
  71475. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71476. };
  71477. /**
  71478. * Sets the data of the sound from an audiobuffer
  71479. * @param audioBuffer The audioBuffer containing the data
  71480. */
  71481. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71482. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71483. this._audioBuffer = audioBuffer;
  71484. this._isReadyToPlay = true;
  71485. }
  71486. };
  71487. /**
  71488. * Updates the current sounds options such as maxdistance, loop...
  71489. * @param options A JSON object containing values named as the object properties
  71490. */
  71491. Sound.prototype.updateOptions = function (options) {
  71492. if (options) {
  71493. this.loop = options.loop || this.loop;
  71494. this.maxDistance = options.maxDistance || this.maxDistance;
  71495. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71496. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71497. this.refDistance = options.refDistance || this.refDistance;
  71498. this.distanceModel = options.distanceModel || this.distanceModel;
  71499. this._playbackRate = options.playbackRate || this._playbackRate;
  71500. this._updateSpatialParameters();
  71501. if (this.isPlaying) {
  71502. if (this._streaming && this._htmlAudioElement) {
  71503. this._htmlAudioElement.playbackRate = this._playbackRate;
  71504. }
  71505. else {
  71506. if (this._soundSource) {
  71507. this._soundSource.playbackRate.value = this._playbackRate;
  71508. }
  71509. }
  71510. }
  71511. }
  71512. };
  71513. Sound.prototype._createSpatialParameters = function () {
  71514. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71515. if (this._scene.headphone) {
  71516. this._panningModel = "HRTF";
  71517. }
  71518. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71519. this._updateSpatialParameters();
  71520. this._soundPanner.connect(this._outputAudioNode);
  71521. this._inputAudioNode = this._soundPanner;
  71522. }
  71523. };
  71524. Sound.prototype._updateSpatialParameters = function () {
  71525. if (this.spatialSound && this._soundPanner) {
  71526. if (this.useCustomAttenuation) {
  71527. // Tricks to disable in a way embedded Web Audio attenuation
  71528. this._soundPanner.distanceModel = "linear";
  71529. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71530. this._soundPanner.refDistance = 1;
  71531. this._soundPanner.rolloffFactor = 1;
  71532. this._soundPanner.panningModel = this._panningModel;
  71533. }
  71534. else {
  71535. this._soundPanner.distanceModel = this.distanceModel;
  71536. this._soundPanner.maxDistance = this.maxDistance;
  71537. this._soundPanner.refDistance = this.refDistance;
  71538. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71539. this._soundPanner.panningModel = this._panningModel;
  71540. }
  71541. }
  71542. };
  71543. /**
  71544. * Switch the panning model to HRTF:
  71545. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71546. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71547. */
  71548. Sound.prototype.switchPanningModelToHRTF = function () {
  71549. this._panningModel = "HRTF";
  71550. this._switchPanningModel();
  71551. };
  71552. /**
  71553. * Switch the panning model to Equal Power:
  71554. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71555. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71556. */
  71557. Sound.prototype.switchPanningModelToEqualPower = function () {
  71558. this._panningModel = "equalpower";
  71559. this._switchPanningModel();
  71560. };
  71561. Sound.prototype._switchPanningModel = function () {
  71562. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71563. this._soundPanner.panningModel = this._panningModel;
  71564. }
  71565. };
  71566. /**
  71567. * Connect this sound to a sound track audio node like gain...
  71568. * @param soundTrackAudioNode the sound track audio node to connect to
  71569. */
  71570. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71571. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71572. if (this._isOutputConnected) {
  71573. this._outputAudioNode.disconnect();
  71574. }
  71575. this._outputAudioNode.connect(soundTrackAudioNode);
  71576. this._isOutputConnected = true;
  71577. }
  71578. };
  71579. /**
  71580. * Transform this sound into a directional source
  71581. * @param coneInnerAngle Size of the inner cone in degree
  71582. * @param coneOuterAngle Size of the outer cone in degree
  71583. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71584. */
  71585. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71586. if (coneOuterAngle < coneInnerAngle) {
  71587. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71588. return;
  71589. }
  71590. this._coneInnerAngle = coneInnerAngle;
  71591. this._coneOuterAngle = coneOuterAngle;
  71592. this._coneOuterGain = coneOuterGain;
  71593. this._isDirectional = true;
  71594. if (this.isPlaying && this.loop) {
  71595. this.stop();
  71596. this.play();
  71597. }
  71598. };
  71599. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71600. /**
  71601. * Gets or sets the inner angle for the directional cone.
  71602. */
  71603. get: function () {
  71604. return this._coneInnerAngle;
  71605. },
  71606. /**
  71607. * Gets or sets the inner angle for the directional cone.
  71608. */
  71609. set: function (value) {
  71610. if (value != this._coneInnerAngle) {
  71611. if (this._coneOuterAngle < value) {
  71612. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71613. return;
  71614. }
  71615. this._coneInnerAngle = value;
  71616. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71617. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71618. }
  71619. }
  71620. },
  71621. enumerable: true,
  71622. configurable: true
  71623. });
  71624. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71625. /**
  71626. * Gets or sets the outer angle for the directional cone.
  71627. */
  71628. get: function () {
  71629. return this._coneOuterAngle;
  71630. },
  71631. /**
  71632. * Gets or sets the outer angle for the directional cone.
  71633. */
  71634. set: function (value) {
  71635. if (value != this._coneOuterAngle) {
  71636. if (value < this._coneInnerAngle) {
  71637. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71638. return;
  71639. }
  71640. this._coneOuterAngle = value;
  71641. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71642. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71643. }
  71644. }
  71645. },
  71646. enumerable: true,
  71647. configurable: true
  71648. });
  71649. /**
  71650. * Sets the position of the emitter if spatial sound is enabled
  71651. * @param newPosition Defines the new posisiton
  71652. */
  71653. Sound.prototype.setPosition = function (newPosition) {
  71654. this._position = newPosition;
  71655. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71656. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71657. }
  71658. };
  71659. /**
  71660. * Sets the local direction of the emitter if spatial sound is enabled
  71661. * @param newLocalDirection Defines the new local direction
  71662. */
  71663. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71664. this._localDirection = newLocalDirection;
  71665. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71666. this._updateDirection();
  71667. }
  71668. };
  71669. Sound.prototype._updateDirection = function () {
  71670. if (!this._connectedTransformNode || !this._soundPanner) {
  71671. return;
  71672. }
  71673. var mat = this._connectedTransformNode.getWorldMatrix();
  71674. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71675. direction.normalize();
  71676. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71677. };
  71678. /** @hidden */
  71679. Sound.prototype.updateDistanceFromListener = function () {
  71680. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71681. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71682. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71683. }
  71684. };
  71685. /**
  71686. * Sets a new custom attenuation function for the sound.
  71687. * @param callback Defines the function used for the attenuation
  71688. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71689. */
  71690. Sound.prototype.setAttenuationFunction = function (callback) {
  71691. this._customAttenuationFunction = callback;
  71692. };
  71693. /**
  71694. * Play the sound
  71695. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71696. * @param offset (optional) Start the sound setting it at a specific time
  71697. */
  71698. Sound.prototype.play = function (time, offset) {
  71699. var _this = this;
  71700. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71701. try {
  71702. if (this._startOffset < 0) {
  71703. time = -this._startOffset;
  71704. this._startOffset = 0;
  71705. }
  71706. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71707. if (!this._soundSource || !this._streamingSource) {
  71708. if (this.spatialSound && this._soundPanner) {
  71709. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71710. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71711. }
  71712. if (this._isDirectional) {
  71713. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71714. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71715. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71716. if (this._connectedTransformNode) {
  71717. this._updateDirection();
  71718. }
  71719. else {
  71720. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71721. }
  71722. }
  71723. }
  71724. }
  71725. if (this._streaming) {
  71726. if (!this._streamingSource) {
  71727. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71728. this._htmlAudioElement.onended = function () { _this._onended(); };
  71729. this._htmlAudioElement.playbackRate = this._playbackRate;
  71730. }
  71731. this._streamingSource.disconnect();
  71732. this._streamingSource.connect(this._inputAudioNode);
  71733. if (this._htmlAudioElement) {
  71734. // required to manage properly the new suspended default state of Chrome
  71735. // When the option 'streaming: true' is used, we need first to wait for
  71736. // the audio engine to be unlocked by a user gesture before trying to play
  71737. // an HTML Audio elememt
  71738. var tryToPlay = function () {
  71739. if (BABYLON.Engine.audioEngine.unlocked) {
  71740. var playPromise = _this._htmlAudioElement.play();
  71741. // In browsers that don’t yet support this functionality,
  71742. // playPromise won’t be defined.
  71743. if (playPromise !== undefined) {
  71744. playPromise.catch(function (error) {
  71745. // Automatic playback failed.
  71746. // Waiting for the audio engine to be unlocked by user click on unmute
  71747. BABYLON.Engine.audioEngine.lock();
  71748. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71749. });
  71750. }
  71751. }
  71752. else {
  71753. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71754. }
  71755. };
  71756. tryToPlay();
  71757. }
  71758. }
  71759. else {
  71760. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71761. this._soundSource.buffer = this._audioBuffer;
  71762. this._soundSource.connect(this._inputAudioNode);
  71763. this._soundSource.loop = this.loop;
  71764. this._soundSource.playbackRate.value = this._playbackRate;
  71765. this._soundSource.onended = function () { _this._onended(); };
  71766. if (this._soundSource.buffer) {
  71767. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71768. }
  71769. }
  71770. this._startTime = startTime;
  71771. this.isPlaying = true;
  71772. this.isPaused = false;
  71773. }
  71774. catch (ex) {
  71775. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71776. }
  71777. }
  71778. };
  71779. Sound.prototype._onended = function () {
  71780. this.isPlaying = false;
  71781. if (this.onended) {
  71782. this.onended();
  71783. }
  71784. this.onEndedObservable.notifyObservers(this);
  71785. };
  71786. /**
  71787. * Stop the sound
  71788. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71789. */
  71790. Sound.prototype.stop = function (time) {
  71791. if (this.isPlaying) {
  71792. if (this._streaming) {
  71793. if (this._htmlAudioElement) {
  71794. this._htmlAudioElement.pause();
  71795. // Test needed for Firefox or it will generate an Invalid State Error
  71796. if (this._htmlAudioElement.currentTime > 0) {
  71797. this._htmlAudioElement.currentTime = 0;
  71798. }
  71799. }
  71800. else {
  71801. this._streamingSource.disconnect();
  71802. }
  71803. }
  71804. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71805. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71806. this._soundSource.stop(stopTime);
  71807. this._soundSource.onended = function () { };
  71808. if (!this.isPaused) {
  71809. this._startOffset = 0;
  71810. }
  71811. }
  71812. this.isPlaying = false;
  71813. }
  71814. };
  71815. /**
  71816. * Put the sound in pause
  71817. */
  71818. Sound.prototype.pause = function () {
  71819. if (this.isPlaying) {
  71820. this.isPaused = true;
  71821. if (this._streaming) {
  71822. if (this._htmlAudioElement) {
  71823. this._htmlAudioElement.pause();
  71824. }
  71825. else {
  71826. this._streamingSource.disconnect();
  71827. }
  71828. }
  71829. else if (BABYLON.Engine.audioEngine.audioContext) {
  71830. this.stop(0);
  71831. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71832. }
  71833. }
  71834. };
  71835. /**
  71836. * Sets a dedicated volume for this sounds
  71837. * @param newVolume Define the new volume of the sound
  71838. * @param time Define in how long the sound should be at this value
  71839. */
  71840. Sound.prototype.setVolume = function (newVolume, time) {
  71841. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71842. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71843. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71844. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71845. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71846. }
  71847. else {
  71848. this._soundGain.gain.value = newVolume;
  71849. }
  71850. }
  71851. this._volume = newVolume;
  71852. };
  71853. /**
  71854. * Set the sound play back rate
  71855. * @param newPlaybackRate Define the playback rate the sound should be played at
  71856. */
  71857. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71858. this._playbackRate = newPlaybackRate;
  71859. if (this.isPlaying) {
  71860. if (this._streaming && this._htmlAudioElement) {
  71861. this._htmlAudioElement.playbackRate = this._playbackRate;
  71862. }
  71863. else if (this._soundSource) {
  71864. this._soundSource.playbackRate.value = this._playbackRate;
  71865. }
  71866. }
  71867. };
  71868. /**
  71869. * Gets the volume of the sound.
  71870. * @returns the volume of the sound
  71871. */
  71872. Sound.prototype.getVolume = function () {
  71873. return this._volume;
  71874. };
  71875. /**
  71876. * Attach the sound to a dedicated mesh
  71877. * @param transformNode The transform node to connect the sound with
  71878. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71879. */
  71880. Sound.prototype.attachToMesh = function (transformNode) {
  71881. var _this = this;
  71882. if (this._connectedTransformNode && this._registerFunc) {
  71883. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71884. this._registerFunc = null;
  71885. }
  71886. this._connectedTransformNode = transformNode;
  71887. if (!this.spatialSound) {
  71888. this.spatialSound = true;
  71889. this._createSpatialParameters();
  71890. if (this.isPlaying && this.loop) {
  71891. this.stop();
  71892. this.play();
  71893. }
  71894. }
  71895. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71896. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71897. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71898. };
  71899. /**
  71900. * Detach the sound from the previously attached mesh
  71901. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71902. */
  71903. Sound.prototype.detachFromMesh = function () {
  71904. if (this._connectedTransformNode && this._registerFunc) {
  71905. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71906. this._registerFunc = null;
  71907. this._connectedTransformNode = null;
  71908. }
  71909. };
  71910. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71911. if (!node.getBoundingInfo) {
  71912. return;
  71913. }
  71914. var mesh = node;
  71915. if (this._positionInEmitterSpace) {
  71916. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71917. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71918. }
  71919. else {
  71920. var boundingInfo = mesh.getBoundingInfo();
  71921. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71922. }
  71923. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71924. this._updateDirection();
  71925. }
  71926. };
  71927. /**
  71928. * Clone the current sound in the scene.
  71929. * @returns the new sound clone
  71930. */
  71931. Sound.prototype.clone = function () {
  71932. var _this = this;
  71933. if (!this._streaming) {
  71934. var setBufferAndRun = function () {
  71935. if (_this._isReadyToPlay) {
  71936. clonedSound._audioBuffer = _this.getAudioBuffer();
  71937. clonedSound._isReadyToPlay = true;
  71938. if (clonedSound.autoplay) {
  71939. clonedSound.play();
  71940. }
  71941. }
  71942. else {
  71943. window.setTimeout(setBufferAndRun, 300);
  71944. }
  71945. };
  71946. var currentOptions = {
  71947. autoplay: this.autoplay, loop: this.loop,
  71948. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71949. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71950. refDistance: this.refDistance, distanceModel: this.distanceModel
  71951. };
  71952. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71953. if (this.useCustomAttenuation) {
  71954. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71955. }
  71956. clonedSound.setPosition(this._position);
  71957. clonedSound.setPlaybackRate(this._playbackRate);
  71958. setBufferAndRun();
  71959. return clonedSound;
  71960. }
  71961. // Can't clone a streaming sound
  71962. else {
  71963. return null;
  71964. }
  71965. };
  71966. /**
  71967. * Gets the current underlying audio buffer containing the data
  71968. * @returns the audio buffer
  71969. */
  71970. Sound.prototype.getAudioBuffer = function () {
  71971. return this._audioBuffer;
  71972. };
  71973. /**
  71974. * Serializes the Sound in a JSON representation
  71975. * @returns the JSON representation of the sound
  71976. */
  71977. Sound.prototype.serialize = function () {
  71978. var serializationObject = {
  71979. name: this.name,
  71980. url: this.name,
  71981. autoplay: this.autoplay,
  71982. loop: this.loop,
  71983. volume: this._volume,
  71984. spatialSound: this.spatialSound,
  71985. maxDistance: this.maxDistance,
  71986. rolloffFactor: this.rolloffFactor,
  71987. refDistance: this.refDistance,
  71988. distanceModel: this.distanceModel,
  71989. playbackRate: this._playbackRate,
  71990. panningModel: this._panningModel,
  71991. soundTrackId: this.soundTrackId
  71992. };
  71993. if (this.spatialSound) {
  71994. if (this._connectedTransformNode) {
  71995. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  71996. }
  71997. serializationObject.position = this._position.asArray();
  71998. serializationObject.refDistance = this.refDistance;
  71999. serializationObject.distanceModel = this.distanceModel;
  72000. serializationObject.isDirectional = this._isDirectional;
  72001. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72002. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72003. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72004. serializationObject.coneOuterGain = this._coneOuterGain;
  72005. }
  72006. return serializationObject;
  72007. };
  72008. /**
  72009. * Parse a JSON representation of a sound to innstantiate in a given scene
  72010. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72011. * @param scene Define the scene the new parsed sound should be created in
  72012. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72013. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72014. * @returns the newly parsed sound
  72015. */
  72016. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72017. var soundName = parsedSound.name;
  72018. var soundUrl;
  72019. if (parsedSound.url) {
  72020. soundUrl = rootUrl + parsedSound.url;
  72021. }
  72022. else {
  72023. soundUrl = rootUrl + soundName;
  72024. }
  72025. var options = {
  72026. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72027. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72028. rolloffFactor: parsedSound.rolloffFactor,
  72029. refDistance: parsedSound.refDistance,
  72030. distanceModel: parsedSound.distanceModel,
  72031. playbackRate: parsedSound.playbackRate
  72032. };
  72033. var newSound;
  72034. if (!sourceSound) {
  72035. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72036. scene._addPendingData(newSound);
  72037. }
  72038. else {
  72039. var setBufferAndRun = function () {
  72040. if (sourceSound._isReadyToPlay) {
  72041. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72042. newSound._isReadyToPlay = true;
  72043. if (newSound.autoplay) {
  72044. newSound.play();
  72045. }
  72046. }
  72047. else {
  72048. window.setTimeout(setBufferAndRun, 300);
  72049. }
  72050. };
  72051. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72052. setBufferAndRun();
  72053. }
  72054. if (parsedSound.position) {
  72055. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72056. newSound.setPosition(soundPosition);
  72057. }
  72058. if (parsedSound.isDirectional) {
  72059. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72060. if (parsedSound.localDirectionToMesh) {
  72061. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72062. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72063. }
  72064. }
  72065. if (parsedSound.connectedMeshId) {
  72066. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72067. if (connectedMesh) {
  72068. newSound.attachToMesh(connectedMesh);
  72069. }
  72070. }
  72071. return newSound;
  72072. };
  72073. return Sound;
  72074. }());
  72075. BABYLON.Sound = Sound;
  72076. })(BABYLON || (BABYLON = {}));
  72077. //# sourceMappingURL=sound.js.map
  72078. var BABYLON;
  72079. (function (BABYLON) {
  72080. /**
  72081. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72082. * It will be also used in a future release to apply effects on a specific track.
  72083. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72084. */
  72085. var SoundTrack = /** @class */ (function () {
  72086. /**
  72087. * Creates a new sound track.
  72088. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72089. * @param scene Define the scene the sound track belongs to
  72090. * @param options
  72091. */
  72092. function SoundTrack(scene, options) {
  72093. if (options === void 0) { options = {}; }
  72094. /**
  72095. * The unique identifier of the sound track in the scene.
  72096. */
  72097. this.id = -1;
  72098. this._isMainTrack = false;
  72099. this._isInitialized = false;
  72100. this._scene = scene;
  72101. this.soundCollection = new Array();
  72102. this._options = options;
  72103. if (!this._isMainTrack && this._scene.soundTracks) {
  72104. this._scene.soundTracks.push(this);
  72105. this.id = this._scene.soundTracks.length - 1;
  72106. }
  72107. }
  72108. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72109. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72110. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72111. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72112. if (this._options) {
  72113. if (this._options.volume) {
  72114. this._outputAudioNode.gain.value = this._options.volume;
  72115. }
  72116. if (this._options.mainTrack) {
  72117. this._isMainTrack = this._options.mainTrack;
  72118. }
  72119. }
  72120. this._isInitialized = true;
  72121. }
  72122. };
  72123. /**
  72124. * Release the sound track and its associated resources
  72125. */
  72126. SoundTrack.prototype.dispose = function () {
  72127. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72128. if (this._connectedAnalyser) {
  72129. this._connectedAnalyser.stopDebugCanvas();
  72130. }
  72131. while (this.soundCollection.length) {
  72132. this.soundCollection[0].dispose();
  72133. }
  72134. if (this._outputAudioNode) {
  72135. this._outputAudioNode.disconnect();
  72136. }
  72137. this._outputAudioNode = null;
  72138. }
  72139. };
  72140. /**
  72141. * Adds a sound to this sound track
  72142. * @param sound define the cound to add
  72143. * @ignoreNaming
  72144. */
  72145. SoundTrack.prototype.AddSound = function (sound) {
  72146. if (!this._isInitialized) {
  72147. this._initializeSoundTrackAudioGraph();
  72148. }
  72149. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72150. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72151. }
  72152. if (sound.soundTrackId) {
  72153. if (sound.soundTrackId === -1) {
  72154. this._scene.mainSoundTrack.RemoveSound(sound);
  72155. }
  72156. else if (this._scene.soundTracks) {
  72157. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72158. }
  72159. }
  72160. this.soundCollection.push(sound);
  72161. sound.soundTrackId = this.id;
  72162. };
  72163. /**
  72164. * Removes a sound to this sound track
  72165. * @param sound define the cound to remove
  72166. * @ignoreNaming
  72167. */
  72168. SoundTrack.prototype.RemoveSound = function (sound) {
  72169. var index = this.soundCollection.indexOf(sound);
  72170. if (index !== -1) {
  72171. this.soundCollection.splice(index, 1);
  72172. }
  72173. };
  72174. /**
  72175. * Set a global volume for the full sound track.
  72176. * @param newVolume Define the new volume of the sound track
  72177. */
  72178. SoundTrack.prototype.setVolume = function (newVolume) {
  72179. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72180. this._outputAudioNode.gain.value = newVolume;
  72181. }
  72182. };
  72183. /**
  72184. * Switch the panning model to HRTF:
  72185. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72186. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72187. */
  72188. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72189. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72190. for (var i = 0; i < this.soundCollection.length; i++) {
  72191. this.soundCollection[i].switchPanningModelToHRTF();
  72192. }
  72193. }
  72194. };
  72195. /**
  72196. * Switch the panning model to Equal Power:
  72197. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72198. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72199. */
  72200. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72201. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72202. for (var i = 0; i < this.soundCollection.length; i++) {
  72203. this.soundCollection[i].switchPanningModelToEqualPower();
  72204. }
  72205. }
  72206. };
  72207. /**
  72208. * Connect the sound track to an audio analyser allowing some amazing
  72209. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72211. * @param analyser The analyser to connect to the engine
  72212. */
  72213. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72214. if (this._connectedAnalyser) {
  72215. this._connectedAnalyser.stopDebugCanvas();
  72216. }
  72217. this._connectedAnalyser = analyser;
  72218. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72219. this._outputAudioNode.disconnect();
  72220. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72221. }
  72222. };
  72223. return SoundTrack;
  72224. }());
  72225. BABYLON.SoundTrack = SoundTrack;
  72226. })(BABYLON || (BABYLON = {}));
  72227. //# sourceMappingURL=soundtrack.js.map
  72228. var BABYLON;
  72229. (function (BABYLON) {
  72230. /**
  72231. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72232. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72233. */
  72234. var Analyser = /** @class */ (function () {
  72235. /**
  72236. * Creates a new analyser
  72237. * @param scene defines hosting scene
  72238. */
  72239. function Analyser(scene) {
  72240. /**
  72241. * Gets or sets the smoothing
  72242. * @ignorenaming
  72243. */
  72244. this.SMOOTHING = 0.75;
  72245. /**
  72246. * Gets or sets the FFT table size
  72247. * @ignorenaming
  72248. */
  72249. this.FFT_SIZE = 512;
  72250. /**
  72251. * Gets or sets the bar graph amplitude
  72252. * @ignorenaming
  72253. */
  72254. this.BARGRAPHAMPLITUDE = 256;
  72255. /**
  72256. * Gets or sets the position of the debug canvas
  72257. * @ignorenaming
  72258. */
  72259. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72260. /**
  72261. * Gets or sets the debug canvas size
  72262. * @ignorenaming
  72263. */
  72264. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72265. this._scene = scene;
  72266. this._audioEngine = BABYLON.Engine.audioEngine;
  72267. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72268. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72269. this._webAudioAnalyser.minDecibels = -140;
  72270. this._webAudioAnalyser.maxDecibels = 0;
  72271. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72272. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72273. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72274. }
  72275. }
  72276. /**
  72277. * Get the number of data values you will have to play with for the visualization
  72278. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72279. * @returns a number
  72280. */
  72281. Analyser.prototype.getFrequencyBinCount = function () {
  72282. if (this._audioEngine.canUseWebAudio) {
  72283. return this._webAudioAnalyser.frequencyBinCount;
  72284. }
  72285. else {
  72286. return 0;
  72287. }
  72288. };
  72289. /**
  72290. * Gets the current frequency data as a byte array
  72291. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72292. * @returns a Uint8Array
  72293. */
  72294. Analyser.prototype.getByteFrequencyData = function () {
  72295. if (this._audioEngine.canUseWebAudio) {
  72296. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72297. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72298. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72299. }
  72300. return this._byteFreqs;
  72301. };
  72302. /**
  72303. * Gets the current waveform as a byte array
  72304. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72305. * @returns a Uint8Array
  72306. */
  72307. Analyser.prototype.getByteTimeDomainData = function () {
  72308. if (this._audioEngine.canUseWebAudio) {
  72309. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72310. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72311. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72312. }
  72313. return this._byteTime;
  72314. };
  72315. /**
  72316. * Gets the current frequency data as a float array
  72317. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72318. * @returns a Float32Array
  72319. */
  72320. Analyser.prototype.getFloatFrequencyData = function () {
  72321. if (this._audioEngine.canUseWebAudio) {
  72322. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72323. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72324. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72325. }
  72326. return this._floatFreqs;
  72327. };
  72328. /**
  72329. * Renders the debug canvas
  72330. */
  72331. Analyser.prototype.drawDebugCanvas = function () {
  72332. var _this = this;
  72333. if (this._audioEngine.canUseWebAudio) {
  72334. if (!this._debugCanvas) {
  72335. this._debugCanvas = document.createElement("canvas");
  72336. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72337. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72338. this._debugCanvas.style.position = "absolute";
  72339. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72340. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72341. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72342. document.body.appendChild(this._debugCanvas);
  72343. this._registerFunc = function () {
  72344. _this.drawDebugCanvas();
  72345. };
  72346. this._scene.registerBeforeRender(this._registerFunc);
  72347. }
  72348. if (this._registerFunc && this._debugCanvasContext) {
  72349. var workingArray = this.getByteFrequencyData();
  72350. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72351. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72352. // Draw the frequency domain chart.
  72353. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72354. var value = workingArray[i];
  72355. var percent = value / this.BARGRAPHAMPLITUDE;
  72356. var height = this.DEBUGCANVASSIZE.height * percent;
  72357. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72358. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72359. var hue = i / this.getFrequencyBinCount() * 360;
  72360. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72361. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72362. }
  72363. }
  72364. }
  72365. };
  72366. /**
  72367. * Stops rendering the debug canvas and removes it
  72368. */
  72369. Analyser.prototype.stopDebugCanvas = function () {
  72370. if (this._debugCanvas) {
  72371. if (this._registerFunc) {
  72372. this._scene.unregisterBeforeRender(this._registerFunc);
  72373. this._registerFunc = null;
  72374. }
  72375. document.body.removeChild(this._debugCanvas);
  72376. this._debugCanvas = null;
  72377. this._debugCanvasContext = null;
  72378. }
  72379. };
  72380. /**
  72381. * Connects two audio nodes
  72382. * @param inputAudioNode defines first node to connect
  72383. * @param outputAudioNode defines second node to connect
  72384. */
  72385. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72386. if (this._audioEngine.canUseWebAudio) {
  72387. inputAudioNode.connect(this._webAudioAnalyser);
  72388. this._webAudioAnalyser.connect(outputAudioNode);
  72389. }
  72390. };
  72391. /**
  72392. * Releases all associated resources
  72393. */
  72394. Analyser.prototype.dispose = function () {
  72395. if (this._audioEngine.canUseWebAudio) {
  72396. this._webAudioAnalyser.disconnect();
  72397. }
  72398. };
  72399. return Analyser;
  72400. }());
  72401. BABYLON.Analyser = Analyser;
  72402. })(BABYLON || (BABYLON = {}));
  72403. //# sourceMappingURL=analyser.js.map
  72404. var BABYLON;
  72405. (function (BABYLON) {
  72406. /**
  72407. * Wraps one or more Sound objects and selects one with random weight for playback.
  72408. */
  72409. var WeightedSound = /** @class */ (function () {
  72410. /**
  72411. * Creates a new WeightedSound from the list of sounds given.
  72412. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72413. * @param sounds Array of Sounds that will be selected from.
  72414. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72415. */
  72416. function WeightedSound(loop, sounds, weights) {
  72417. var _this = this;
  72418. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72419. this.loop = false;
  72420. this._coneInnerAngle = 360;
  72421. this._coneOuterAngle = 360;
  72422. this._volume = 1;
  72423. /** A Sound is currently playing. */
  72424. this.isPlaying = false;
  72425. /** A Sound is currently paused. */
  72426. this.isPaused = false;
  72427. this._sounds = [];
  72428. this._weights = [];
  72429. if (sounds.length !== weights.length) {
  72430. throw new Error('Sounds length does not equal weights length');
  72431. }
  72432. this.loop = loop;
  72433. this._weights = weights;
  72434. // Normalize the weights
  72435. var weightSum = 0;
  72436. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72437. var weight = weights_1[_i];
  72438. weightSum += weight;
  72439. }
  72440. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72441. for (var i = 0; i < this._weights.length; i++) {
  72442. this._weights[i] *= invWeightSum;
  72443. }
  72444. this._sounds = sounds;
  72445. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72446. var sound = _b[_a];
  72447. sound.onEndedObservable.add(function () { _this._onended(); });
  72448. }
  72449. }
  72450. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72451. /**
  72452. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72453. */
  72454. get: function () {
  72455. return this._coneInnerAngle;
  72456. },
  72457. /**
  72458. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72459. */
  72460. set: function (value) {
  72461. if (value !== this._coneInnerAngle) {
  72462. if (this._coneOuterAngle < value) {
  72463. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72464. return;
  72465. }
  72466. this._coneInnerAngle = value;
  72467. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72468. var sound = _a[_i];
  72469. sound.directionalConeInnerAngle = value;
  72470. }
  72471. }
  72472. },
  72473. enumerable: true,
  72474. configurable: true
  72475. });
  72476. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72477. /**
  72478. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72479. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72480. */
  72481. get: function () {
  72482. return this._coneOuterAngle;
  72483. },
  72484. /**
  72485. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72486. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72487. */
  72488. set: function (value) {
  72489. if (value !== this._coneOuterAngle) {
  72490. if (value < this._coneInnerAngle) {
  72491. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72492. return;
  72493. }
  72494. this._coneOuterAngle = value;
  72495. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72496. var sound = _a[_i];
  72497. sound.directionalConeOuterAngle = value;
  72498. }
  72499. }
  72500. },
  72501. enumerable: true,
  72502. configurable: true
  72503. });
  72504. Object.defineProperty(WeightedSound.prototype, "volume", {
  72505. /**
  72506. * Playback volume.
  72507. */
  72508. get: function () {
  72509. return this._volume;
  72510. },
  72511. /**
  72512. * Playback volume.
  72513. */
  72514. set: function (value) {
  72515. if (value !== this._volume) {
  72516. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72517. var sound = _a[_i];
  72518. sound.setVolume(value);
  72519. }
  72520. }
  72521. },
  72522. enumerable: true,
  72523. configurable: true
  72524. });
  72525. WeightedSound.prototype._onended = function () {
  72526. if (this._currentIndex !== undefined) {
  72527. this._sounds[this._currentIndex].autoplay = false;
  72528. }
  72529. if (this.loop && this.isPlaying) {
  72530. this.play();
  72531. }
  72532. else {
  72533. this.isPlaying = false;
  72534. }
  72535. };
  72536. /**
  72537. * Suspend playback
  72538. */
  72539. WeightedSound.prototype.pause = function () {
  72540. this.isPaused = true;
  72541. if (this._currentIndex !== undefined) {
  72542. this._sounds[this._currentIndex].pause();
  72543. }
  72544. };
  72545. /**
  72546. * Stop playback
  72547. */
  72548. WeightedSound.prototype.stop = function () {
  72549. this.isPlaying = false;
  72550. if (this._currentIndex !== undefined) {
  72551. this._sounds[this._currentIndex].stop();
  72552. }
  72553. };
  72554. /**
  72555. * Start playback.
  72556. * @param startOffset Position the clip head at a specific time in seconds.
  72557. */
  72558. WeightedSound.prototype.play = function (startOffset) {
  72559. if (!this.isPaused) {
  72560. this.stop();
  72561. var randomValue = Math.random();
  72562. var total = 0;
  72563. for (var i = 0; i < this._weights.length; i++) {
  72564. total += this._weights[i];
  72565. if (randomValue <= total) {
  72566. this._currentIndex = i;
  72567. break;
  72568. }
  72569. }
  72570. }
  72571. var sound = this._sounds[this._currentIndex];
  72572. if (sound.isReady()) {
  72573. sound.play(0, this.isPaused ? undefined : startOffset);
  72574. }
  72575. else {
  72576. sound.autoplay = true;
  72577. }
  72578. this.isPlaying = true;
  72579. this.isPaused = false;
  72580. };
  72581. return WeightedSound;
  72582. }());
  72583. BABYLON.WeightedSound = WeightedSound;
  72584. })(BABYLON || (BABYLON = {}));
  72585. //# sourceMappingURL=weightedsound.js.map
  72586. var BABYLON;
  72587. (function (BABYLON) {
  72588. // Adds the parser to the scene parsers.
  72589. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72590. // TODO: add sound
  72591. var loadedSounds = [];
  72592. var loadedSound;
  72593. container.sounds = container.sounds || [];
  72594. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72595. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72596. var parsedSound = parsedData.sounds[index];
  72597. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72598. if (!parsedSound.url) {
  72599. parsedSound.url = parsedSound.name;
  72600. }
  72601. if (!loadedSounds[parsedSound.url]) {
  72602. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72603. loadedSounds[parsedSound.url] = loadedSound;
  72604. container.sounds.push(loadedSound);
  72605. }
  72606. else {
  72607. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72608. }
  72609. }
  72610. else {
  72611. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72612. }
  72613. }
  72614. }
  72615. loadedSounds = [];
  72616. });
  72617. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72618. get: function () {
  72619. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72620. if (!compo) {
  72621. compo = new AudioSceneComponent(this);
  72622. this._addComponent(compo);
  72623. }
  72624. if (!this._mainSoundTrack) {
  72625. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72626. }
  72627. return this._mainSoundTrack;
  72628. },
  72629. enumerable: true,
  72630. configurable: true
  72631. });
  72632. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72633. var index;
  72634. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72635. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72636. return this.mainSoundTrack.soundCollection[index];
  72637. }
  72638. }
  72639. if (this.soundTracks) {
  72640. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72641. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72642. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72643. return this.soundTracks[sdIndex].soundCollection[index];
  72644. }
  72645. }
  72646. }
  72647. }
  72648. return null;
  72649. };
  72650. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72651. get: function () {
  72652. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72653. if (!compo) {
  72654. compo = new AudioSceneComponent(this);
  72655. this._addComponent(compo);
  72656. }
  72657. return compo.audioEnabled;
  72658. },
  72659. set: function (value) {
  72660. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72661. if (!compo) {
  72662. compo = new AudioSceneComponent(this);
  72663. this._addComponent(compo);
  72664. }
  72665. if (value) {
  72666. compo.enableAudio();
  72667. }
  72668. else {
  72669. compo.disableAudio();
  72670. }
  72671. },
  72672. enumerable: true,
  72673. configurable: true
  72674. });
  72675. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72676. get: function () {
  72677. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72678. if (!compo) {
  72679. compo = new AudioSceneComponent(this);
  72680. this._addComponent(compo);
  72681. }
  72682. return compo.headphone;
  72683. },
  72684. set: function (value) {
  72685. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72686. if (!compo) {
  72687. compo = new AudioSceneComponent(this);
  72688. this._addComponent(compo);
  72689. }
  72690. if (value) {
  72691. compo.switchAudioModeForHeadphones();
  72692. }
  72693. else {
  72694. compo.switchAudioModeForNormalSpeakers();
  72695. }
  72696. },
  72697. enumerable: true,
  72698. configurable: true
  72699. });
  72700. /**
  72701. * Defines the sound scene component responsible to manage any sounds
  72702. * in a given scene.
  72703. */
  72704. var AudioSceneComponent = /** @class */ (function () {
  72705. /**
  72706. * Creates a new instance of the component for the given scene
  72707. * @param scene Defines the scene to register the component in
  72708. */
  72709. function AudioSceneComponent(scene) {
  72710. /**
  72711. * The component name helpfull to identify the component in the list of scene components.
  72712. */
  72713. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72714. this._audioEnabled = true;
  72715. this._headphone = false;
  72716. this.scene = scene;
  72717. scene.soundTracks = new Array();
  72718. scene.sounds = new Array();
  72719. }
  72720. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72721. /**
  72722. * Gets whether audio is enabled or not.
  72723. * Please use related enable/disable method to switch state.
  72724. */
  72725. get: function () {
  72726. return this._audioEnabled;
  72727. },
  72728. enumerable: true,
  72729. configurable: true
  72730. });
  72731. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72732. /**
  72733. * Gets whether audio is outputing to headphone or not.
  72734. * Please use the according Switch methods to change output.
  72735. */
  72736. get: function () {
  72737. return this._headphone;
  72738. },
  72739. enumerable: true,
  72740. configurable: true
  72741. });
  72742. /**
  72743. * Registers the component in a given scene
  72744. */
  72745. AudioSceneComponent.prototype.register = function () {
  72746. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72747. };
  72748. /**
  72749. * Rebuilds the elements related to this component in case of
  72750. * context lost for instance.
  72751. */
  72752. AudioSceneComponent.prototype.rebuild = function () {
  72753. // Nothing to do here. (Not rendering related)
  72754. };
  72755. /**
  72756. * Serializes the component data to the specified json object
  72757. * @param serializationObject The object to serialize to
  72758. */
  72759. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72760. serializationObject.sounds = [];
  72761. if (this.scene.soundTracks) {
  72762. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72763. var soundtrack = this.scene.soundTracks[index];
  72764. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72765. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72766. }
  72767. }
  72768. }
  72769. };
  72770. /**
  72771. * Adds all the element from the container to the scene
  72772. * @param container the container holding the elements
  72773. */
  72774. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72775. var _this = this;
  72776. if (!container.sounds) {
  72777. return;
  72778. }
  72779. container.sounds.forEach(function (sound) {
  72780. sound.play();
  72781. sound.autoplay = true;
  72782. _this.scene.mainSoundTrack.AddSound(sound);
  72783. });
  72784. };
  72785. /**
  72786. * Removes all the elements in the container from the scene
  72787. * @param container contains the elements to remove
  72788. */
  72789. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72790. var _this = this;
  72791. if (!container.sounds) {
  72792. return;
  72793. }
  72794. container.sounds.forEach(function (sound) {
  72795. sound.stop();
  72796. sound.autoplay = false;
  72797. _this.scene.mainSoundTrack.RemoveSound(sound);
  72798. });
  72799. };
  72800. /**
  72801. * Disposes the component and the associated ressources.
  72802. */
  72803. AudioSceneComponent.prototype.dispose = function () {
  72804. var scene = this.scene;
  72805. if (scene._mainSoundTrack) {
  72806. scene.mainSoundTrack.dispose();
  72807. }
  72808. if (scene.soundTracks) {
  72809. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72810. scene.soundTracks[scIndex].dispose();
  72811. }
  72812. }
  72813. };
  72814. /**
  72815. * Disables audio in the associated scene.
  72816. */
  72817. AudioSceneComponent.prototype.disableAudio = function () {
  72818. var scene = this.scene;
  72819. this._audioEnabled = false;
  72820. var i;
  72821. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72822. scene.mainSoundTrack.soundCollection[i].pause();
  72823. }
  72824. if (scene.soundTracks) {
  72825. for (i = 0; i < scene.soundTracks.length; i++) {
  72826. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72827. scene.soundTracks[i].soundCollection[j].pause();
  72828. }
  72829. }
  72830. }
  72831. };
  72832. /**
  72833. * Enables audio in the associated scene.
  72834. */
  72835. AudioSceneComponent.prototype.enableAudio = function () {
  72836. var scene = this.scene;
  72837. this._audioEnabled = true;
  72838. var i;
  72839. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72840. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72841. scene.mainSoundTrack.soundCollection[i].play();
  72842. }
  72843. }
  72844. if (scene.soundTracks) {
  72845. for (i = 0; i < scene.soundTracks.length; i++) {
  72846. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72847. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72848. scene.soundTracks[i].soundCollection[j].play();
  72849. }
  72850. }
  72851. }
  72852. }
  72853. };
  72854. /**
  72855. * Switch audio to headphone output.
  72856. */
  72857. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72858. var scene = this.scene;
  72859. this._headphone = true;
  72860. scene.mainSoundTrack.switchPanningModelToHRTF();
  72861. if (scene.soundTracks) {
  72862. for (var i = 0; i < scene.soundTracks.length; i++) {
  72863. scene.soundTracks[i].switchPanningModelToHRTF();
  72864. }
  72865. }
  72866. };
  72867. /**
  72868. * Switch audio to normal speakers.
  72869. */
  72870. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72871. var scene = this.scene;
  72872. this._headphone = false;
  72873. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72874. if (scene.soundTracks) {
  72875. for (var i = 0; i < scene.soundTracks.length; i++) {
  72876. scene.soundTracks[i].switchPanningModelToEqualPower();
  72877. }
  72878. }
  72879. };
  72880. AudioSceneComponent.prototype._afterRender = function () {
  72881. var scene = this.scene;
  72882. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72883. return;
  72884. }
  72885. var listeningCamera;
  72886. var audioEngine = BABYLON.Engine.audioEngine;
  72887. if (scene.activeCameras.length > 0) {
  72888. listeningCamera = scene.activeCameras[0];
  72889. }
  72890. else {
  72891. listeningCamera = scene.activeCamera;
  72892. }
  72893. if (listeningCamera && audioEngine.audioContext) {
  72894. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72895. // for VR cameras
  72896. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72897. listeningCamera = listeningCamera.rigCameras[0];
  72898. }
  72899. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72900. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72901. cameraDirection.normalize();
  72902. // To avoid some errors on GearVR
  72903. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72904. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72905. }
  72906. var i;
  72907. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72908. var sound = scene.mainSoundTrack.soundCollection[i];
  72909. if (sound.useCustomAttenuation) {
  72910. sound.updateDistanceFromListener();
  72911. }
  72912. }
  72913. if (scene.soundTracks) {
  72914. for (i = 0; i < scene.soundTracks.length; i++) {
  72915. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72916. sound = scene.soundTracks[i].soundCollection[j];
  72917. if (sound.useCustomAttenuation) {
  72918. sound.updateDistanceFromListener();
  72919. }
  72920. }
  72921. }
  72922. }
  72923. }
  72924. };
  72925. return AudioSceneComponent;
  72926. }());
  72927. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72928. })(BABYLON || (BABYLON = {}));
  72929. //# sourceMappingURL=audioSceneComponent.js.map
  72930. var BABYLON;
  72931. (function (BABYLON) {
  72932. /**
  72933. * This defines an action helpful to play a defined sound on a triggered action.
  72934. */
  72935. var PlaySoundAction = /** @class */ (function (_super) {
  72936. __extends(PlaySoundAction, _super);
  72937. /**
  72938. * Instantiate the action
  72939. * @param triggerOptions defines the trigger options
  72940. * @param sound defines the sound to play
  72941. * @param condition defines the trigger related conditions
  72942. */
  72943. function PlaySoundAction(triggerOptions, sound, condition) {
  72944. var _this = _super.call(this, triggerOptions, condition) || this;
  72945. _this._sound = sound;
  72946. return _this;
  72947. }
  72948. /** @hidden */
  72949. PlaySoundAction.prototype._prepare = function () {
  72950. };
  72951. /**
  72952. * Execute the action and play the sound.
  72953. */
  72954. PlaySoundAction.prototype.execute = function () {
  72955. if (this._sound !== undefined) {
  72956. this._sound.play();
  72957. }
  72958. };
  72959. /**
  72960. * Serializes the actions and its related information.
  72961. * @param parent defines the object to serialize in
  72962. * @returns the serialized object
  72963. */
  72964. PlaySoundAction.prototype.serialize = function (parent) {
  72965. return _super.prototype._serialize.call(this, {
  72966. name: "PlaySoundAction",
  72967. properties: [{ name: "sound", value: this._sound.name }]
  72968. }, parent);
  72969. };
  72970. return PlaySoundAction;
  72971. }(BABYLON.Action));
  72972. BABYLON.PlaySoundAction = PlaySoundAction;
  72973. /**
  72974. * This defines an action helpful to stop a defined sound on a triggered action.
  72975. */
  72976. var StopSoundAction = /** @class */ (function (_super) {
  72977. __extends(StopSoundAction, _super);
  72978. /**
  72979. * Instantiate the action
  72980. * @param triggerOptions defines the trigger options
  72981. * @param sound defines the sound to stop
  72982. * @param condition defines the trigger related conditions
  72983. */
  72984. function StopSoundAction(triggerOptions, sound, condition) {
  72985. var _this = _super.call(this, triggerOptions, condition) || this;
  72986. _this._sound = sound;
  72987. return _this;
  72988. }
  72989. /** @hidden */
  72990. StopSoundAction.prototype._prepare = function () {
  72991. };
  72992. /**
  72993. * Execute the action and stop the sound.
  72994. */
  72995. StopSoundAction.prototype.execute = function () {
  72996. if (this._sound !== undefined) {
  72997. this._sound.stop();
  72998. }
  72999. };
  73000. /**
  73001. * Serializes the actions and its related information.
  73002. * @param parent defines the object to serialize in
  73003. * @returns the serialized object
  73004. */
  73005. StopSoundAction.prototype.serialize = function (parent) {
  73006. return _super.prototype._serialize.call(this, {
  73007. name: "StopSoundAction",
  73008. properties: [{ name: "sound", value: this._sound.name }]
  73009. }, parent);
  73010. };
  73011. return StopSoundAction;
  73012. }(BABYLON.Action));
  73013. BABYLON.StopSoundAction = StopSoundAction;
  73014. })(BABYLON || (BABYLON = {}));
  73015. //# sourceMappingURL=directAudioActions.js.map
  73016. var BABYLON;
  73017. (function (BABYLON) {
  73018. /**
  73019. * Class for creating a cube texture
  73020. */
  73021. var CubeTexture = /** @class */ (function (_super) {
  73022. __extends(CubeTexture, _super);
  73023. /**
  73024. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73025. * as prefiltered data.
  73026. * @param rootUrl defines the url of the texture or the root name of the six images
  73027. * @param scene defines the scene the texture is attached to
  73028. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73029. * @param noMipmap defines if mipmaps should be created or not
  73030. * @param files defines the six files to load for the different faces
  73031. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73032. * @param onError defines a callback triggered in case of error during load
  73033. * @param format defines the internal format to use for the texture once loaded
  73034. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73035. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73036. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73037. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73038. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73039. * @return the cube texture
  73040. */
  73041. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73042. if (extensions === void 0) { extensions = null; }
  73043. if (noMipmap === void 0) { noMipmap = false; }
  73044. if (files === void 0) { files = null; }
  73045. if (onLoad === void 0) { onLoad = null; }
  73046. if (onError === void 0) { onError = null; }
  73047. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73048. if (prefiltered === void 0) { prefiltered = false; }
  73049. if (forcedExtension === void 0) { forcedExtension = null; }
  73050. if (createPolynomials === void 0) { createPolynomials = false; }
  73051. if (lodScale === void 0) { lodScale = 0.8; }
  73052. if (lodOffset === void 0) { lodOffset = 0; }
  73053. var _this = _super.call(this, scene) || this;
  73054. /**
  73055. * Gets or sets the center of the bounding box associated with the cube texture.
  73056. * It must define where the camera used to render the texture was set
  73057. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73058. */
  73059. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73060. _this._rotationY = 0;
  73061. /** @hidden */
  73062. _this._prefiltered = false;
  73063. _this.name = rootUrl;
  73064. _this.url = rootUrl;
  73065. _this._noMipmap = noMipmap;
  73066. _this.hasAlpha = false;
  73067. _this._format = format;
  73068. _this.isCube = true;
  73069. _this._textureMatrix = BABYLON.Matrix.Identity();
  73070. _this._createPolynomials = createPolynomials;
  73071. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73072. if (!rootUrl && !files) {
  73073. return _this;
  73074. }
  73075. var lastDot = rootUrl.lastIndexOf(".");
  73076. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73077. var isDDS = (extension === ".dds");
  73078. var isEnv = (extension === ".env");
  73079. if (isEnv) {
  73080. _this.gammaSpace = false;
  73081. _this._prefiltered = false;
  73082. }
  73083. else {
  73084. _this._prefiltered = prefiltered;
  73085. if (prefiltered) {
  73086. _this.gammaSpace = false;
  73087. }
  73088. }
  73089. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73090. if (!files) {
  73091. if (!isEnv && !isDDS && !extensions) {
  73092. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73093. }
  73094. files = [];
  73095. if (extensions) {
  73096. for (var index = 0; index < extensions.length; index++) {
  73097. files.push(rootUrl + extensions[index]);
  73098. }
  73099. }
  73100. }
  73101. _this._files = files;
  73102. if (!_this._texture) {
  73103. if (!scene.useDelayedTextureLoading) {
  73104. if (prefiltered) {
  73105. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73106. }
  73107. else {
  73108. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73109. }
  73110. }
  73111. else {
  73112. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73113. }
  73114. }
  73115. else if (onLoad) {
  73116. if (_this._texture.isReady) {
  73117. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73118. }
  73119. else {
  73120. _this._texture.onLoadedObservable.add(onLoad);
  73121. }
  73122. }
  73123. return _this;
  73124. }
  73125. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73126. /**
  73127. * Returns the bounding box size
  73128. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73129. */
  73130. get: function () {
  73131. return this._boundingBoxSize;
  73132. },
  73133. /**
  73134. * Gets or sets the size of the bounding box associated with the cube texture
  73135. * When defined, the cubemap will switch to local mode
  73136. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73137. * @example https://www.babylonjs-playground.com/#RNASML
  73138. */
  73139. set: function (value) {
  73140. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73141. return;
  73142. }
  73143. this._boundingBoxSize = value;
  73144. var scene = this.getScene();
  73145. if (scene) {
  73146. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73147. }
  73148. },
  73149. enumerable: true,
  73150. configurable: true
  73151. });
  73152. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73153. /**
  73154. * Gets texture matrix rotation angle around Y axis radians.
  73155. */
  73156. get: function () {
  73157. return this._rotationY;
  73158. },
  73159. /**
  73160. * Sets texture matrix rotation angle around Y axis in radians.
  73161. */
  73162. set: function (value) {
  73163. this._rotationY = value;
  73164. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73165. },
  73166. enumerable: true,
  73167. configurable: true
  73168. });
  73169. /**
  73170. * Creates a cube texture from an array of image urls
  73171. * @param files defines an array of image urls
  73172. * @param scene defines the hosting scene
  73173. * @param noMipmap specifies if mip maps are not used
  73174. * @returns a cube texture
  73175. */
  73176. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73177. var rootUrlKey = "";
  73178. files.forEach(function (url) { return rootUrlKey += url; });
  73179. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73180. };
  73181. /**
  73182. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73183. * @param url defines the url of the prefiltered texture
  73184. * @param scene defines the scene the texture is attached to
  73185. * @param forcedExtension defines the extension of the file if different from the url
  73186. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73187. * @return the prefiltered texture
  73188. */
  73189. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73190. if (forcedExtension === void 0) { forcedExtension = null; }
  73191. if (createPolynomials === void 0) { createPolynomials = true; }
  73192. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73193. };
  73194. /**
  73195. * Delays loading of the cube texture
  73196. */
  73197. CubeTexture.prototype.delayLoad = function () {
  73198. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73199. return;
  73200. }
  73201. var scene = this.getScene();
  73202. if (!scene) {
  73203. return;
  73204. }
  73205. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73206. this._texture = this._getFromCache(this.url, this._noMipmap);
  73207. if (!this._texture) {
  73208. if (this._prefiltered) {
  73209. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73210. }
  73211. else {
  73212. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73213. }
  73214. }
  73215. };
  73216. /**
  73217. * Returns the reflection texture matrix
  73218. * @returns the reflection texture matrix
  73219. */
  73220. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73221. return this._textureMatrix;
  73222. };
  73223. /**
  73224. * Sets the reflection texture matrix
  73225. * @param value Reflection texture matrix
  73226. */
  73227. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73228. this._textureMatrix = value;
  73229. };
  73230. /**
  73231. * Parses text to create a cube texture
  73232. * @param parsedTexture define the serialized text to read from
  73233. * @param scene defines the hosting scene
  73234. * @param rootUrl defines the root url of the cube texture
  73235. * @returns a cube texture
  73236. */
  73237. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73238. var texture = BABYLON.SerializationHelper.Parse(function () {
  73239. var prefiltered = false;
  73240. if (parsedTexture.prefiltered) {
  73241. prefiltered = parsedTexture.prefiltered;
  73242. }
  73243. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73244. }, parsedTexture, scene);
  73245. // Local Cubemaps
  73246. if (parsedTexture.boundingBoxPosition) {
  73247. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73248. }
  73249. if (parsedTexture.boundingBoxSize) {
  73250. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73251. }
  73252. // Animations
  73253. if (parsedTexture.animations) {
  73254. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73255. var parsedAnimation = parsedTexture.animations[animationIndex];
  73256. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73257. }
  73258. }
  73259. return texture;
  73260. };
  73261. /**
  73262. * Makes a clone, or deep copy, of the cube texture
  73263. * @returns a new cube texture
  73264. */
  73265. CubeTexture.prototype.clone = function () {
  73266. var _this = this;
  73267. return BABYLON.SerializationHelper.Clone(function () {
  73268. var scene = _this.getScene();
  73269. if (!scene) {
  73270. return _this;
  73271. }
  73272. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73273. }, this);
  73274. };
  73275. __decorate([
  73276. BABYLON.serialize("rotationY")
  73277. ], CubeTexture.prototype, "rotationY", null);
  73278. return CubeTexture;
  73279. }(BABYLON.BaseTexture));
  73280. BABYLON.CubeTexture = CubeTexture;
  73281. })(BABYLON || (BABYLON = {}));
  73282. //# sourceMappingURL=cubeTexture.js.map
  73283. var BABYLON;
  73284. (function (BABYLON) {
  73285. /**
  73286. * Raw cube texture where the raw buffers are passed in
  73287. */
  73288. var RawCubeTexture = /** @class */ (function (_super) {
  73289. __extends(RawCubeTexture, _super);
  73290. /**
  73291. * Creates a cube texture where the raw buffers are passed in.
  73292. * @param scene defines the scene the texture is attached to
  73293. * @param data defines the array of data to use to create each face
  73294. * @param size defines the size of the textures
  73295. * @param format defines the format of the data
  73296. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73297. * @param generateMipMaps defines if the engine should generate the mip levels
  73298. * @param invertY defines if data must be stored with Y axis inverted
  73299. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73300. * @param compression defines the compression used (null by default)
  73301. */
  73302. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73303. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73304. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73305. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73306. if (invertY === void 0) { invertY = false; }
  73307. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73308. if (compression === void 0) { compression = null; }
  73309. var _this = _super.call(this, "", scene) || this;
  73310. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73311. return _this;
  73312. }
  73313. /**
  73314. * Updates the raw cube texture.
  73315. * @param data defines the data to store
  73316. * @param format defines the data format
  73317. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73318. * @param invertY defines if data must be stored with Y axis inverted
  73319. * @param compression defines the compression used (null by default)
  73320. * @param level defines which level of the texture to update
  73321. */
  73322. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73323. if (compression === void 0) { compression = null; }
  73324. if (level === void 0) { level = 0; }
  73325. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73326. };
  73327. /**
  73328. * Updates a raw cube texture with RGBD encoded data.
  73329. * @param data defines the array of data [mipmap][face] to use to create each face
  73330. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73331. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73332. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73333. * @returns a promsie that resolves when the operation is complete
  73334. */
  73335. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73336. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73337. if (lodScale === void 0) { lodScale = 0.8; }
  73338. if (lodOffset === void 0) { lodOffset = 0; }
  73339. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73340. };
  73341. /**
  73342. * Clones the raw cube texture.
  73343. * @return a new cube texture
  73344. */
  73345. RawCubeTexture.prototype.clone = function () {
  73346. var _this = this;
  73347. return BABYLON.SerializationHelper.Clone(function () {
  73348. var scene = _this.getScene();
  73349. var internalTexture = _this._texture;
  73350. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73351. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73352. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73353. }
  73354. return texture;
  73355. }, this);
  73356. };
  73357. /** @hidden */
  73358. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73359. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73360. internalTexture._bufferViewArrayArray = data;
  73361. internalTexture._lodGenerationScale = lodScale;
  73362. internalTexture._lodGenerationOffset = lodOffset;
  73363. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73364. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73365. internalTexture.isReady = true;
  73366. });
  73367. };
  73368. return RawCubeTexture;
  73369. }(BABYLON.CubeTexture));
  73370. BABYLON.RawCubeTexture = RawCubeTexture;
  73371. })(BABYLON || (BABYLON = {}));
  73372. //# sourceMappingURL=rawCubeTexture.js.map
  73373. var BABYLON;
  73374. (function (BABYLON) {
  73375. /**
  73376. * This Helps creating a texture that will be created from a camera in your scene.
  73377. * It is basically a dynamic texture that could be used to create special effects for instance.
  73378. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73379. */
  73380. var RenderTargetTexture = /** @class */ (function (_super) {
  73381. __extends(RenderTargetTexture, _super);
  73382. /**
  73383. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73384. * or used a shadow, depth texture...
  73385. * @param name The friendly name of the texture
  73386. * @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)
  73387. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73388. * @param generateMipMaps True if mip maps need to be generated after render.
  73389. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73390. * @param type The type of the buffer in the RTT (int, half float, float...)
  73391. * @param isCube True if a cube texture needs to be created
  73392. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73393. * @param generateDepthBuffer True to generate a depth buffer
  73394. * @param generateStencilBuffer True to generate a stencil buffer
  73395. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73396. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73397. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73398. */
  73399. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73400. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73401. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73402. if (isCube === void 0) { isCube = false; }
  73403. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73404. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73405. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73406. if (isMulti === void 0) { isMulti = false; }
  73407. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73408. if (delayAllocation === void 0) { delayAllocation = false; }
  73409. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73410. _this.isCube = isCube;
  73411. /**
  73412. * Define if particles should be rendered in your texture.
  73413. */
  73414. _this.renderParticles = true;
  73415. /**
  73416. * Define if sprites should be rendered in your texture.
  73417. */
  73418. _this.renderSprites = false;
  73419. /**
  73420. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73421. */
  73422. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73423. /**
  73424. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73425. */
  73426. _this.ignoreCameraViewport = false;
  73427. /**
  73428. * An event triggered when the texture is unbind.
  73429. */
  73430. _this.onBeforeBindObservable = new BABYLON.Observable();
  73431. /**
  73432. * An event triggered when the texture is unbind.
  73433. */
  73434. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73435. /**
  73436. * An event triggered before rendering the texture
  73437. */
  73438. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73439. /**
  73440. * An event triggered after rendering the texture
  73441. */
  73442. _this.onAfterRenderObservable = new BABYLON.Observable();
  73443. /**
  73444. * An event triggered after the texture clear
  73445. */
  73446. _this.onClearObservable = new BABYLON.Observable();
  73447. _this._currentRefreshId = -1;
  73448. _this._refreshRate = 1;
  73449. _this._samples = 1;
  73450. /**
  73451. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73452. * It must define where the camera used to render the texture is set
  73453. */
  73454. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73455. scene = _this.getScene();
  73456. if (!scene) {
  73457. return _this;
  73458. }
  73459. _this.renderList = new Array();
  73460. _this._engine = scene.getEngine();
  73461. _this.name = name;
  73462. _this.isRenderTarget = true;
  73463. _this._initialSizeParameter = size;
  73464. _this._processSizeParameter(size);
  73465. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73466. });
  73467. _this._generateMipMaps = generateMipMaps ? true : false;
  73468. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73469. // Rendering groups
  73470. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73471. _this._renderingManager._useSceneAutoClearSetup = true;
  73472. if (isMulti) {
  73473. return _this;
  73474. }
  73475. _this._renderTargetOptions = {
  73476. generateMipMaps: generateMipMaps,
  73477. type: type,
  73478. format: format,
  73479. samplingMode: samplingMode,
  73480. generateDepthBuffer: generateDepthBuffer,
  73481. generateStencilBuffer: generateStencilBuffer
  73482. };
  73483. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73484. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73485. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73486. }
  73487. if (!delayAllocation) {
  73488. if (isCube) {
  73489. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73490. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73491. _this._textureMatrix = BABYLON.Matrix.Identity();
  73492. }
  73493. else {
  73494. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73495. }
  73496. }
  73497. return _this;
  73498. }
  73499. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73500. /**
  73501. * Use this list to define the list of mesh you want to render.
  73502. */
  73503. get: function () {
  73504. return this._renderList;
  73505. },
  73506. set: function (value) {
  73507. this._renderList = value;
  73508. if (this._renderList) {
  73509. this._hookArray(this._renderList);
  73510. }
  73511. },
  73512. enumerable: true,
  73513. configurable: true
  73514. });
  73515. RenderTargetTexture.prototype._hookArray = function (array) {
  73516. var _this = this;
  73517. var oldPush = array.push;
  73518. array.push = function () {
  73519. var items = [];
  73520. for (var _i = 0; _i < arguments.length; _i++) {
  73521. items[_i] = arguments[_i];
  73522. }
  73523. var wasEmpty = array.length === 0;
  73524. var result = oldPush.apply(array, items);
  73525. if (wasEmpty) {
  73526. _this.getScene().meshes.forEach(function (mesh) {
  73527. mesh._markSubMeshesAsLightDirty();
  73528. });
  73529. }
  73530. return result;
  73531. };
  73532. var oldSplice = array.splice;
  73533. array.splice = function (index, deleteCount) {
  73534. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73535. if (array.length === 0) {
  73536. _this.getScene().meshes.forEach(function (mesh) {
  73537. mesh._markSubMeshesAsLightDirty();
  73538. });
  73539. }
  73540. return deleted;
  73541. };
  73542. };
  73543. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73544. /**
  73545. * Set a after unbind callback in the texture.
  73546. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73547. */
  73548. set: function (callback) {
  73549. if (this._onAfterUnbindObserver) {
  73550. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73551. }
  73552. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73553. },
  73554. enumerable: true,
  73555. configurable: true
  73556. });
  73557. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73558. /**
  73559. * Set a before render callback in the texture.
  73560. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73561. */
  73562. set: function (callback) {
  73563. if (this._onBeforeRenderObserver) {
  73564. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73565. }
  73566. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73567. },
  73568. enumerable: true,
  73569. configurable: true
  73570. });
  73571. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73572. /**
  73573. * Set a after render callback in the texture.
  73574. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73575. */
  73576. set: function (callback) {
  73577. if (this._onAfterRenderObserver) {
  73578. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73579. }
  73580. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73581. },
  73582. enumerable: true,
  73583. configurable: true
  73584. });
  73585. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73586. /**
  73587. * Set a clear callback in the texture.
  73588. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73589. */
  73590. set: function (callback) {
  73591. if (this._onClearObserver) {
  73592. this.onClearObservable.remove(this._onClearObserver);
  73593. }
  73594. this._onClearObserver = this.onClearObservable.add(callback);
  73595. },
  73596. enumerable: true,
  73597. configurable: true
  73598. });
  73599. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73600. /**
  73601. * Gets render target creation options that were used.
  73602. */
  73603. get: function () {
  73604. return this._renderTargetOptions;
  73605. },
  73606. enumerable: true,
  73607. configurable: true
  73608. });
  73609. RenderTargetTexture.prototype._onRatioRescale = function () {
  73610. if (this._sizeRatio) {
  73611. this.resize(this._initialSizeParameter);
  73612. }
  73613. };
  73614. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73615. get: function () {
  73616. return this._boundingBoxSize;
  73617. },
  73618. /**
  73619. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73620. * When defined, the cubemap will switch to local mode
  73621. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73622. * @example https://www.babylonjs-playground.com/#RNASML
  73623. */
  73624. set: function (value) {
  73625. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73626. return;
  73627. }
  73628. this._boundingBoxSize = value;
  73629. var scene = this.getScene();
  73630. if (scene) {
  73631. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73632. }
  73633. },
  73634. enumerable: true,
  73635. configurable: true
  73636. });
  73637. /**
  73638. * Creates a depth stencil texture.
  73639. * This is only available in WebGL 2 or with the depth texture extension available.
  73640. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73641. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73642. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73643. */
  73644. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73645. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73646. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73647. if (generateStencil === void 0) { generateStencil = false; }
  73648. if (!this.getScene()) {
  73649. return;
  73650. }
  73651. var engine = this.getScene().getEngine();
  73652. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73653. bilinearFiltering: bilinearFiltering,
  73654. comparisonFunction: comparisonFunction,
  73655. generateStencil: generateStencil,
  73656. isCube: this.isCube
  73657. });
  73658. engine.setFrameBufferDepthStencilTexture(this);
  73659. };
  73660. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73661. if (size.ratio) {
  73662. this._sizeRatio = size.ratio;
  73663. this._size = {
  73664. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73665. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73666. };
  73667. }
  73668. else {
  73669. this._size = size;
  73670. }
  73671. };
  73672. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73673. /**
  73674. * Define the number of samples to use in case of MSAA.
  73675. * It defaults to one meaning no MSAA has been enabled.
  73676. */
  73677. get: function () {
  73678. return this._samples;
  73679. },
  73680. set: function (value) {
  73681. if (this._samples === value) {
  73682. return;
  73683. }
  73684. var scene = this.getScene();
  73685. if (!scene) {
  73686. return;
  73687. }
  73688. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73689. },
  73690. enumerable: true,
  73691. configurable: true
  73692. });
  73693. /**
  73694. * Resets the refresh counter of the texture and start bak from scratch.
  73695. * Could be usefull to regenerate the texture if it is setup to render only once.
  73696. */
  73697. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73698. this._currentRefreshId = -1;
  73699. };
  73700. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73701. /**
  73702. * Define the refresh rate of the texture or the rendering frequency.
  73703. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73704. */
  73705. get: function () {
  73706. return this._refreshRate;
  73707. },
  73708. set: function (value) {
  73709. this._refreshRate = value;
  73710. this.resetRefreshCounter();
  73711. },
  73712. enumerable: true,
  73713. configurable: true
  73714. });
  73715. /**
  73716. * Adds a post process to the render target rendering passes.
  73717. * @param postProcess define the post process to add
  73718. */
  73719. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73720. if (!this._postProcessManager) {
  73721. var scene = this.getScene();
  73722. if (!scene) {
  73723. return;
  73724. }
  73725. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73726. this._postProcesses = new Array();
  73727. }
  73728. this._postProcesses.push(postProcess);
  73729. this._postProcesses[0].autoClear = false;
  73730. };
  73731. /**
  73732. * Clear all the post processes attached to the render target
  73733. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73734. */
  73735. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73736. if (dispose === void 0) { dispose = false; }
  73737. if (!this._postProcesses) {
  73738. return;
  73739. }
  73740. if (dispose) {
  73741. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73742. var postProcess = _a[_i];
  73743. postProcess.dispose();
  73744. }
  73745. }
  73746. this._postProcesses = [];
  73747. };
  73748. /**
  73749. * Remove one of the post process from the list of attached post processes to the texture
  73750. * @param postProcess define the post process to remove from the list
  73751. */
  73752. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73753. if (!this._postProcesses) {
  73754. return;
  73755. }
  73756. var index = this._postProcesses.indexOf(postProcess);
  73757. if (index === -1) {
  73758. return;
  73759. }
  73760. this._postProcesses.splice(index, 1);
  73761. if (this._postProcesses.length > 0) {
  73762. this._postProcesses[0].autoClear = false;
  73763. }
  73764. };
  73765. /** @hidden */
  73766. RenderTargetTexture.prototype._shouldRender = function () {
  73767. if (this._currentRefreshId === -1) { // At least render once
  73768. this._currentRefreshId = 1;
  73769. return true;
  73770. }
  73771. if (this.refreshRate === this._currentRefreshId) {
  73772. this._currentRefreshId = 1;
  73773. return true;
  73774. }
  73775. this._currentRefreshId++;
  73776. return false;
  73777. };
  73778. /**
  73779. * Gets the actual render size of the texture.
  73780. * @returns the width of the render size
  73781. */
  73782. RenderTargetTexture.prototype.getRenderSize = function () {
  73783. return this.getRenderWidth();
  73784. };
  73785. /**
  73786. * Gets the actual render width of the texture.
  73787. * @returns the width of the render size
  73788. */
  73789. RenderTargetTexture.prototype.getRenderWidth = function () {
  73790. if (this._size.width) {
  73791. return this._size.width;
  73792. }
  73793. return this._size;
  73794. };
  73795. /**
  73796. * Gets the actual render height of the texture.
  73797. * @returns the height of the render size
  73798. */
  73799. RenderTargetTexture.prototype.getRenderHeight = function () {
  73800. if (this._size.width) {
  73801. return this._size.height;
  73802. }
  73803. return this._size;
  73804. };
  73805. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73806. /**
  73807. * Get if the texture can be rescaled or not.
  73808. */
  73809. get: function () {
  73810. return true;
  73811. },
  73812. enumerable: true,
  73813. configurable: true
  73814. });
  73815. /**
  73816. * Resize the texture using a ratio.
  73817. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73818. */
  73819. RenderTargetTexture.prototype.scale = function (ratio) {
  73820. var newSize = this.getRenderSize() * ratio;
  73821. this.resize(newSize);
  73822. };
  73823. /**
  73824. * Get the texture reflection matrix used to rotate/transform the reflection.
  73825. * @returns the reflection matrix
  73826. */
  73827. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73828. if (this.isCube) {
  73829. return this._textureMatrix;
  73830. }
  73831. return _super.prototype.getReflectionTextureMatrix.call(this);
  73832. };
  73833. /**
  73834. * Resize the texture to a new desired size.
  73835. * Be carrefull as it will recreate all the data in the new texture.
  73836. * @param size Define the new size. It can be:
  73837. * - a number for squared texture,
  73838. * - an object containing { width: number, height: number }
  73839. * - or an object containing a ratio { ratio: number }
  73840. */
  73841. RenderTargetTexture.prototype.resize = function (size) {
  73842. this.releaseInternalTexture();
  73843. var scene = this.getScene();
  73844. if (!scene) {
  73845. return;
  73846. }
  73847. this._processSizeParameter(size);
  73848. if (this.isCube) {
  73849. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73850. }
  73851. else {
  73852. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73853. }
  73854. };
  73855. /**
  73856. * Renders all the objects from the render list into the texture.
  73857. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73858. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73859. */
  73860. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73861. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73862. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73863. var scene = this.getScene();
  73864. if (!scene) {
  73865. return;
  73866. }
  73867. var engine = scene.getEngine();
  73868. if (this.useCameraPostProcesses !== undefined) {
  73869. useCameraPostProcess = this.useCameraPostProcesses;
  73870. }
  73871. if (this._waitingRenderList) {
  73872. this.renderList = [];
  73873. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73874. var id = this._waitingRenderList[index];
  73875. var mesh_1 = scene.getMeshByID(id);
  73876. if (mesh_1) {
  73877. this.renderList.push(mesh_1);
  73878. }
  73879. }
  73880. delete this._waitingRenderList;
  73881. }
  73882. // Is predicate defined?
  73883. if (this.renderListPredicate) {
  73884. if (this.renderList) {
  73885. this.renderList.length = 0; // Clear previous renderList
  73886. }
  73887. else {
  73888. this.renderList = [];
  73889. }
  73890. var scene = this.getScene();
  73891. if (!scene) {
  73892. return;
  73893. }
  73894. var sceneMeshes = scene.meshes;
  73895. for (var index = 0; index < sceneMeshes.length; index++) {
  73896. var mesh = sceneMeshes[index];
  73897. if (this.renderListPredicate(mesh)) {
  73898. this.renderList.push(mesh);
  73899. }
  73900. }
  73901. }
  73902. this.onBeforeBindObservable.notifyObservers(this);
  73903. // Set custom projection.
  73904. // Needs to be before binding to prevent changing the aspect ratio.
  73905. var camera;
  73906. if (this.activeCamera) {
  73907. camera = this.activeCamera;
  73908. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73909. if (this.activeCamera !== scene.activeCamera) {
  73910. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73911. }
  73912. }
  73913. else {
  73914. camera = scene.activeCamera;
  73915. if (camera) {
  73916. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73917. }
  73918. }
  73919. // Prepare renderingManager
  73920. this._renderingManager.reset();
  73921. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73922. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73923. var sceneRenderId = scene.getRenderId();
  73924. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73925. var mesh = currentRenderList[meshIndex];
  73926. if (mesh) {
  73927. if (!mesh.isReady(this.refreshRate === 0)) {
  73928. this.resetRefreshCounter();
  73929. continue;
  73930. }
  73931. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73932. var isMasked = void 0;
  73933. if (!this.renderList && camera) {
  73934. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73935. }
  73936. else {
  73937. isMasked = false;
  73938. }
  73939. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73940. mesh._activate(sceneRenderId);
  73941. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73942. var subMesh = mesh.subMeshes[subIndex];
  73943. scene._activeIndices.addCount(subMesh.indexCount, false);
  73944. this._renderingManager.dispatch(subMesh, mesh);
  73945. }
  73946. }
  73947. }
  73948. }
  73949. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73950. var particleSystem = scene.particleSystems[particleIndex];
  73951. var emitter = particleSystem.emitter;
  73952. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73953. continue;
  73954. }
  73955. if (currentRenderList.indexOf(emitter) >= 0) {
  73956. this._renderingManager.dispatchParticles(particleSystem);
  73957. }
  73958. }
  73959. if (this.isCube) {
  73960. for (var face = 0; face < 6; face++) {
  73961. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73962. scene.incrementRenderId();
  73963. scene.resetCachedMaterial();
  73964. }
  73965. }
  73966. else {
  73967. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73968. }
  73969. this.onAfterUnbindObservable.notifyObservers(this);
  73970. if (scene.activeCamera) {
  73971. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73972. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73973. }
  73974. engine.setViewport(scene.activeCamera.viewport);
  73975. }
  73976. scene.resetCachedMaterial();
  73977. };
  73978. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73979. var minimum = 128;
  73980. var x = renderDimension * scale;
  73981. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73982. // Ensure we don't exceed the render dimension (while staying POT)
  73983. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73984. };
  73985. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73986. var _this = this;
  73987. if (!this._texture) {
  73988. return;
  73989. }
  73990. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73991. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73992. });
  73993. };
  73994. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73995. var scene = this.getScene();
  73996. if (!scene) {
  73997. return;
  73998. }
  73999. var engine = scene.getEngine();
  74000. if (!this._texture) {
  74001. return;
  74002. }
  74003. // Bind
  74004. if (this._postProcessManager) {
  74005. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74006. }
  74007. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74008. if (this._texture) {
  74009. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74010. }
  74011. }
  74012. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74013. // Clear
  74014. if (this.onClearObservable.hasObservers()) {
  74015. this.onClearObservable.notifyObservers(engine);
  74016. }
  74017. else {
  74018. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74019. }
  74020. if (!this._doNotChangeAspectRatio) {
  74021. scene.updateTransformMatrix(true);
  74022. }
  74023. // Before Camera Draw
  74024. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74025. var step = _a[_i];
  74026. step.action(this);
  74027. }
  74028. // Render
  74029. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74030. // After Camera Draw
  74031. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74032. var step = _c[_b];
  74033. step.action(this);
  74034. }
  74035. if (this._postProcessManager) {
  74036. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74037. }
  74038. else if (useCameraPostProcess) {
  74039. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74040. }
  74041. if (!this._doNotChangeAspectRatio) {
  74042. scene.updateTransformMatrix(true);
  74043. }
  74044. // Dump ?
  74045. if (dumpForDebug) {
  74046. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74047. }
  74048. // Unbind
  74049. if (!this.isCube || faceIndex === 5) {
  74050. if (this.isCube) {
  74051. if (faceIndex === 5) {
  74052. engine.generateMipMapsForCubemap(this._texture);
  74053. }
  74054. }
  74055. this.unbindFrameBuffer(engine, faceIndex);
  74056. }
  74057. else {
  74058. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74059. }
  74060. };
  74061. /**
  74062. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74063. * This allowed control for front to back rendering or reversly depending of the special needs.
  74064. *
  74065. * @param renderingGroupId The rendering group id corresponding to its index
  74066. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74067. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74068. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74069. */
  74070. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74071. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74072. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74073. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74074. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74075. };
  74076. /**
  74077. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74078. *
  74079. * @param renderingGroupId The rendering group id corresponding to its index
  74080. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74081. */
  74082. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74083. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74084. this._renderingManager._useSceneAutoClearSetup = false;
  74085. };
  74086. /**
  74087. * Clones the texture.
  74088. * @returns the cloned texture
  74089. */
  74090. RenderTargetTexture.prototype.clone = function () {
  74091. var textureSize = this.getSize();
  74092. 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);
  74093. // Base texture
  74094. newTexture.hasAlpha = this.hasAlpha;
  74095. newTexture.level = this.level;
  74096. // RenderTarget Texture
  74097. newTexture.coordinatesMode = this.coordinatesMode;
  74098. if (this.renderList) {
  74099. newTexture.renderList = this.renderList.slice(0);
  74100. }
  74101. return newTexture;
  74102. };
  74103. /**
  74104. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74105. * @returns The JSON representation of the texture
  74106. */
  74107. RenderTargetTexture.prototype.serialize = function () {
  74108. if (!this.name) {
  74109. return null;
  74110. }
  74111. var serializationObject = _super.prototype.serialize.call(this);
  74112. serializationObject.renderTargetSize = this.getRenderSize();
  74113. serializationObject.renderList = [];
  74114. if (this.renderList) {
  74115. for (var index = 0; index < this.renderList.length; index++) {
  74116. serializationObject.renderList.push(this.renderList[index].id);
  74117. }
  74118. }
  74119. return serializationObject;
  74120. };
  74121. /**
  74122. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74123. */
  74124. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74125. var objBuffer = this.getInternalTexture();
  74126. var scene = this.getScene();
  74127. if (objBuffer && scene) {
  74128. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74129. }
  74130. };
  74131. /**
  74132. * Dispose the texture and release its associated resources.
  74133. */
  74134. RenderTargetTexture.prototype.dispose = function () {
  74135. if (this._postProcessManager) {
  74136. this._postProcessManager.dispose();
  74137. this._postProcessManager = null;
  74138. }
  74139. this.clearPostProcesses(true);
  74140. if (this._resizeObserver) {
  74141. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74142. this._resizeObserver = null;
  74143. }
  74144. this.renderList = null;
  74145. // Remove from custom render targets
  74146. var scene = this.getScene();
  74147. if (!scene) {
  74148. return;
  74149. }
  74150. var index = scene.customRenderTargets.indexOf(this);
  74151. if (index >= 0) {
  74152. scene.customRenderTargets.splice(index, 1);
  74153. }
  74154. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74155. var camera = _a[_i];
  74156. index = camera.customRenderTargets.indexOf(this);
  74157. if (index >= 0) {
  74158. camera.customRenderTargets.splice(index, 1);
  74159. }
  74160. }
  74161. _super.prototype.dispose.call(this);
  74162. };
  74163. /** @hidden */
  74164. RenderTargetTexture.prototype._rebuild = function () {
  74165. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74166. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74167. }
  74168. if (this._postProcessManager) {
  74169. this._postProcessManager._rebuild();
  74170. }
  74171. };
  74172. /**
  74173. * Clear the info related to rendering groups preventing retention point in material dispose.
  74174. */
  74175. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74176. if (this._renderingManager) {
  74177. this._renderingManager.freeRenderingGroups();
  74178. }
  74179. };
  74180. /**
  74181. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74182. */
  74183. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74184. /**
  74185. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74186. */
  74187. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74188. /**
  74189. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74190. * the central point of your effect and can save a lot of performances.
  74191. */
  74192. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74193. return RenderTargetTexture;
  74194. }(BABYLON.Texture));
  74195. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74196. })(BABYLON || (BABYLON = {}));
  74197. //# sourceMappingURL=renderTargetTexture.js.map
  74198. var BABYLON;
  74199. (function (BABYLON) {
  74200. /**
  74201. * A multi render target, like a render target provides the ability to render to a texture.
  74202. * Unlike the render target, it can render to several draw buffers in one draw.
  74203. * This is specially interesting in deferred rendering or for any effects requiring more than
  74204. * just one color from a single pass.
  74205. */
  74206. var MultiRenderTarget = /** @class */ (function (_super) {
  74207. __extends(MultiRenderTarget, _super);
  74208. /**
  74209. * Instantiate a new multi render target texture.
  74210. * A multi render target, like a render target provides the ability to render to a texture.
  74211. * Unlike the render target, it can render to several draw buffers in one draw.
  74212. * This is specially interesting in deferred rendering or for any effects requiring more than
  74213. * just one color from a single pass.
  74214. * @param name Define the name of the texture
  74215. * @param size Define the size of the buffers to render to
  74216. * @param count Define the number of target we are rendering into
  74217. * @param scene Define the scene the texture belongs to
  74218. * @param options Define the options used to create the multi render target
  74219. */
  74220. function MultiRenderTarget(name, size, count, scene, options) {
  74221. var _this = this;
  74222. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74223. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74224. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74225. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74226. _this._engine = scene.getEngine();
  74227. if (!_this.isSupported) {
  74228. _this.dispose();
  74229. return;
  74230. }
  74231. var types = [];
  74232. var samplingModes = [];
  74233. for (var i = 0; i < count; i++) {
  74234. if (options && options.types && options.types[i] !== undefined) {
  74235. types.push(options.types[i]);
  74236. }
  74237. else {
  74238. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74239. }
  74240. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74241. samplingModes.push(options.samplingModes[i]);
  74242. }
  74243. else {
  74244. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74245. }
  74246. }
  74247. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74248. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74249. _this._size = size;
  74250. _this._multiRenderTargetOptions = {
  74251. samplingModes: samplingModes,
  74252. generateMipMaps: generateMipMaps,
  74253. generateDepthBuffer: generateDepthBuffer,
  74254. generateStencilBuffer: generateStencilBuffer,
  74255. generateDepthTexture: generateDepthTexture,
  74256. types: types,
  74257. textureCount: count
  74258. };
  74259. _this._createInternalTextures();
  74260. _this._createTextures();
  74261. return _this;
  74262. }
  74263. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74264. /**
  74265. * Get if draw buffers are currently supported by the used hardware and browser.
  74266. */
  74267. get: function () {
  74268. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74269. },
  74270. enumerable: true,
  74271. configurable: true
  74272. });
  74273. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74274. /**
  74275. * Get the list of textures generated by the multi render target.
  74276. */
  74277. get: function () {
  74278. return this._textures;
  74279. },
  74280. enumerable: true,
  74281. configurable: true
  74282. });
  74283. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74284. /**
  74285. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74286. */
  74287. get: function () {
  74288. return this._textures[this._textures.length - 1];
  74289. },
  74290. enumerable: true,
  74291. configurable: true
  74292. });
  74293. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74294. /**
  74295. * Set the wrapping mode on U of all the textures we are rendering to.
  74296. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74297. */
  74298. set: function (wrap) {
  74299. if (this._textures) {
  74300. for (var i = 0; i < this._textures.length; i++) {
  74301. this._textures[i].wrapU = wrap;
  74302. }
  74303. }
  74304. },
  74305. enumerable: true,
  74306. configurable: true
  74307. });
  74308. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74309. /**
  74310. * Set the wrapping mode on V of all the textures we are rendering to.
  74311. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74312. */
  74313. set: function (wrap) {
  74314. if (this._textures) {
  74315. for (var i = 0; i < this._textures.length; i++) {
  74316. this._textures[i].wrapV = wrap;
  74317. }
  74318. }
  74319. },
  74320. enumerable: true,
  74321. configurable: true
  74322. });
  74323. /** @hidden */
  74324. MultiRenderTarget.prototype._rebuild = function () {
  74325. this.releaseInternalTextures();
  74326. this._createInternalTextures();
  74327. for (var i = 0; i < this._internalTextures.length; i++) {
  74328. var texture = this._textures[i];
  74329. texture._texture = this._internalTextures[i];
  74330. }
  74331. // Keeps references to frame buffer and stencil/depth buffer
  74332. this._texture = this._internalTextures[0];
  74333. };
  74334. MultiRenderTarget.prototype._createInternalTextures = function () {
  74335. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74336. };
  74337. MultiRenderTarget.prototype._createTextures = function () {
  74338. this._textures = [];
  74339. for (var i = 0; i < this._internalTextures.length; i++) {
  74340. var texture = new BABYLON.Texture(null, this.getScene());
  74341. texture._texture = this._internalTextures[i];
  74342. this._textures.push(texture);
  74343. }
  74344. // Keeps references to frame buffer and stencil/depth buffer
  74345. this._texture = this._internalTextures[0];
  74346. };
  74347. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74348. /**
  74349. * Define the number of samples used if MSAA is enabled.
  74350. */
  74351. get: function () {
  74352. return this._samples;
  74353. },
  74354. set: function (value) {
  74355. if (this._samples === value) {
  74356. return;
  74357. }
  74358. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74359. },
  74360. enumerable: true,
  74361. configurable: true
  74362. });
  74363. /**
  74364. * Resize all the textures in the multi render target.
  74365. * Be carrefull as it will recreate all the data in the new texture.
  74366. * @param size Define the new size
  74367. */
  74368. MultiRenderTarget.prototype.resize = function (size) {
  74369. this.releaseInternalTextures();
  74370. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74371. this._createInternalTextures();
  74372. };
  74373. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74374. var _this = this;
  74375. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74376. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74377. });
  74378. };
  74379. /**
  74380. * Dispose the render targets and their associated resources
  74381. */
  74382. MultiRenderTarget.prototype.dispose = function () {
  74383. this.releaseInternalTextures();
  74384. _super.prototype.dispose.call(this);
  74385. };
  74386. /**
  74387. * Release all the underlying texture used as draw buffers.
  74388. */
  74389. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74390. if (!this._internalTextures) {
  74391. return;
  74392. }
  74393. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74394. if (this._internalTextures[i] !== undefined) {
  74395. this._internalTextures[i].dispose();
  74396. this._internalTextures.splice(i, 1);
  74397. }
  74398. }
  74399. };
  74400. return MultiRenderTarget;
  74401. }(BABYLON.RenderTargetTexture));
  74402. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74403. })(BABYLON || (BABYLON = {}));
  74404. //# sourceMappingURL=multiRenderTarget.js.map
  74405. var BABYLON;
  74406. (function (BABYLON) {
  74407. /**
  74408. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74409. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74410. * You can then easily use it as a reflectionTexture on a flat surface.
  74411. * In case the surface is not a plane, please consider relying on reflection probes.
  74412. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74413. */
  74414. var MirrorTexture = /** @class */ (function (_super) {
  74415. __extends(MirrorTexture, _super);
  74416. /**
  74417. * Instantiates a Mirror Texture.
  74418. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74419. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74420. * You can then easily use it as a reflectionTexture on a flat surface.
  74421. * In case the surface is not a plane, please consider relying on reflection probes.
  74422. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74423. * @param name
  74424. * @param size
  74425. * @param scene
  74426. * @param generateMipMaps
  74427. * @param type
  74428. * @param samplingMode
  74429. * @param generateDepthBuffer
  74430. */
  74431. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74432. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74433. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74434. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74435. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74436. _this.scene = scene;
  74437. /**
  74438. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74439. * 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.
  74440. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74441. */
  74442. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74443. _this._transformMatrix = BABYLON.Matrix.Zero();
  74444. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74445. _this._adaptiveBlurKernel = 0;
  74446. _this._blurKernelX = 0;
  74447. _this._blurKernelY = 0;
  74448. _this._blurRatio = 1.0;
  74449. _this.ignoreCameraViewport = true;
  74450. _this._updateGammaSpace();
  74451. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74452. _this._updateGammaSpace;
  74453. });
  74454. _this.onBeforeRenderObservable.add(function () {
  74455. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74456. _this._savedViewMatrix = scene.getViewMatrix();
  74457. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74458. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74459. scene.clipPlane = _this.mirrorPlane;
  74460. scene.getEngine().cullBackFaces = false;
  74461. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74462. });
  74463. _this.onAfterRenderObservable.add(function () {
  74464. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74465. scene.getEngine().cullBackFaces = true;
  74466. scene._mirroredCameraPosition = null;
  74467. delete scene.clipPlane;
  74468. });
  74469. return _this;
  74470. }
  74471. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74472. get: function () {
  74473. return this._blurRatio;
  74474. },
  74475. /**
  74476. * Define the blur ratio used to blur the reflection if needed.
  74477. */
  74478. set: function (value) {
  74479. if (this._blurRatio === value) {
  74480. return;
  74481. }
  74482. this._blurRatio = value;
  74483. this._preparePostProcesses();
  74484. },
  74485. enumerable: true,
  74486. configurable: true
  74487. });
  74488. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74489. /**
  74490. * Define the adaptive blur kernel used to blur the reflection if needed.
  74491. * This will autocompute the closest best match for the `blurKernel`
  74492. */
  74493. set: function (value) {
  74494. this._adaptiveBlurKernel = value;
  74495. this._autoComputeBlurKernel();
  74496. },
  74497. enumerable: true,
  74498. configurable: true
  74499. });
  74500. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74501. /**
  74502. * Define the blur kernel used to blur the reflection if needed.
  74503. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74504. */
  74505. set: function (value) {
  74506. this.blurKernelX = value;
  74507. this.blurKernelY = value;
  74508. },
  74509. enumerable: true,
  74510. configurable: true
  74511. });
  74512. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74513. get: function () {
  74514. return this._blurKernelX;
  74515. },
  74516. /**
  74517. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74518. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74519. */
  74520. set: function (value) {
  74521. if (this._blurKernelX === value) {
  74522. return;
  74523. }
  74524. this._blurKernelX = value;
  74525. this._preparePostProcesses();
  74526. },
  74527. enumerable: true,
  74528. configurable: true
  74529. });
  74530. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74531. get: function () {
  74532. return this._blurKernelY;
  74533. },
  74534. /**
  74535. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74536. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74537. */
  74538. set: function (value) {
  74539. if (this._blurKernelY === value) {
  74540. return;
  74541. }
  74542. this._blurKernelY = value;
  74543. this._preparePostProcesses();
  74544. },
  74545. enumerable: true,
  74546. configurable: true
  74547. });
  74548. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74549. var engine = this.getScene().getEngine();
  74550. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74551. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74552. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74553. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74554. };
  74555. MirrorTexture.prototype._onRatioRescale = function () {
  74556. if (this._sizeRatio) {
  74557. this.resize(this._initialSizeParameter);
  74558. if (!this._adaptiveBlurKernel) {
  74559. this._preparePostProcesses();
  74560. }
  74561. }
  74562. if (this._adaptiveBlurKernel) {
  74563. this._autoComputeBlurKernel();
  74564. }
  74565. };
  74566. MirrorTexture.prototype._updateGammaSpace = function () {
  74567. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74568. };
  74569. MirrorTexture.prototype._preparePostProcesses = function () {
  74570. this.clearPostProcesses(true);
  74571. if (this._blurKernelX && this._blurKernelY) {
  74572. var engine = this.getScene().getEngine();
  74573. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74574. 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);
  74575. this._blurX.autoClear = false;
  74576. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74577. this._blurX.inputTexture = this._texture;
  74578. }
  74579. else {
  74580. this._blurX.alwaysForcePOT = true;
  74581. }
  74582. 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);
  74583. this._blurY.autoClear = false;
  74584. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74585. this.addPostProcess(this._blurX);
  74586. this.addPostProcess(this._blurY);
  74587. }
  74588. else {
  74589. if (this._blurY) {
  74590. this.removePostProcess(this._blurY);
  74591. this._blurY.dispose();
  74592. this._blurY = null;
  74593. }
  74594. if (this._blurX) {
  74595. this.removePostProcess(this._blurX);
  74596. this._blurX.dispose();
  74597. this._blurX = null;
  74598. }
  74599. }
  74600. };
  74601. /**
  74602. * Clone the mirror texture.
  74603. * @returns the cloned texture
  74604. */
  74605. MirrorTexture.prototype.clone = function () {
  74606. var scene = this.getScene();
  74607. if (!scene) {
  74608. return this;
  74609. }
  74610. var textureSize = this.getSize();
  74611. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74612. // Base texture
  74613. newTexture.hasAlpha = this.hasAlpha;
  74614. newTexture.level = this.level;
  74615. // Mirror Texture
  74616. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74617. if (this.renderList) {
  74618. newTexture.renderList = this.renderList.slice(0);
  74619. }
  74620. return newTexture;
  74621. };
  74622. /**
  74623. * Serialize the texture to a JSON representation you could use in Parse later on
  74624. * @returns the serialized JSON representation
  74625. */
  74626. MirrorTexture.prototype.serialize = function () {
  74627. if (!this.name) {
  74628. return null;
  74629. }
  74630. var serializationObject = _super.prototype.serialize.call(this);
  74631. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74632. return serializationObject;
  74633. };
  74634. /**
  74635. * Dispose the texture and release its associated resources.
  74636. */
  74637. MirrorTexture.prototype.dispose = function () {
  74638. _super.prototype.dispose.call(this);
  74639. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74640. };
  74641. return MirrorTexture;
  74642. }(BABYLON.RenderTargetTexture));
  74643. BABYLON.MirrorTexture = MirrorTexture;
  74644. })(BABYLON || (BABYLON = {}));
  74645. //# sourceMappingURL=mirrorTexture.js.map
  74646. var BABYLON;
  74647. (function (BABYLON) {
  74648. /**
  74649. * Creates a refraction texture used by refraction channel of the standard material.
  74650. * It is like a mirror but to see through a material.
  74651. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74652. */
  74653. var RefractionTexture = /** @class */ (function (_super) {
  74654. __extends(RefractionTexture, _super);
  74655. /**
  74656. * Creates a refraction texture used by refraction channel of the standard material.
  74657. * It is like a mirror but to see through a material.
  74658. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74659. * @param name Define the texture name
  74660. * @param size Define the size of the underlying texture
  74661. * @param scene Define the scene the refraction belongs to
  74662. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74663. */
  74664. function RefractionTexture(name, size, scene, generateMipMaps) {
  74665. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74666. /**
  74667. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74668. * 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.
  74669. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74670. */
  74671. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74672. /**
  74673. * Define how deep under the surface we should see.
  74674. */
  74675. _this.depth = 2.0;
  74676. _this.onBeforeRenderObservable.add(function () {
  74677. scene.clipPlane = _this.refractionPlane;
  74678. });
  74679. _this.onAfterRenderObservable.add(function () {
  74680. delete scene.clipPlane;
  74681. });
  74682. return _this;
  74683. }
  74684. /**
  74685. * Clone the refraction texture.
  74686. * @returns the cloned texture
  74687. */
  74688. RefractionTexture.prototype.clone = function () {
  74689. var scene = this.getScene();
  74690. if (!scene) {
  74691. return this;
  74692. }
  74693. var textureSize = this.getSize();
  74694. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74695. // Base texture
  74696. newTexture.hasAlpha = this.hasAlpha;
  74697. newTexture.level = this.level;
  74698. // Refraction Texture
  74699. newTexture.refractionPlane = this.refractionPlane.clone();
  74700. if (this.renderList) {
  74701. newTexture.renderList = this.renderList.slice(0);
  74702. }
  74703. newTexture.depth = this.depth;
  74704. return newTexture;
  74705. };
  74706. /**
  74707. * Serialize the texture to a JSON representation you could use in Parse later on
  74708. * @returns the serialized JSON representation
  74709. */
  74710. RefractionTexture.prototype.serialize = function () {
  74711. if (!this.name) {
  74712. return null;
  74713. }
  74714. var serializationObject = _super.prototype.serialize.call(this);
  74715. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74716. serializationObject.depth = this.depth;
  74717. return serializationObject;
  74718. };
  74719. return RefractionTexture;
  74720. }(BABYLON.RenderTargetTexture));
  74721. BABYLON.RefractionTexture = RefractionTexture;
  74722. })(BABYLON || (BABYLON = {}));
  74723. //# sourceMappingURL=refractionTexture.js.map
  74724. var BABYLON;
  74725. (function (BABYLON) {
  74726. /**
  74727. * A class extending Texture allowing drawing on a texture
  74728. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74729. */
  74730. var DynamicTexture = /** @class */ (function (_super) {
  74731. __extends(DynamicTexture, _super);
  74732. /**
  74733. * Creates a DynamicTexture
  74734. * @param name defines the name of the texture
  74735. * @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
  74736. * @param scene defines the scene where you want the texture
  74737. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74738. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74739. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74740. */
  74741. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74742. if (scene === void 0) { scene = null; }
  74743. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74744. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74745. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74746. _this.name = name;
  74747. _this._engine = _this.getScene().getEngine();
  74748. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74749. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74750. _this._generateMipMaps = generateMipMaps;
  74751. if (options.getContext) {
  74752. _this._canvas = options;
  74753. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74754. }
  74755. else {
  74756. _this._canvas = document.createElement("canvas");
  74757. if (options.width || options.width === 0) {
  74758. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74759. }
  74760. else {
  74761. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74762. }
  74763. }
  74764. var textureSize = _this.getSize();
  74765. _this._canvas.width = textureSize.width;
  74766. _this._canvas.height = textureSize.height;
  74767. _this._context = _this._canvas.getContext("2d");
  74768. return _this;
  74769. }
  74770. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74771. /**
  74772. * Gets the current state of canRescale
  74773. */
  74774. get: function () {
  74775. return true;
  74776. },
  74777. enumerable: true,
  74778. configurable: true
  74779. });
  74780. DynamicTexture.prototype._recreate = function (textureSize) {
  74781. this._canvas.width = textureSize.width;
  74782. this._canvas.height = textureSize.height;
  74783. this.releaseInternalTexture();
  74784. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74785. };
  74786. /**
  74787. * Scales the texture
  74788. * @param ratio the scale factor to apply to both width and height
  74789. */
  74790. DynamicTexture.prototype.scale = function (ratio) {
  74791. var textureSize = this.getSize();
  74792. textureSize.width *= ratio;
  74793. textureSize.height *= ratio;
  74794. this._recreate(textureSize);
  74795. };
  74796. /**
  74797. * Resizes the texture
  74798. * @param width the new width
  74799. * @param height the new height
  74800. */
  74801. DynamicTexture.prototype.scaleTo = function (width, height) {
  74802. var textureSize = this.getSize();
  74803. textureSize.width = width;
  74804. textureSize.height = height;
  74805. this._recreate(textureSize);
  74806. };
  74807. /**
  74808. * Gets the context of the canvas used by the texture
  74809. * @returns the canvas context of the dynamic texture
  74810. */
  74811. DynamicTexture.prototype.getContext = function () {
  74812. return this._context;
  74813. };
  74814. /**
  74815. * Clears the texture
  74816. */
  74817. DynamicTexture.prototype.clear = function () {
  74818. var size = this.getSize();
  74819. this._context.fillRect(0, 0, size.width, size.height);
  74820. };
  74821. /**
  74822. * Updates the texture
  74823. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74824. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74825. */
  74826. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74827. if (premulAlpha === void 0) { premulAlpha = false; }
  74828. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74829. };
  74830. /**
  74831. * Draws text onto the texture
  74832. * @param text defines the text to be drawn
  74833. * @param x defines the placement of the text from the left
  74834. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74835. * @param font defines the font to be used with font-style, font-size, font-name
  74836. * @param color defines the color used for the text
  74837. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74838. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74839. * @param update defines whether texture is immediately update (default is true)
  74840. */
  74841. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74842. if (update === void 0) { update = true; }
  74843. var size = this.getSize();
  74844. if (clearColor) {
  74845. this._context.fillStyle = clearColor;
  74846. this._context.fillRect(0, 0, size.width, size.height);
  74847. }
  74848. this._context.font = font;
  74849. if (x === null || x === undefined) {
  74850. var textSize = this._context.measureText(text);
  74851. x = (size.width - textSize.width) / 2;
  74852. }
  74853. if (y === null || y === undefined) {
  74854. var fontSize = parseInt((font.replace(/\D/g, '')));
  74855. y = (size.height / 2) + (fontSize / 3.65);
  74856. }
  74857. this._context.fillStyle = color;
  74858. this._context.fillText(text, x, y);
  74859. if (update) {
  74860. this.update(invertY);
  74861. }
  74862. };
  74863. /**
  74864. * Clones the texture
  74865. * @returns the clone of the texture.
  74866. */
  74867. DynamicTexture.prototype.clone = function () {
  74868. var scene = this.getScene();
  74869. if (!scene) {
  74870. return this;
  74871. }
  74872. var textureSize = this.getSize();
  74873. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74874. // Base texture
  74875. newTexture.hasAlpha = this.hasAlpha;
  74876. newTexture.level = this.level;
  74877. // Dynamic Texture
  74878. newTexture.wrapU = this.wrapU;
  74879. newTexture.wrapV = this.wrapV;
  74880. return newTexture;
  74881. };
  74882. /**
  74883. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74884. * @returns a serialized dynamic texture object
  74885. */
  74886. DynamicTexture.prototype.serialize = function () {
  74887. var scene = this.getScene();
  74888. if (scene && !scene.isReady()) {
  74889. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74890. }
  74891. var serializationObject = _super.prototype.serialize.call(this);
  74892. serializationObject.base64String = this._canvas.toDataURL();
  74893. serializationObject.invertY = this._invertY;
  74894. serializationObject.samplingMode = this.samplingMode;
  74895. return serializationObject;
  74896. };
  74897. /** @hidden */
  74898. DynamicTexture.prototype._rebuild = function () {
  74899. this.update();
  74900. };
  74901. return DynamicTexture;
  74902. }(BABYLON.Texture));
  74903. BABYLON.DynamicTexture = DynamicTexture;
  74904. })(BABYLON || (BABYLON = {}));
  74905. //# sourceMappingURL=dynamicTexture.js.map
  74906. var BABYLON;
  74907. (function (BABYLON) {
  74908. /**
  74909. * If you want to display a video in your scene, this is the special texture for that.
  74910. * This special texture works similar to other textures, with the exception of a few parameters.
  74911. * @see https://doc.babylonjs.com/how_to/video_texture
  74912. */
  74913. var VideoTexture = /** @class */ (function (_super) {
  74914. __extends(VideoTexture, _super);
  74915. /**
  74916. * Creates a video texture.
  74917. * If you want to display a video in your scene, this is the special texture for that.
  74918. * This special texture works similar to other textures, with the exception of a few parameters.
  74919. * @see https://doc.babylonjs.com/how_to/video_texture
  74920. * @param name optional name, will detect from video source, if not defined
  74921. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74922. * @param scene is obviously the current scene.
  74923. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74924. * @param invertY is false by default but can be used to invert video on Y axis
  74925. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74926. * @param settings allows finer control over video usage
  74927. */
  74928. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74929. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74930. if (invertY === void 0) { invertY = false; }
  74931. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74932. if (settings === void 0) { settings = {
  74933. autoPlay: true,
  74934. loop: true,
  74935. autoUpdateTexture: true,
  74936. }; }
  74937. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74938. _this._onUserActionRequestedObservable = null;
  74939. _this._stillImageCaptured = false;
  74940. _this._poster = false;
  74941. _this._createInternalTexture = function () {
  74942. if (_this._texture != null) {
  74943. if (_this._poster) {
  74944. _this._texture.dispose();
  74945. _this._poster = false;
  74946. }
  74947. else {
  74948. return;
  74949. }
  74950. }
  74951. if (!_this._engine.needPOTTextures ||
  74952. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74953. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74954. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74955. }
  74956. else {
  74957. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74958. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74959. _this._generateMipMaps = false;
  74960. }
  74961. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74962. if (!_this.video.autoplay) {
  74963. var oldHandler_1 = _this.video.onplaying;
  74964. var error_1 = false;
  74965. _this.video.onplaying = function () {
  74966. _this.video.onplaying = oldHandler_1;
  74967. _this._texture.isReady = true;
  74968. _this._updateInternalTexture();
  74969. if (!error_1) {
  74970. _this.video.pause();
  74971. }
  74972. if (_this.onLoadObservable.hasObservers()) {
  74973. _this.onLoadObservable.notifyObservers(_this);
  74974. }
  74975. };
  74976. var playing = _this.video.play();
  74977. if (playing) {
  74978. playing.then(function () {
  74979. // Everything is good.
  74980. })
  74981. .catch(function () {
  74982. error_1 = true;
  74983. // On Chrome for instance, new policies might prevent playing without user interaction.
  74984. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74985. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74986. }
  74987. });
  74988. }
  74989. else {
  74990. _this.video.onplaying = oldHandler_1;
  74991. _this._texture.isReady = true;
  74992. _this._updateInternalTexture();
  74993. if (_this.onLoadObservable.hasObservers()) {
  74994. _this.onLoadObservable.notifyObservers(_this);
  74995. }
  74996. }
  74997. }
  74998. else {
  74999. _this._texture.isReady = true;
  75000. _this._updateInternalTexture();
  75001. if (_this.onLoadObservable.hasObservers()) {
  75002. _this.onLoadObservable.notifyObservers(_this);
  75003. }
  75004. }
  75005. };
  75006. _this.reset = function () {
  75007. if (_this._texture == null) {
  75008. return;
  75009. }
  75010. if (!_this._poster) {
  75011. _this._texture.dispose();
  75012. _this._texture = null;
  75013. }
  75014. };
  75015. _this._updateInternalTexture = function (e) {
  75016. if (_this._texture == null || !_this._texture.isReady) {
  75017. return;
  75018. }
  75019. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75020. return;
  75021. }
  75022. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75023. };
  75024. _this._engine = _this.getScene().getEngine();
  75025. _this._generateMipMaps = generateMipMaps;
  75026. _this._samplingMode = samplingMode;
  75027. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75028. _this.name = name || _this._getName(src);
  75029. _this.video = _this._getVideo(src);
  75030. if (settings.poster) {
  75031. _this.video.poster = settings.poster;
  75032. }
  75033. if (settings.autoPlay !== undefined) {
  75034. _this.video.autoplay = settings.autoPlay;
  75035. }
  75036. if (settings.loop !== undefined) {
  75037. _this.video.loop = settings.loop;
  75038. }
  75039. _this.video.setAttribute("playsinline", "");
  75040. _this.video.addEventListener("canplay", _this._createInternalTexture);
  75041. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75042. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75043. _this.video.addEventListener("emptied", _this.reset);
  75044. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  75045. _this._createInternalTexture();
  75046. }
  75047. if (settings.poster) {
  75048. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75049. _this._poster = true;
  75050. }
  75051. return _this;
  75052. }
  75053. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75054. /**
  75055. * Event triggerd when a dom action is required by the user to play the video.
  75056. * This happens due to recent changes in browser policies preventing video to auto start.
  75057. */
  75058. get: function () {
  75059. if (!this._onUserActionRequestedObservable) {
  75060. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75061. }
  75062. return this._onUserActionRequestedObservable;
  75063. },
  75064. enumerable: true,
  75065. configurable: true
  75066. });
  75067. VideoTexture.prototype._getName = function (src) {
  75068. if (src instanceof HTMLVideoElement) {
  75069. return src.currentSrc;
  75070. }
  75071. if (typeof src === "object") {
  75072. return src.toString();
  75073. }
  75074. return src;
  75075. };
  75076. VideoTexture.prototype._getVideo = function (src) {
  75077. if (src instanceof HTMLVideoElement) {
  75078. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75079. return src;
  75080. }
  75081. var video = document.createElement("video");
  75082. if (typeof src === "string") {
  75083. BABYLON.Tools.SetCorsBehavior(src, video);
  75084. video.src = src;
  75085. }
  75086. else {
  75087. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75088. src.forEach(function (url) {
  75089. var source = document.createElement("source");
  75090. source.src = url;
  75091. video.appendChild(source);
  75092. });
  75093. }
  75094. return video;
  75095. };
  75096. /**
  75097. * @hidden Internal method to initiate `update`.
  75098. */
  75099. VideoTexture.prototype._rebuild = function () {
  75100. this.update();
  75101. };
  75102. /**
  75103. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75104. */
  75105. VideoTexture.prototype.update = function () {
  75106. if (!this.autoUpdateTexture) {
  75107. // Expecting user to call `updateTexture` manually
  75108. return;
  75109. }
  75110. this.updateTexture(true);
  75111. };
  75112. /**
  75113. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75114. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75115. */
  75116. VideoTexture.prototype.updateTexture = function (isVisible) {
  75117. if (!isVisible) {
  75118. return;
  75119. }
  75120. if (this.video.paused && this._stillImageCaptured) {
  75121. return;
  75122. }
  75123. this._stillImageCaptured = true;
  75124. this._updateInternalTexture();
  75125. };
  75126. /**
  75127. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75128. * @param url New url.
  75129. */
  75130. VideoTexture.prototype.updateURL = function (url) {
  75131. this.video.src = url;
  75132. };
  75133. /**
  75134. * Dispose the texture and release its associated resources.
  75135. */
  75136. VideoTexture.prototype.dispose = function () {
  75137. _super.prototype.dispose.call(this);
  75138. if (this._onUserActionRequestedObservable) {
  75139. this._onUserActionRequestedObservable.clear();
  75140. this._onUserActionRequestedObservable = null;
  75141. }
  75142. this.video.removeEventListener("canplay", this._createInternalTexture);
  75143. this.video.removeEventListener("paused", this._updateInternalTexture);
  75144. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75145. this.video.removeEventListener("emptied", this.reset);
  75146. this.video.pause();
  75147. };
  75148. /**
  75149. * Creates a video texture straight from your WebCam video feed.
  75150. * @param scene Define the scene the texture should be created in
  75151. * @param onReady Define a callback to triggered once the texture will be ready
  75152. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75153. */
  75154. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75155. var video = document.createElement("video");
  75156. video.setAttribute('autoplay', '');
  75157. video.setAttribute('muted', '');
  75158. video.setAttribute('playsinline', '');
  75159. var constraintsDeviceId;
  75160. if (constraints && constraints.deviceId) {
  75161. constraintsDeviceId = {
  75162. exact: constraints.deviceId,
  75163. };
  75164. }
  75165. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75166. if (navigator.mediaDevices) {
  75167. navigator.mediaDevices.getUserMedia({ video: constraints })
  75168. .then(function (stream) {
  75169. if (video.mozSrcObject !== undefined) {
  75170. // hack for Firefox < 19
  75171. video.mozSrcObject = stream;
  75172. }
  75173. else {
  75174. video.srcObject = stream;
  75175. }
  75176. var onPlaying = function () {
  75177. if (onReady) {
  75178. onReady(new VideoTexture("video", video, scene, true, true));
  75179. }
  75180. video.removeEventListener("playing", onPlaying);
  75181. };
  75182. video.addEventListener("playing", onPlaying);
  75183. video.play();
  75184. })
  75185. .catch(function (err) {
  75186. BABYLON.Tools.Error(err.name);
  75187. });
  75188. }
  75189. else {
  75190. navigator.getUserMedia =
  75191. navigator.getUserMedia ||
  75192. navigator.webkitGetUserMedia ||
  75193. navigator.mozGetUserMedia ||
  75194. navigator.msGetUserMedia;
  75195. if (navigator.getUserMedia) {
  75196. navigator.getUserMedia({
  75197. video: {
  75198. deviceId: constraintsDeviceId,
  75199. width: {
  75200. min: (constraints && constraints.minWidth) || 256,
  75201. max: (constraints && constraints.maxWidth) || 640,
  75202. },
  75203. height: {
  75204. min: (constraints && constraints.minHeight) || 256,
  75205. max: (constraints && constraints.maxHeight) || 480,
  75206. },
  75207. },
  75208. }, function (stream) {
  75209. if (video.mozSrcObject !== undefined) {
  75210. // hack for Firefox < 19
  75211. video.mozSrcObject = stream;
  75212. }
  75213. else {
  75214. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75215. }
  75216. video.play();
  75217. if (onReady) {
  75218. onReady(new VideoTexture("video", video, scene, true, true));
  75219. }
  75220. }, function (e) {
  75221. BABYLON.Tools.Error(e.name);
  75222. });
  75223. }
  75224. }
  75225. };
  75226. return VideoTexture;
  75227. }(BABYLON.Texture));
  75228. BABYLON.VideoTexture = VideoTexture;
  75229. })(BABYLON || (BABYLON = {}));
  75230. //# sourceMappingURL=videoTexture.js.map
  75231. var BABYLON;
  75232. (function (BABYLON) {
  75233. /**
  75234. * Raw texture can help creating a texture directly from an array of data.
  75235. * This can be super useful if you either get the data from an uncompressed source or
  75236. * if you wish to create your texture pixel by pixel.
  75237. */
  75238. var RawTexture = /** @class */ (function (_super) {
  75239. __extends(RawTexture, _super);
  75240. /**
  75241. * Instantiates a new RawTexture.
  75242. * Raw texture can help creating a texture directly from an array of data.
  75243. * This can be super useful if you either get the data from an uncompressed source or
  75244. * if you wish to create your texture pixel by pixel.
  75245. * @param data define the array of data to use to create the texture
  75246. * @param width define the width of the texture
  75247. * @param height define the height of the texture
  75248. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75249. * @param scene define the scene the texture belongs to
  75250. * @param generateMipMaps define whether mip maps should be generated or not
  75251. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75252. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75253. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75254. */
  75255. function RawTexture(data, width, height,
  75256. /**
  75257. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75258. */
  75259. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75260. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75261. if (invertY === void 0) { invertY = false; }
  75262. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75263. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75264. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75265. _this.format = format;
  75266. _this._engine = scene.getEngine();
  75267. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75268. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75269. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75270. return _this;
  75271. }
  75272. /**
  75273. * Updates the texture underlying data.
  75274. * @param data Define the new data of the texture
  75275. */
  75276. RawTexture.prototype.update = function (data) {
  75277. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75278. };
  75279. /**
  75280. * Creates a luminance texture from some data.
  75281. * @param data Define the texture data
  75282. * @param width Define the width of the texture
  75283. * @param height Define the height of the texture
  75284. * @param scene Define the scene the texture belongs to
  75285. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75286. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75287. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75288. * @returns the luminance texture
  75289. */
  75290. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75291. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75292. if (invertY === void 0) { invertY = false; }
  75293. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75294. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75295. };
  75296. /**
  75297. * Creates a luminance alpha texture from some data.
  75298. * @param data Define the texture data
  75299. * @param width Define the width of the texture
  75300. * @param height Define the height of the texture
  75301. * @param scene Define the scene the texture belongs to
  75302. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75303. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75304. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75305. * @returns the luminance alpha texture
  75306. */
  75307. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75308. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75309. if (invertY === void 0) { invertY = false; }
  75310. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75311. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75312. };
  75313. /**
  75314. * Creates an alpha texture from some data.
  75315. * @param data Define the texture data
  75316. * @param width Define the width of the texture
  75317. * @param height Define the height of the texture
  75318. * @param scene Define the scene the texture belongs to
  75319. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75320. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75321. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75322. * @returns the alpha texture
  75323. */
  75324. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75325. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75326. if (invertY === void 0) { invertY = false; }
  75327. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75328. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75329. };
  75330. /**
  75331. * Creates a RGB texture from some data.
  75332. * @param data Define the texture data
  75333. * @param width Define the width of the texture
  75334. * @param height Define the height of the texture
  75335. * @param scene Define the scene the texture belongs to
  75336. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75337. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75338. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75339. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75340. * @returns the RGB alpha texture
  75341. */
  75342. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75343. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75344. if (invertY === void 0) { invertY = false; }
  75345. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75346. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75347. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75348. };
  75349. /**
  75350. * Creates a RGBA texture from some data.
  75351. * @param data Define the texture data
  75352. * @param width Define the width of the texture
  75353. * @param height Define the height of the texture
  75354. * @param scene Define the scene the texture belongs to
  75355. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75356. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75357. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75358. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75359. * @returns the RGBA texture
  75360. */
  75361. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75362. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75363. if (invertY === void 0) { invertY = false; }
  75364. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75365. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75366. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75367. };
  75368. /**
  75369. * Creates a R texture from some data.
  75370. * @param data Define the texture data
  75371. * @param width Define the width of the texture
  75372. * @param height Define the height of the texture
  75373. * @param scene Define the scene the texture belongs to
  75374. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75375. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75376. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75377. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75378. * @returns the R texture
  75379. */
  75380. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75381. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75382. if (invertY === void 0) { invertY = false; }
  75383. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75384. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75385. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75386. };
  75387. return RawTexture;
  75388. }(BABYLON.Texture));
  75389. BABYLON.RawTexture = RawTexture;
  75390. })(BABYLON || (BABYLON = {}));
  75391. //# sourceMappingURL=rawTexture.js.map
  75392. var BABYLON;
  75393. (function (BABYLON) {
  75394. /**
  75395. * Class used to store 3D textures containing user data
  75396. */
  75397. var RawTexture3D = /** @class */ (function (_super) {
  75398. __extends(RawTexture3D, _super);
  75399. /**
  75400. * Create a new RawTexture3D
  75401. * @param data defines the data of the texture
  75402. * @param width defines the width of the texture
  75403. * @param height defines the height of the texture
  75404. * @param depth defines the depth of the texture
  75405. * @param format defines the texture format to use
  75406. * @param scene defines the hosting scene
  75407. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75408. * @param invertY defines if texture must be stored with Y axis inverted
  75409. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75410. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75411. */
  75412. function RawTexture3D(data, width, height, depth,
  75413. /** Gets or sets the texture format to use */
  75414. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75415. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75416. if (invertY === void 0) { invertY = false; }
  75417. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75418. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75419. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75420. _this.format = format;
  75421. _this._engine = scene.getEngine();
  75422. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75423. _this.is3D = true;
  75424. return _this;
  75425. }
  75426. /**
  75427. * Update the texture with new data
  75428. * @param data defines the data to store in the texture
  75429. */
  75430. RawTexture3D.prototype.update = function (data) {
  75431. if (!this._texture) {
  75432. return;
  75433. }
  75434. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75435. };
  75436. return RawTexture3D;
  75437. }(BABYLON.Texture));
  75438. BABYLON.RawTexture3D = RawTexture3D;
  75439. })(BABYLON || (BABYLON = {}));
  75440. //# sourceMappingURL=rawTexture3D.js.map
  75441. var BABYLON;
  75442. (function (BABYLON) {
  75443. /**
  75444. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75445. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75446. */
  75447. var PostProcessManager = /** @class */ (function () {
  75448. /**
  75449. * Creates a new instance PostProcess
  75450. * @param scene The scene that the post process is associated with.
  75451. */
  75452. function PostProcessManager(scene) {
  75453. this._vertexBuffers = {};
  75454. this._scene = scene;
  75455. }
  75456. PostProcessManager.prototype._prepareBuffers = function () {
  75457. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75458. return;
  75459. }
  75460. // VBO
  75461. var vertices = [];
  75462. vertices.push(1, 1);
  75463. vertices.push(-1, 1);
  75464. vertices.push(-1, -1);
  75465. vertices.push(1, -1);
  75466. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75467. this._buildIndexBuffer();
  75468. };
  75469. PostProcessManager.prototype._buildIndexBuffer = function () {
  75470. // Indices
  75471. var indices = [];
  75472. indices.push(0);
  75473. indices.push(1);
  75474. indices.push(2);
  75475. indices.push(0);
  75476. indices.push(2);
  75477. indices.push(3);
  75478. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75479. };
  75480. /**
  75481. * Rebuilds the vertex buffers of the manager.
  75482. * @hidden
  75483. */
  75484. PostProcessManager.prototype._rebuild = function () {
  75485. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75486. if (!vb) {
  75487. return;
  75488. }
  75489. vb._rebuild();
  75490. this._buildIndexBuffer();
  75491. };
  75492. // Methods
  75493. /**
  75494. * Prepares a frame to be run through a post process.
  75495. * @param sourceTexture The input texture to the post procesess. (default: null)
  75496. * @param postProcesses An array of post processes to be run. (default: null)
  75497. * @returns True if the post processes were able to be run.
  75498. * @hidden
  75499. */
  75500. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75501. if (sourceTexture === void 0) { sourceTexture = null; }
  75502. if (postProcesses === void 0) { postProcesses = null; }
  75503. var camera = this._scene.activeCamera;
  75504. if (!camera) {
  75505. return false;
  75506. }
  75507. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75508. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75509. return false;
  75510. }
  75511. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75512. return true;
  75513. };
  75514. /**
  75515. * Manually render a set of post processes to a texture.
  75516. * @param postProcesses An array of post processes to be run.
  75517. * @param targetTexture The target texture to render to.
  75518. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75519. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75520. * @param lodLevel defines which lod of the texture to render to
  75521. */
  75522. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75523. if (targetTexture === void 0) { targetTexture = null; }
  75524. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75525. if (faceIndex === void 0) { faceIndex = 0; }
  75526. if (lodLevel === void 0) { lodLevel = 0; }
  75527. var engine = this._scene.getEngine();
  75528. for (var index = 0; index < postProcesses.length; index++) {
  75529. if (index < postProcesses.length - 1) {
  75530. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75531. }
  75532. else {
  75533. if (targetTexture) {
  75534. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75535. }
  75536. else {
  75537. engine.restoreDefaultFramebuffer();
  75538. }
  75539. }
  75540. var pp = postProcesses[index];
  75541. var effect = pp.apply();
  75542. if (effect) {
  75543. pp.onBeforeRenderObservable.notifyObservers(effect);
  75544. // VBOs
  75545. this._prepareBuffers();
  75546. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75547. // Draw order
  75548. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75549. pp.onAfterRenderObservable.notifyObservers(effect);
  75550. }
  75551. }
  75552. // Restore depth buffer
  75553. engine.setDepthBuffer(true);
  75554. engine.setDepthWrite(true);
  75555. };
  75556. /**
  75557. * Finalize the result of the output of the postprocesses.
  75558. * @param doNotPresent If true the result will not be displayed to the screen.
  75559. * @param targetTexture The target texture to render to.
  75560. * @param faceIndex The index of the face to bind the target texture to.
  75561. * @param postProcesses The array of post processes to render.
  75562. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75563. * @hidden
  75564. */
  75565. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75566. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75567. var camera = this._scene.activeCamera;
  75568. if (!camera) {
  75569. return;
  75570. }
  75571. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75572. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75573. return;
  75574. }
  75575. var engine = this._scene.getEngine();
  75576. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75577. var pp = postProcesses[index];
  75578. if (index < len - 1) {
  75579. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75580. }
  75581. else {
  75582. if (targetTexture) {
  75583. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75584. pp._outputTexture = targetTexture;
  75585. }
  75586. else {
  75587. engine.restoreDefaultFramebuffer();
  75588. pp._outputTexture = null;
  75589. }
  75590. }
  75591. if (doNotPresent) {
  75592. break;
  75593. }
  75594. var effect = pp.apply();
  75595. if (effect) {
  75596. pp.onBeforeRenderObservable.notifyObservers(effect);
  75597. // VBOs
  75598. this._prepareBuffers();
  75599. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75600. // Draw order
  75601. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75602. pp.onAfterRenderObservable.notifyObservers(effect);
  75603. }
  75604. }
  75605. // Restore states
  75606. engine.setDepthBuffer(true);
  75607. engine.setDepthWrite(true);
  75608. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75609. };
  75610. /**
  75611. * Disposes of the post process manager.
  75612. */
  75613. PostProcessManager.prototype.dispose = function () {
  75614. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75615. if (buffer) {
  75616. buffer.dispose();
  75617. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75618. }
  75619. if (this._indexBuffer) {
  75620. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75621. this._indexBuffer = null;
  75622. }
  75623. };
  75624. return PostProcessManager;
  75625. }());
  75626. BABYLON.PostProcessManager = PostProcessManager;
  75627. })(BABYLON || (BABYLON = {}));
  75628. //# sourceMappingURL=postProcessManager.js.map
  75629. var BABYLON;
  75630. (function (BABYLON) {
  75631. /**
  75632. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75633. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75634. */
  75635. var PostProcess = /** @class */ (function () {
  75636. /**
  75637. * Creates a new instance PostProcess
  75638. * @param name The name of the PostProcess.
  75639. * @param fragmentUrl The url of the fragment shader to be used.
  75640. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75641. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75642. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75643. * @param camera The camera to apply the render pass to.
  75644. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75645. * @param engine The engine which the post process will be applied. (default: current engine)
  75646. * @param reusable If the post process can be reused on the same frame. (default: false)
  75647. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75648. * @param textureType Type of textures used when performing the post process. (default: 0)
  75649. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75650. * @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
  75651. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75652. */
  75653. function PostProcess(
  75654. /** Name of the PostProcess. */
  75655. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75656. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75657. if (defines === void 0) { defines = null; }
  75658. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75659. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75660. if (blockCompilation === void 0) { blockCompilation = false; }
  75661. this.name = name;
  75662. /**
  75663. * Width of the texture to apply the post process on
  75664. */
  75665. this.width = -1;
  75666. /**
  75667. * Height of the texture to apply the post process on
  75668. */
  75669. this.height = -1;
  75670. /**
  75671. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75672. * @hidden
  75673. */
  75674. this._outputTexture = null;
  75675. /**
  75676. * If the buffer needs to be cleared before applying the post process. (default: true)
  75677. * Should be set to false if shader will overwrite all previous pixels.
  75678. */
  75679. this.autoClear = true;
  75680. /**
  75681. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75682. */
  75683. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75684. /**
  75685. * Animations to be used for the post processing
  75686. */
  75687. this.animations = new Array();
  75688. /**
  75689. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75690. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75691. */
  75692. this.enablePixelPerfectMode = false;
  75693. /**
  75694. * Force the postprocess to be applied without taking in account viewport
  75695. */
  75696. this.forceFullscreenViewport = true;
  75697. /**
  75698. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75699. *
  75700. * | Value | Type | Description |
  75701. * | ----- | ----------------------------------- | ----------- |
  75702. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75703. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75704. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75705. *
  75706. */
  75707. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75708. /**
  75709. * Force textures to be a power of two (default: false)
  75710. */
  75711. this.alwaysForcePOT = false;
  75712. this._samples = 1;
  75713. /**
  75714. * Modify the scale of the post process to be the same as the viewport (default: false)
  75715. */
  75716. this.adaptScaleToCurrentViewport = false;
  75717. this._reusable = false;
  75718. /**
  75719. * Smart array of input and output textures for the post process.
  75720. * @hidden
  75721. */
  75722. this._textures = new BABYLON.SmartArray(2);
  75723. /**
  75724. * The index in _textures that corresponds to the output texture.
  75725. * @hidden
  75726. */
  75727. this._currentRenderTextureInd = 0;
  75728. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75729. this._texelSize = BABYLON.Vector2.Zero();
  75730. // Events
  75731. /**
  75732. * An event triggered when the postprocess is activated.
  75733. */
  75734. this.onActivateObservable = new BABYLON.Observable();
  75735. /**
  75736. * An event triggered when the postprocess changes its size.
  75737. */
  75738. this.onSizeChangedObservable = new BABYLON.Observable();
  75739. /**
  75740. * An event triggered when the postprocess applies its effect.
  75741. */
  75742. this.onApplyObservable = new BABYLON.Observable();
  75743. /**
  75744. * An event triggered before rendering the postprocess
  75745. */
  75746. this.onBeforeRenderObservable = new BABYLON.Observable();
  75747. /**
  75748. * An event triggered after rendering the postprocess
  75749. */
  75750. this.onAfterRenderObservable = new BABYLON.Observable();
  75751. if (camera != null) {
  75752. this._camera = camera;
  75753. this._scene = camera.getScene();
  75754. camera.attachPostProcess(this);
  75755. this._engine = this._scene.getEngine();
  75756. this._scene.postProcesses.push(this);
  75757. }
  75758. else if (engine) {
  75759. this._engine = engine;
  75760. this._engine.postProcesses.push(this);
  75761. }
  75762. this._options = options;
  75763. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75764. this._reusable = reusable || false;
  75765. this._textureType = textureType;
  75766. this._samplers = samplers || [];
  75767. this._samplers.push("textureSampler");
  75768. this._fragmentUrl = fragmentUrl;
  75769. this._vertexUrl = vertexUrl;
  75770. this._parameters = parameters || [];
  75771. this._parameters.push("scale");
  75772. this._indexParameters = indexParameters;
  75773. if (!blockCompilation) {
  75774. this.updateEffect(defines);
  75775. }
  75776. }
  75777. Object.defineProperty(PostProcess.prototype, "samples", {
  75778. /**
  75779. * Number of sample textures (default: 1)
  75780. */
  75781. get: function () {
  75782. return this._samples;
  75783. },
  75784. set: function (n) {
  75785. var _this = this;
  75786. this._samples = n;
  75787. this._textures.forEach(function (texture) {
  75788. if (texture.samples !== _this._samples) {
  75789. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75790. }
  75791. });
  75792. },
  75793. enumerable: true,
  75794. configurable: true
  75795. });
  75796. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75797. /**
  75798. * A function that is added to the onActivateObservable
  75799. */
  75800. set: function (callback) {
  75801. if (this._onActivateObserver) {
  75802. this.onActivateObservable.remove(this._onActivateObserver);
  75803. }
  75804. if (callback) {
  75805. this._onActivateObserver = this.onActivateObservable.add(callback);
  75806. }
  75807. },
  75808. enumerable: true,
  75809. configurable: true
  75810. });
  75811. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75812. /**
  75813. * A function that is added to the onSizeChangedObservable
  75814. */
  75815. set: function (callback) {
  75816. if (this._onSizeChangedObserver) {
  75817. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75818. }
  75819. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75820. },
  75821. enumerable: true,
  75822. configurable: true
  75823. });
  75824. Object.defineProperty(PostProcess.prototype, "onApply", {
  75825. /**
  75826. * A function that is added to the onApplyObservable
  75827. */
  75828. set: function (callback) {
  75829. if (this._onApplyObserver) {
  75830. this.onApplyObservable.remove(this._onApplyObserver);
  75831. }
  75832. this._onApplyObserver = this.onApplyObservable.add(callback);
  75833. },
  75834. enumerable: true,
  75835. configurable: true
  75836. });
  75837. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75838. /**
  75839. * A function that is added to the onBeforeRenderObservable
  75840. */
  75841. set: function (callback) {
  75842. if (this._onBeforeRenderObserver) {
  75843. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75844. }
  75845. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75846. },
  75847. enumerable: true,
  75848. configurable: true
  75849. });
  75850. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75851. /**
  75852. * A function that is added to the onAfterRenderObservable
  75853. */
  75854. set: function (callback) {
  75855. if (this._onAfterRenderObserver) {
  75856. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75857. }
  75858. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75859. },
  75860. enumerable: true,
  75861. configurable: true
  75862. });
  75863. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75864. /**
  75865. * 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
  75866. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75867. */
  75868. get: function () {
  75869. return this._textures.data[this._currentRenderTextureInd];
  75870. },
  75871. set: function (value) {
  75872. this._forcedOutputTexture = value;
  75873. },
  75874. enumerable: true,
  75875. configurable: true
  75876. });
  75877. /**
  75878. * Gets the camera which post process is applied to.
  75879. * @returns The camera the post process is applied to.
  75880. */
  75881. PostProcess.prototype.getCamera = function () {
  75882. return this._camera;
  75883. };
  75884. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75885. /**
  75886. * Gets the texel size of the postprocess.
  75887. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75888. */
  75889. get: function () {
  75890. if (this._shareOutputWithPostProcess) {
  75891. return this._shareOutputWithPostProcess.texelSize;
  75892. }
  75893. if (this._forcedOutputTexture) {
  75894. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75895. }
  75896. return this._texelSize;
  75897. },
  75898. enumerable: true,
  75899. configurable: true
  75900. });
  75901. /**
  75902. * Gets the engine which this post process belongs to.
  75903. * @returns The engine the post process was enabled with.
  75904. */
  75905. PostProcess.prototype.getEngine = function () {
  75906. return this._engine;
  75907. };
  75908. /**
  75909. * The effect that is created when initializing the post process.
  75910. * @returns The created effect corrisponding the the postprocess.
  75911. */
  75912. PostProcess.prototype.getEffect = function () {
  75913. return this._effect;
  75914. };
  75915. /**
  75916. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75917. * @param postProcess The post process to share the output with.
  75918. * @returns This post process.
  75919. */
  75920. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75921. this._disposeTextures();
  75922. this._shareOutputWithPostProcess = postProcess;
  75923. return this;
  75924. };
  75925. /**
  75926. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75927. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75928. */
  75929. PostProcess.prototype.useOwnOutput = function () {
  75930. if (this._textures.length == 0) {
  75931. this._textures = new BABYLON.SmartArray(2);
  75932. }
  75933. this._shareOutputWithPostProcess = null;
  75934. };
  75935. /**
  75936. * Updates the effect with the current post process compile time values and recompiles the shader.
  75937. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75938. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75939. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75940. * @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
  75941. * @param onCompiled Called when the shader has been compiled.
  75942. * @param onError Called if there is an error when compiling a shader.
  75943. */
  75944. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75945. if (defines === void 0) { defines = null; }
  75946. if (uniforms === void 0) { uniforms = null; }
  75947. if (samplers === void 0) { samplers = null; }
  75948. 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);
  75949. };
  75950. /**
  75951. * The post process is reusable if it can be used multiple times within one frame.
  75952. * @returns If the post process is reusable
  75953. */
  75954. PostProcess.prototype.isReusable = function () {
  75955. return this._reusable;
  75956. };
  75957. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75958. PostProcess.prototype.markTextureDirty = function () {
  75959. this.width = -1;
  75960. };
  75961. /**
  75962. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75963. * 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.
  75964. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75965. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75966. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75967. * @returns The target texture that was bound to be written to.
  75968. */
  75969. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75970. var _this = this;
  75971. if (sourceTexture === void 0) { sourceTexture = null; }
  75972. camera = camera || this._camera;
  75973. var scene = camera.getScene();
  75974. var engine = scene.getEngine();
  75975. var maxSize = engine.getCaps().maxTextureSize;
  75976. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75977. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75978. // 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
  75979. var webVRCamera = camera.parent;
  75980. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75981. requiredWidth /= 2;
  75982. }
  75983. var desiredWidth = (this._options.width || requiredWidth);
  75984. var desiredHeight = this._options.height || requiredHeight;
  75985. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75986. if (this.adaptScaleToCurrentViewport) {
  75987. var currentViewport = engine.currentViewport;
  75988. if (currentViewport) {
  75989. desiredWidth *= currentViewport.width;
  75990. desiredHeight *= currentViewport.height;
  75991. }
  75992. }
  75993. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75994. if (!this._options.width) {
  75995. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75996. }
  75997. if (!this._options.height) {
  75998. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75999. }
  76000. }
  76001. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76002. if (this._textures.length > 0) {
  76003. for (var i = 0; i < this._textures.length; i++) {
  76004. this._engine._releaseTexture(this._textures.data[i]);
  76005. }
  76006. this._textures.reset();
  76007. }
  76008. this.width = desiredWidth;
  76009. this.height = desiredHeight;
  76010. var textureSize = { width: this.width, height: this.height };
  76011. var textureOptions = {
  76012. generateMipMaps: false,
  76013. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76014. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76015. samplingMode: this.renderTargetSamplingMode,
  76016. type: this._textureType
  76017. };
  76018. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76019. if (this._reusable) {
  76020. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76021. }
  76022. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76023. this.onSizeChangedObservable.notifyObservers(this);
  76024. }
  76025. this._textures.forEach(function (texture) {
  76026. if (texture.samples !== _this.samples) {
  76027. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76028. }
  76029. });
  76030. }
  76031. var target;
  76032. if (this._shareOutputWithPostProcess) {
  76033. target = this._shareOutputWithPostProcess.inputTexture;
  76034. }
  76035. else if (this._forcedOutputTexture) {
  76036. target = this._forcedOutputTexture;
  76037. this.width = this._forcedOutputTexture.width;
  76038. this.height = this._forcedOutputTexture.height;
  76039. }
  76040. else {
  76041. target = this.inputTexture;
  76042. }
  76043. // Bind the input of this post process to be used as the output of the previous post process.
  76044. if (this.enablePixelPerfectMode) {
  76045. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76046. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76047. }
  76048. else {
  76049. this._scaleRatio.copyFromFloats(1, 1);
  76050. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76051. }
  76052. this.onActivateObservable.notifyObservers(camera);
  76053. // Clear
  76054. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76055. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76056. }
  76057. if (this._reusable) {
  76058. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76059. }
  76060. return target;
  76061. };
  76062. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76063. /**
  76064. * If the post process is supported.
  76065. */
  76066. get: function () {
  76067. return this._effect.isSupported;
  76068. },
  76069. enumerable: true,
  76070. configurable: true
  76071. });
  76072. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76073. /**
  76074. * The aspect ratio of the output texture.
  76075. */
  76076. get: function () {
  76077. if (this._shareOutputWithPostProcess) {
  76078. return this._shareOutputWithPostProcess.aspectRatio;
  76079. }
  76080. if (this._forcedOutputTexture) {
  76081. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76082. }
  76083. return this.width / this.height;
  76084. },
  76085. enumerable: true,
  76086. configurable: true
  76087. });
  76088. /**
  76089. * Get a value indicating if the post-process is ready to be used
  76090. * @returns true if the post-process is ready (shader is compiled)
  76091. */
  76092. PostProcess.prototype.isReady = function () {
  76093. return this._effect && this._effect.isReady();
  76094. };
  76095. /**
  76096. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76097. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76098. */
  76099. PostProcess.prototype.apply = function () {
  76100. // Check
  76101. if (!this._effect || !this._effect.isReady()) {
  76102. return null;
  76103. }
  76104. // States
  76105. this._engine.enableEffect(this._effect);
  76106. this._engine.setState(false);
  76107. this._engine.setDepthBuffer(false);
  76108. this._engine.setDepthWrite(false);
  76109. // Alpha
  76110. this._engine.setAlphaMode(this.alphaMode);
  76111. if (this.alphaConstants) {
  76112. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76113. }
  76114. // Bind the output texture of the preivous post process as the input to this post process.
  76115. var source;
  76116. if (this._shareOutputWithPostProcess) {
  76117. source = this._shareOutputWithPostProcess.inputTexture;
  76118. }
  76119. else if (this._forcedOutputTexture) {
  76120. source = this._forcedOutputTexture;
  76121. }
  76122. else {
  76123. source = this.inputTexture;
  76124. }
  76125. this._effect._bindTexture("textureSampler", source);
  76126. // Parameters
  76127. this._effect.setVector2("scale", this._scaleRatio);
  76128. this.onApplyObservable.notifyObservers(this._effect);
  76129. return this._effect;
  76130. };
  76131. PostProcess.prototype._disposeTextures = function () {
  76132. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76133. return;
  76134. }
  76135. if (this._textures.length > 0) {
  76136. for (var i = 0; i < this._textures.length; i++) {
  76137. this._engine._releaseTexture(this._textures.data[i]);
  76138. }
  76139. }
  76140. this._textures.dispose();
  76141. };
  76142. /**
  76143. * Disposes the post process.
  76144. * @param camera The camera to dispose the post process on.
  76145. */
  76146. PostProcess.prototype.dispose = function (camera) {
  76147. camera = camera || this._camera;
  76148. this._disposeTextures();
  76149. if (this._scene) {
  76150. var index_1 = this._scene.postProcesses.indexOf(this);
  76151. if (index_1 !== -1) {
  76152. this._scene.postProcesses.splice(index_1, 1);
  76153. }
  76154. }
  76155. else {
  76156. var index_2 = this._engine.postProcesses.indexOf(this);
  76157. if (index_2 !== -1) {
  76158. this._engine.postProcesses.splice(index_2, 1);
  76159. }
  76160. }
  76161. if (!camera) {
  76162. return;
  76163. }
  76164. camera.detachPostProcess(this);
  76165. var index = camera._postProcesses.indexOf(this);
  76166. if (index === 0 && camera._postProcesses.length > 0) {
  76167. var firstPostProcess = this._camera._getFirstPostProcess();
  76168. if (firstPostProcess) {
  76169. firstPostProcess.markTextureDirty();
  76170. }
  76171. }
  76172. this.onActivateObservable.clear();
  76173. this.onAfterRenderObservable.clear();
  76174. this.onApplyObservable.clear();
  76175. this.onBeforeRenderObservable.clear();
  76176. this.onSizeChangedObservable.clear();
  76177. };
  76178. return PostProcess;
  76179. }());
  76180. BABYLON.PostProcess = PostProcess;
  76181. })(BABYLON || (BABYLON = {}));
  76182. //# sourceMappingURL=postProcess.js.map
  76183. var BABYLON;
  76184. (function (BABYLON) {
  76185. /**
  76186. * PassPostProcess which produces an output the same as it's input
  76187. */
  76188. var PassPostProcess = /** @class */ (function (_super) {
  76189. __extends(PassPostProcess, _super);
  76190. /**
  76191. * Creates the PassPostProcess
  76192. * @param name The name of the effect.
  76193. * @param options The required width/height ratio to downsize to before computing the render pass.
  76194. * @param camera The camera to apply the render pass to.
  76195. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76196. * @param engine The engine which the post process will be applied. (default: current engine)
  76197. * @param reusable If the post process can be reused on the same frame. (default: false)
  76198. * @param textureType The type of texture to be used when performing the post processing.
  76199. * @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)
  76200. */
  76201. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76202. if (camera === void 0) { camera = null; }
  76203. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76204. if (blockCompilation === void 0) { blockCompilation = false; }
  76205. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76206. }
  76207. return PassPostProcess;
  76208. }(BABYLON.PostProcess));
  76209. BABYLON.PassPostProcess = PassPostProcess;
  76210. /**
  76211. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76212. */
  76213. var PassCubePostProcess = /** @class */ (function (_super) {
  76214. __extends(PassCubePostProcess, _super);
  76215. /**
  76216. * Creates the PassCubePostProcess
  76217. * @param name The name of the effect.
  76218. * @param options The required width/height ratio to downsize to before computing the render pass.
  76219. * @param camera The camera to apply the render pass to.
  76220. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76221. * @param engine The engine which the post process will be applied. (default: current engine)
  76222. * @param reusable If the post process can be reused on the same frame. (default: false)
  76223. * @param textureType The type of texture to be used when performing the post processing.
  76224. * @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)
  76225. */
  76226. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76227. if (camera === void 0) { camera = null; }
  76228. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76229. if (blockCompilation === void 0) { blockCompilation = false; }
  76230. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76231. _this._face = 0;
  76232. return _this;
  76233. }
  76234. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76235. /**
  76236. * Gets or sets the cube face to display.
  76237. * * 0 is +X
  76238. * * 1 is -X
  76239. * * 2 is +Y
  76240. * * 3 is -Y
  76241. * * 4 is +Z
  76242. * * 5 is -Z
  76243. */
  76244. get: function () {
  76245. return this._face;
  76246. },
  76247. set: function (value) {
  76248. if (value < 0 || value > 5) {
  76249. return;
  76250. }
  76251. this._face = value;
  76252. switch (this._face) {
  76253. case 0:
  76254. this.updateEffect("#define POSITIVEX");
  76255. break;
  76256. case 1:
  76257. this.updateEffect("#define NEGATIVEX");
  76258. break;
  76259. case 2:
  76260. this.updateEffect("#define POSITIVEY");
  76261. break;
  76262. case 3:
  76263. this.updateEffect("#define NEGATIVEY");
  76264. break;
  76265. case 4:
  76266. this.updateEffect("#define POSITIVEZ");
  76267. break;
  76268. case 5:
  76269. this.updateEffect("#define NEGATIVEZ");
  76270. break;
  76271. }
  76272. },
  76273. enumerable: true,
  76274. configurable: true
  76275. });
  76276. return PassCubePostProcess;
  76277. }(BABYLON.PostProcess));
  76278. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76279. })(BABYLON || (BABYLON = {}));
  76280. //# sourceMappingURL=passPostProcess.js.map
  76281. var __assign = (this && this.__assign) || function () {
  76282. __assign = Object.assign || function(t) {
  76283. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76284. s = arguments[i];
  76285. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76286. t[p] = s[p];
  76287. }
  76288. return t;
  76289. };
  76290. return __assign.apply(this, arguments);
  76291. };
  76292. var BABYLON;
  76293. (function (BABYLON) {
  76294. /**
  76295. * Default implementation IShadowGenerator.
  76296. * This is the main object responsible of generating shadows in the framework.
  76297. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76298. */
  76299. var ShadowGenerator = /** @class */ (function () {
  76300. /**
  76301. * Creates a ShadowGenerator object.
  76302. * A ShadowGenerator is the required tool to use the shadows.
  76303. * Each light casting shadows needs to use its own ShadowGenerator.
  76304. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  76305. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76306. * @param light The light object generating the shadows.
  76307. * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76308. */
  76309. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  76310. this._bias = 0.00005;
  76311. this._normalBias = 0;
  76312. this._blurBoxOffset = 1;
  76313. this._blurScale = 2;
  76314. this._blurKernel = 1;
  76315. this._useKernelBlur = false;
  76316. this._filter = ShadowGenerator.FILTER_NONE;
  76317. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76318. this._contactHardeningLightSizeUVRatio = 0.1;
  76319. this._darkness = 0;
  76320. this._transparencyShadow = false;
  76321. /**
  76322. * Controls the extent to which the shadows fade out at the edge of the frustum
  76323. * Used only by directionals and spots
  76324. */
  76325. this.frustumEdgeFalloff = 0;
  76326. /**
  76327. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76328. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76329. * It might on the other hand introduce peter panning.
  76330. */
  76331. this.forceBackFacesOnly = false;
  76332. this._lightDirection = BABYLON.Vector3.Zero();
  76333. this._viewMatrix = BABYLON.Matrix.Zero();
  76334. this._projectionMatrix = BABYLON.Matrix.Zero();
  76335. this._transformMatrix = BABYLON.Matrix.Zero();
  76336. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76337. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76338. this._currentFaceIndex = 0;
  76339. this._currentFaceIndexCache = 0;
  76340. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76341. this._mapSize = mapSize;
  76342. this._light = light;
  76343. this._scene = light.getScene();
  76344. light._shadowGenerator = this;
  76345. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76346. if (!component) {
  76347. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76348. this._scene._addComponent(component);
  76349. }
  76350. // Texture type fallback from float to int if not supported.
  76351. var caps = this._scene.getEngine().getCaps();
  76352. if (!useFullFloatFirst) {
  76353. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76354. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76355. }
  76356. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76357. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76358. }
  76359. else {
  76360. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76361. }
  76362. }
  76363. else {
  76364. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76365. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76366. }
  76367. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76368. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76369. }
  76370. else {
  76371. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76372. }
  76373. }
  76374. this._initializeGenerator();
  76375. this._applyFilterValues();
  76376. }
  76377. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76378. /**
  76379. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76380. */
  76381. get: function () {
  76382. return this._bias;
  76383. },
  76384. /**
  76385. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76386. */
  76387. set: function (bias) {
  76388. this._bias = bias;
  76389. },
  76390. enumerable: true,
  76391. configurable: true
  76392. });
  76393. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76394. /**
  76395. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76396. */
  76397. get: function () {
  76398. return this._normalBias;
  76399. },
  76400. /**
  76401. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76402. */
  76403. set: function (normalBias) {
  76404. this._normalBias = normalBias;
  76405. },
  76406. enumerable: true,
  76407. configurable: true
  76408. });
  76409. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76410. /**
  76411. * Gets the blur box offset: offset applied during the blur pass.
  76412. * Only usefull if useKernelBlur = false
  76413. */
  76414. get: function () {
  76415. return this._blurBoxOffset;
  76416. },
  76417. /**
  76418. * Sets the blur box offset: offset applied during the blur pass.
  76419. * Only usefull if useKernelBlur = false
  76420. */
  76421. set: function (value) {
  76422. if (this._blurBoxOffset === value) {
  76423. return;
  76424. }
  76425. this._blurBoxOffset = value;
  76426. this._disposeBlurPostProcesses();
  76427. },
  76428. enumerable: true,
  76429. configurable: true
  76430. });
  76431. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76432. /**
  76433. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76434. * 2 means half of the size.
  76435. */
  76436. get: function () {
  76437. return this._blurScale;
  76438. },
  76439. /**
  76440. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76441. * 2 means half of the size.
  76442. */
  76443. set: function (value) {
  76444. if (this._blurScale === value) {
  76445. return;
  76446. }
  76447. this._blurScale = value;
  76448. this._disposeBlurPostProcesses();
  76449. },
  76450. enumerable: true,
  76451. configurable: true
  76452. });
  76453. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76454. /**
  76455. * Gets the blur kernel: kernel size of the blur pass.
  76456. * Only usefull if useKernelBlur = true
  76457. */
  76458. get: function () {
  76459. return this._blurKernel;
  76460. },
  76461. /**
  76462. * Sets the blur kernel: kernel size of the blur pass.
  76463. * Only usefull if useKernelBlur = true
  76464. */
  76465. set: function (value) {
  76466. if (this._blurKernel === value) {
  76467. return;
  76468. }
  76469. this._blurKernel = value;
  76470. this._disposeBlurPostProcesses();
  76471. },
  76472. enumerable: true,
  76473. configurable: true
  76474. });
  76475. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76476. /**
  76477. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76478. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76479. */
  76480. get: function () {
  76481. return this._useKernelBlur;
  76482. },
  76483. /**
  76484. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76485. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76486. */
  76487. set: function (value) {
  76488. if (this._useKernelBlur === value) {
  76489. return;
  76490. }
  76491. this._useKernelBlur = value;
  76492. this._disposeBlurPostProcesses();
  76493. },
  76494. enumerable: true,
  76495. configurable: true
  76496. });
  76497. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76498. /**
  76499. * Gets the depth scale used in ESM mode.
  76500. */
  76501. get: function () {
  76502. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76503. },
  76504. /**
  76505. * Sets the depth scale used in ESM mode.
  76506. * This can override the scale stored on the light.
  76507. */
  76508. set: function (value) {
  76509. this._depthScale = value;
  76510. },
  76511. enumerable: true,
  76512. configurable: true
  76513. });
  76514. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76515. /**
  76516. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76517. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76518. */
  76519. get: function () {
  76520. return this._filter;
  76521. },
  76522. /**
  76523. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76524. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76525. */
  76526. set: function (value) {
  76527. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76528. if (this._light.needCube()) {
  76529. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76530. this.useExponentialShadowMap = true;
  76531. return;
  76532. }
  76533. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76534. this.useCloseExponentialShadowMap = true;
  76535. return;
  76536. }
  76537. // PCF on cubemap would also be expensive
  76538. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76539. this.usePoissonSampling = true;
  76540. return;
  76541. }
  76542. }
  76543. // Weblg1 fallback for PCF.
  76544. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76545. if (this._scene.getEngine().webGLVersion === 1) {
  76546. this.usePoissonSampling = true;
  76547. return;
  76548. }
  76549. }
  76550. if (this._filter === value) {
  76551. return;
  76552. }
  76553. this._filter = value;
  76554. this._disposeBlurPostProcesses();
  76555. this._applyFilterValues();
  76556. this._light._markMeshesAsLightDirty();
  76557. },
  76558. enumerable: true,
  76559. configurable: true
  76560. });
  76561. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76562. /**
  76563. * Gets if the current filter is set to Poisson Sampling.
  76564. */
  76565. get: function () {
  76566. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76567. },
  76568. /**
  76569. * Sets the current filter to Poisson Sampling.
  76570. */
  76571. set: function (value) {
  76572. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76573. return;
  76574. }
  76575. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76576. },
  76577. enumerable: true,
  76578. configurable: true
  76579. });
  76580. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76581. /**
  76582. * Gets if the current filter is set to ESM.
  76583. */
  76584. get: function () {
  76585. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76586. },
  76587. /**
  76588. * Sets the current filter is to ESM.
  76589. */
  76590. set: function (value) {
  76591. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76592. return;
  76593. }
  76594. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76595. },
  76596. enumerable: true,
  76597. configurable: true
  76598. });
  76599. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76600. /**
  76601. * Gets if the current filter is set to filtered ESM.
  76602. */
  76603. get: function () {
  76604. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76605. },
  76606. /**
  76607. * Gets if the current filter is set to filtered ESM.
  76608. */
  76609. set: function (value) {
  76610. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76611. return;
  76612. }
  76613. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76614. },
  76615. enumerable: true,
  76616. configurable: true
  76617. });
  76618. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76619. /**
  76620. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76621. * exponential to prevent steep falloff artifacts).
  76622. */
  76623. get: function () {
  76624. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76625. },
  76626. /**
  76627. * Sets the current filter to "close ESM" (using the inverse of the
  76628. * exponential to prevent steep falloff artifacts).
  76629. */
  76630. set: function (value) {
  76631. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76632. return;
  76633. }
  76634. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76635. },
  76636. enumerable: true,
  76637. configurable: true
  76638. });
  76639. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76640. /**
  76641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76642. * exponential to prevent steep falloff artifacts).
  76643. */
  76644. get: function () {
  76645. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76646. },
  76647. /**
  76648. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76649. * exponential to prevent steep falloff artifacts).
  76650. */
  76651. set: function (value) {
  76652. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76653. return;
  76654. }
  76655. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76656. },
  76657. enumerable: true,
  76658. configurable: true
  76659. });
  76660. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76661. /**
  76662. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76663. */
  76664. get: function () {
  76665. return this.filter === ShadowGenerator.FILTER_PCF;
  76666. },
  76667. /**
  76668. * Sets the current filter to "PCF" (percentage closer filtering).
  76669. */
  76670. set: function (value) {
  76671. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76672. return;
  76673. }
  76674. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76675. },
  76676. enumerable: true,
  76677. configurable: true
  76678. });
  76679. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76680. /**
  76681. * Gets the PCF or PCSS Quality.
  76682. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76683. */
  76684. get: function () {
  76685. return this._filteringQuality;
  76686. },
  76687. /**
  76688. * Sets the PCF or PCSS Quality.
  76689. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76690. */
  76691. set: function (filteringQuality) {
  76692. this._filteringQuality = filteringQuality;
  76693. },
  76694. enumerable: true,
  76695. configurable: true
  76696. });
  76697. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76698. /**
  76699. * Gets if the current filter is set to "PCSS" (contact hardening).
  76700. */
  76701. get: function () {
  76702. return this.filter === ShadowGenerator.FILTER_PCSS;
  76703. },
  76704. /**
  76705. * Sets the current filter to "PCSS" (contact hardening).
  76706. */
  76707. set: function (value) {
  76708. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76709. return;
  76710. }
  76711. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76712. },
  76713. enumerable: true,
  76714. configurable: true
  76715. });
  76716. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76717. /**
  76718. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76719. * Using a ratio helps keeping shape stability independently of the map size.
  76720. *
  76721. * It does not account for the light projection as it was having too much
  76722. * instability during the light setup or during light position changes.
  76723. *
  76724. * Only valid if useContactHardeningShadow is true.
  76725. */
  76726. get: function () {
  76727. return this._contactHardeningLightSizeUVRatio;
  76728. },
  76729. /**
  76730. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76731. * Using a ratio helps keeping shape stability independently of the map size.
  76732. *
  76733. * It does not account for the light projection as it was having too much
  76734. * instability during the light setup or during light position changes.
  76735. *
  76736. * Only valid if useContactHardeningShadow is true.
  76737. */
  76738. set: function (contactHardeningLightSizeUVRatio) {
  76739. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76740. },
  76741. enumerable: true,
  76742. configurable: true
  76743. });
  76744. /**
  76745. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76746. * 0 means strongest and 1 would means no shadow.
  76747. * @returns the darkness.
  76748. */
  76749. ShadowGenerator.prototype.getDarkness = function () {
  76750. return this._darkness;
  76751. };
  76752. /**
  76753. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76754. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76755. * @returns the shadow generator allowing fluent coding.
  76756. */
  76757. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76758. if (darkness >= 1.0) {
  76759. this._darkness = 1.0;
  76760. }
  76761. else if (darkness <= 0.0) {
  76762. this._darkness = 0.0;
  76763. }
  76764. else {
  76765. this._darkness = darkness;
  76766. }
  76767. return this;
  76768. };
  76769. /**
  76770. * Sets the ability to have transparent shadow (boolean).
  76771. * @param transparent True if transparent else False
  76772. * @returns the shadow generator allowing fluent coding
  76773. */
  76774. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76775. this._transparencyShadow = transparent;
  76776. return this;
  76777. };
  76778. /**
  76779. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76780. * @returns The render target texture if present otherwise, null
  76781. */
  76782. ShadowGenerator.prototype.getShadowMap = function () {
  76783. return this._shadowMap;
  76784. };
  76785. /**
  76786. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76787. * @returns The render target texture if the shadow map is present otherwise, null
  76788. */
  76789. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76790. if (this._shadowMap2) {
  76791. return this._shadowMap2;
  76792. }
  76793. return this._shadowMap;
  76794. };
  76795. /**
  76796. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76797. * @param mesh Mesh to add
  76798. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76799. * @returns the Shadow Generator itself
  76800. */
  76801. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76802. if (includeDescendants === void 0) { includeDescendants = true; }
  76803. var _a;
  76804. if (!this._shadowMap) {
  76805. return this;
  76806. }
  76807. if (!this._shadowMap.renderList) {
  76808. this._shadowMap.renderList = [];
  76809. }
  76810. this._shadowMap.renderList.push(mesh);
  76811. if (includeDescendants) {
  76812. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76813. }
  76814. return this;
  76815. };
  76816. /**
  76817. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76818. * @param mesh Mesh to remove
  76819. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76820. * @returns the Shadow Generator itself
  76821. */
  76822. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76823. if (includeDescendants === void 0) { includeDescendants = true; }
  76824. if (!this._shadowMap || !this._shadowMap.renderList) {
  76825. return this;
  76826. }
  76827. var index = this._shadowMap.renderList.indexOf(mesh);
  76828. if (index !== -1) {
  76829. this._shadowMap.renderList.splice(index, 1);
  76830. }
  76831. if (includeDescendants) {
  76832. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76833. var child = _a[_i];
  76834. this.removeShadowCaster(child);
  76835. }
  76836. }
  76837. return this;
  76838. };
  76839. /**
  76840. * Returns the associated light object.
  76841. * @returns the light generating the shadow
  76842. */
  76843. ShadowGenerator.prototype.getLight = function () {
  76844. return this._light;
  76845. };
  76846. ShadowGenerator.prototype._initializeGenerator = function () {
  76847. this._light._markMeshesAsLightDirty();
  76848. this._initializeShadowMap();
  76849. };
  76850. ShadowGenerator.prototype._initializeShadowMap = function () {
  76851. var _this = this;
  76852. // Render target
  76853. var engine = this._scene.getEngine();
  76854. if (engine.webGLVersion > 1) {
  76855. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76856. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76857. }
  76858. else {
  76859. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76860. }
  76861. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76862. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76863. this._shadowMap.anisotropicFilteringLevel = 1;
  76864. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76865. this._shadowMap.renderParticles = false;
  76866. this._shadowMap.ignoreCameraViewport = true;
  76867. // Record Face Index before render.
  76868. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76869. _this._currentFaceIndex = faceIndex;
  76870. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76871. engine.setColorWrite(false);
  76872. }
  76873. });
  76874. // Custom render function.
  76875. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76876. // Blur if required afer render.
  76877. this._shadowMap.onAfterUnbindObservable.add(function () {
  76878. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76879. engine.setColorWrite(true);
  76880. }
  76881. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76882. return;
  76883. }
  76884. var shadowMap = _this.getShadowMapForRendering();
  76885. if (shadowMap) {
  76886. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76887. }
  76888. });
  76889. // Clear according to the chosen filter.
  76890. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76891. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76892. this._shadowMap.onClearObservable.add(function (engine) {
  76893. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76894. engine.clear(clearOne, false, true, false);
  76895. }
  76896. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76897. engine.clear(clearZero, true, true, false);
  76898. }
  76899. else {
  76900. engine.clear(clearOne, true, true, false);
  76901. }
  76902. });
  76903. };
  76904. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76905. var _this = this;
  76906. var engine = this._scene.getEngine();
  76907. var targetSize = this._mapSize / this.blurScale;
  76908. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76909. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76910. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76911. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76912. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76913. }
  76914. if (this.useKernelBlur) {
  76915. 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);
  76916. this._kernelBlurXPostprocess.width = targetSize;
  76917. this._kernelBlurXPostprocess.height = targetSize;
  76918. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76919. effect.setTexture("textureSampler", _this._shadowMap);
  76920. });
  76921. 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);
  76922. this._kernelBlurXPostprocess.autoClear = false;
  76923. this._kernelBlurYPostprocess.autoClear = false;
  76924. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76925. this._kernelBlurXPostprocess.packedFloat = true;
  76926. this._kernelBlurYPostprocess.packedFloat = true;
  76927. }
  76928. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76929. }
  76930. else {
  76931. 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);
  76932. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76933. effect.setFloat2("screenSize", targetSize, targetSize);
  76934. effect.setTexture("textureSampler", _this._shadowMap);
  76935. });
  76936. this._boxBlurPostprocess.autoClear = false;
  76937. this._blurPostProcesses = [this._boxBlurPostprocess];
  76938. }
  76939. };
  76940. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76941. var index;
  76942. var engine = this._scene.getEngine();
  76943. if (depthOnlySubMeshes.length) {
  76944. engine.setColorWrite(false);
  76945. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76946. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76947. }
  76948. engine.setColorWrite(true);
  76949. }
  76950. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76951. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76952. }
  76953. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76954. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76955. }
  76956. if (this._transparencyShadow) {
  76957. for (index = 0; index < transparentSubMeshes.length; index++) {
  76958. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76959. }
  76960. }
  76961. };
  76962. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76963. var _this = this;
  76964. var mesh = subMesh.getRenderingMesh();
  76965. var scene = this._scene;
  76966. var engine = scene.getEngine();
  76967. var material = subMesh.getMaterial();
  76968. if (!material || subMesh.verticesCount === 0) {
  76969. return;
  76970. }
  76971. // Culling
  76972. engine.setState(material.backFaceCulling);
  76973. // Managing instances
  76974. var batch = mesh._getInstancesRenderList(subMesh._id);
  76975. if (batch.mustReturn) {
  76976. return;
  76977. }
  76978. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76979. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76980. engine.enableEffect(this._effect);
  76981. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76982. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76983. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76984. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76985. this._effect.setVector3("lightData", this._cachedDirection);
  76986. }
  76987. else {
  76988. this._effect.setVector3("lightData", this._cachedPosition);
  76989. }
  76990. if (scene.activeCamera) {
  76991. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76992. }
  76993. // Alpha test
  76994. if (material && material.needAlphaTesting()) {
  76995. var alphaTexture = material.getAlphaTestTexture();
  76996. if (alphaTexture) {
  76997. this._effect.setTexture("diffuseSampler", alphaTexture);
  76998. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76999. }
  77000. }
  77001. // Bones
  77002. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77003. var skeleton = mesh.skeleton;
  77004. if (skeleton.isUsingTextureForMatrices) {
  77005. var boneTexture = skeleton.getTransformMatrixTexture();
  77006. if (!boneTexture) {
  77007. return;
  77008. }
  77009. this._effect.setTexture("boneSampler", boneTexture);
  77010. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77011. }
  77012. else {
  77013. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77014. }
  77015. }
  77016. // Morph targets
  77017. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77018. if (this.forceBackFacesOnly) {
  77019. engine.setState(true, 0, false, true);
  77020. }
  77021. // Draw
  77022. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77023. if (this.forceBackFacesOnly) {
  77024. engine.setState(true, 0, false, false);
  77025. }
  77026. }
  77027. else {
  77028. // Need to reset refresh rate of the shadowMap
  77029. if (this._shadowMap) {
  77030. this._shadowMap.resetRefreshCounter();
  77031. }
  77032. }
  77033. };
  77034. ShadowGenerator.prototype._applyFilterValues = function () {
  77035. if (!this._shadowMap) {
  77036. return;
  77037. }
  77038. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77039. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77040. }
  77041. else {
  77042. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77043. }
  77044. };
  77045. /**
  77046. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77047. * @param onCompiled Callback triggered at the and of the effects compilation
  77048. * @param options Sets of optional options forcing the compilation with different modes
  77049. */
  77050. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77051. var _this = this;
  77052. var localOptions = __assign({ useInstances: false }, options);
  77053. var shadowMap = this.getShadowMap();
  77054. if (!shadowMap) {
  77055. if (onCompiled) {
  77056. onCompiled(this);
  77057. }
  77058. return;
  77059. }
  77060. var renderList = shadowMap.renderList;
  77061. if (!renderList) {
  77062. if (onCompiled) {
  77063. onCompiled(this);
  77064. }
  77065. return;
  77066. }
  77067. var subMeshes = new Array();
  77068. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77069. var mesh = renderList_1[_i];
  77070. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77071. }
  77072. if (subMeshes.length === 0) {
  77073. if (onCompiled) {
  77074. onCompiled(this);
  77075. }
  77076. return;
  77077. }
  77078. var currentIndex = 0;
  77079. var checkReady = function () {
  77080. if (!_this._scene || !_this._scene.getEngine()) {
  77081. return;
  77082. }
  77083. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77084. currentIndex++;
  77085. if (currentIndex >= subMeshes.length) {
  77086. if (onCompiled) {
  77087. onCompiled(_this);
  77088. }
  77089. return;
  77090. }
  77091. }
  77092. setTimeout(checkReady, 16);
  77093. };
  77094. checkReady();
  77095. };
  77096. /**
  77097. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77098. * @param options Sets of optional options forcing the compilation with different modes
  77099. * @returns A promise that resolves when the compilation completes
  77100. */
  77101. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77102. var _this = this;
  77103. return new Promise(function (resolve) {
  77104. _this.forceCompilation(function () {
  77105. resolve();
  77106. }, options);
  77107. });
  77108. };
  77109. /**
  77110. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77111. * @param subMesh The submesh we want to render in the shadow map
  77112. * @param useInstances Defines wether will draw in the map using instances
  77113. * @returns true if ready otherwise, false
  77114. */
  77115. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77116. var defines = [];
  77117. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77118. defines.push("#define FLOAT");
  77119. }
  77120. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77121. defines.push("#define ESM");
  77122. }
  77123. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77124. defines.push("#define DEPTHTEXTURE");
  77125. }
  77126. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77127. var mesh = subMesh.getMesh();
  77128. var material = subMesh.getMaterial();
  77129. // Normal bias.
  77130. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77131. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77132. defines.push("#define NORMAL");
  77133. if (mesh.nonUniformScaling) {
  77134. defines.push("#define NONUNIFORMSCALING");
  77135. }
  77136. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77137. defines.push("#define DIRECTIONINLIGHTDATA");
  77138. }
  77139. }
  77140. // Alpha test
  77141. if (material && material.needAlphaTesting()) {
  77142. var alphaTexture = material.getAlphaTestTexture();
  77143. if (alphaTexture) {
  77144. defines.push("#define ALPHATEST");
  77145. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77146. attribs.push(BABYLON.VertexBuffer.UVKind);
  77147. defines.push("#define UV1");
  77148. }
  77149. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77150. if (alphaTexture.coordinatesIndex === 1) {
  77151. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77152. defines.push("#define UV2");
  77153. }
  77154. }
  77155. }
  77156. }
  77157. // Bones
  77158. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77159. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77160. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77161. if (mesh.numBoneInfluencers > 4) {
  77162. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77163. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77164. }
  77165. var skeleton = mesh.skeleton;
  77166. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77167. if (skeleton.isUsingTextureForMatrices) {
  77168. defines.push("#define BONETEXTURE");
  77169. }
  77170. else {
  77171. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77172. }
  77173. }
  77174. else {
  77175. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77176. }
  77177. // Morph targets
  77178. var manager = mesh.morphTargetManager;
  77179. var morphInfluencers = 0;
  77180. if (manager) {
  77181. if (manager.numInfluencers > 0) {
  77182. defines.push("#define MORPHTARGETS");
  77183. morphInfluencers = manager.numInfluencers;
  77184. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77185. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77186. }
  77187. }
  77188. // Instances
  77189. if (useInstances) {
  77190. defines.push("#define INSTANCES");
  77191. attribs.push("world0");
  77192. attribs.push("world1");
  77193. attribs.push("world2");
  77194. attribs.push("world3");
  77195. }
  77196. // Get correct effect
  77197. var join = defines.join("\n");
  77198. if (this._cachedDefines !== join) {
  77199. this._cachedDefines = join;
  77200. 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 });
  77201. }
  77202. if (!this._effect.isReady()) {
  77203. return false;
  77204. }
  77205. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77206. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77207. this._initializeBlurRTTAndPostProcesses();
  77208. }
  77209. }
  77210. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77211. return false;
  77212. }
  77213. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77214. return false;
  77215. }
  77216. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77217. return false;
  77218. }
  77219. return true;
  77220. };
  77221. /**
  77222. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77223. * @param defines Defines of the material we want to update
  77224. * @param lightIndex Index of the light in the enabled light list of the material
  77225. */
  77226. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77227. var scene = this._scene;
  77228. var light = this._light;
  77229. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77230. return;
  77231. }
  77232. defines["SHADOW" + lightIndex] = true;
  77233. if (this.useContactHardeningShadow) {
  77234. defines["SHADOWPCSS" + lightIndex] = true;
  77235. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77236. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77237. }
  77238. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77239. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77240. }
  77241. // else default to high.
  77242. }
  77243. if (this.usePercentageCloserFiltering) {
  77244. defines["SHADOWPCF" + lightIndex] = true;
  77245. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77246. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77247. }
  77248. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77249. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77250. }
  77251. // else default to high.
  77252. }
  77253. else if (this.usePoissonSampling) {
  77254. defines["SHADOWPOISSON" + lightIndex] = true;
  77255. }
  77256. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77257. defines["SHADOWESM" + lightIndex] = true;
  77258. }
  77259. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77260. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77261. }
  77262. if (light.needCube()) {
  77263. defines["SHADOWCUBE" + lightIndex] = true;
  77264. }
  77265. };
  77266. /**
  77267. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77268. * defined in the generator but impacting the effect).
  77269. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77270. * @param effect The effect we are binfing the information for
  77271. */
  77272. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77273. var light = this._light;
  77274. var scene = this._scene;
  77275. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77276. return;
  77277. }
  77278. var camera = scene.activeCamera;
  77279. if (!camera) {
  77280. return;
  77281. }
  77282. var shadowMap = this.getShadowMap();
  77283. if (!shadowMap) {
  77284. return;
  77285. }
  77286. if (!light.needCube()) {
  77287. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77288. }
  77289. // Only PCF uses depth stencil texture.
  77290. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77291. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77292. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77293. }
  77294. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77295. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77296. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77297. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77298. }
  77299. else {
  77300. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77301. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77302. }
  77303. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77304. };
  77305. /**
  77306. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77307. * (eq to shadow prjection matrix * light transform matrix)
  77308. * @returns The transform matrix used to create the shadow map
  77309. */
  77310. ShadowGenerator.prototype.getTransformMatrix = function () {
  77311. var scene = this._scene;
  77312. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77313. return this._transformMatrix;
  77314. }
  77315. this._currentRenderID = scene.getRenderId();
  77316. this._currentFaceIndexCache = this._currentFaceIndex;
  77317. var lightPosition = this._light.position;
  77318. if (this._light.computeTransformedInformation()) {
  77319. lightPosition = this._light.transformedPosition;
  77320. }
  77321. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77322. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77323. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77324. }
  77325. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77326. this._cachedPosition.copyFrom(lightPosition);
  77327. this._cachedDirection.copyFrom(this._lightDirection);
  77328. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77329. var shadowMap = this.getShadowMap();
  77330. if (shadowMap) {
  77331. var renderList = shadowMap.renderList;
  77332. if (renderList) {
  77333. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77334. }
  77335. }
  77336. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77337. }
  77338. return this._transformMatrix;
  77339. };
  77340. /**
  77341. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77342. * Cube and 2D textures for instance.
  77343. */
  77344. ShadowGenerator.prototype.recreateShadowMap = function () {
  77345. var shadowMap = this._shadowMap;
  77346. if (!shadowMap) {
  77347. return;
  77348. }
  77349. // Track render list.
  77350. var renderList = shadowMap.renderList;
  77351. // Clean up existing data.
  77352. this._disposeRTTandPostProcesses();
  77353. // Reinitializes.
  77354. this._initializeGenerator();
  77355. // Reaffect the filter to ensure a correct fallback if necessary.
  77356. this.filter = this.filter;
  77357. // Reaffect the filter.
  77358. this._applyFilterValues();
  77359. // Reaffect Render List.
  77360. this._shadowMap.renderList = renderList;
  77361. };
  77362. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77363. if (this._shadowMap2) {
  77364. this._shadowMap2.dispose();
  77365. this._shadowMap2 = null;
  77366. }
  77367. if (this._boxBlurPostprocess) {
  77368. this._boxBlurPostprocess.dispose();
  77369. this._boxBlurPostprocess = null;
  77370. }
  77371. if (this._kernelBlurXPostprocess) {
  77372. this._kernelBlurXPostprocess.dispose();
  77373. this._kernelBlurXPostprocess = null;
  77374. }
  77375. if (this._kernelBlurYPostprocess) {
  77376. this._kernelBlurYPostprocess.dispose();
  77377. this._kernelBlurYPostprocess = null;
  77378. }
  77379. this._blurPostProcesses = [];
  77380. };
  77381. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77382. if (this._shadowMap) {
  77383. this._shadowMap.dispose();
  77384. this._shadowMap = null;
  77385. }
  77386. this._disposeBlurPostProcesses();
  77387. };
  77388. /**
  77389. * Disposes the ShadowGenerator.
  77390. * Returns nothing.
  77391. */
  77392. ShadowGenerator.prototype.dispose = function () {
  77393. this._disposeRTTandPostProcesses();
  77394. if (this._light) {
  77395. this._light._shadowGenerator = null;
  77396. this._light._markMeshesAsLightDirty();
  77397. }
  77398. };
  77399. /**
  77400. * Serializes the shadow generator setup to a json object.
  77401. * @returns The serialized JSON object
  77402. */
  77403. ShadowGenerator.prototype.serialize = function () {
  77404. var serializationObject = {};
  77405. var shadowMap = this.getShadowMap();
  77406. if (!shadowMap) {
  77407. return serializationObject;
  77408. }
  77409. serializationObject.lightId = this._light.id;
  77410. serializationObject.mapSize = shadowMap.getRenderSize();
  77411. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77412. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77413. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77414. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77415. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77416. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77417. serializationObject.depthScale = this.depthScale;
  77418. serializationObject.darkness = this.getDarkness();
  77419. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77420. serializationObject.blurKernel = this.blurKernel;
  77421. serializationObject.blurScale = this.blurScale;
  77422. serializationObject.useKernelBlur = this.useKernelBlur;
  77423. serializationObject.transparencyShadow = this._transparencyShadow;
  77424. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77425. serializationObject.bias = this.bias;
  77426. serializationObject.normalBias = this.normalBias;
  77427. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77428. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77429. serializationObject.filteringQuality = this.filteringQuality;
  77430. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77431. serializationObject.renderList = [];
  77432. if (shadowMap.renderList) {
  77433. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77434. var mesh = shadowMap.renderList[meshIndex];
  77435. serializationObject.renderList.push(mesh.id);
  77436. }
  77437. }
  77438. return serializationObject;
  77439. };
  77440. /**
  77441. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77442. * @param parsedShadowGenerator The JSON object to parse
  77443. * @param scene The scene to create the shadow map for
  77444. * @returns The parsed shadow generator
  77445. */
  77446. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77447. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77448. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77449. var shadowMap = shadowGenerator.getShadowMap();
  77450. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77451. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77452. meshes.forEach(function (mesh) {
  77453. if (!shadowMap) {
  77454. return;
  77455. }
  77456. if (!shadowMap.renderList) {
  77457. shadowMap.renderList = [];
  77458. }
  77459. shadowMap.renderList.push(mesh);
  77460. });
  77461. }
  77462. if (parsedShadowGenerator.usePoissonSampling) {
  77463. shadowGenerator.usePoissonSampling = true;
  77464. }
  77465. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77466. shadowGenerator.useExponentialShadowMap = true;
  77467. }
  77468. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77469. shadowGenerator.useBlurExponentialShadowMap = true;
  77470. }
  77471. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77472. shadowGenerator.useCloseExponentialShadowMap = true;
  77473. }
  77474. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77475. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77476. }
  77477. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77478. shadowGenerator.usePercentageCloserFiltering = true;
  77479. }
  77480. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77481. shadowGenerator.useContactHardeningShadow = true;
  77482. }
  77483. if (parsedShadowGenerator.filteringQuality) {
  77484. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77485. }
  77486. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77487. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77488. }
  77489. // Backward compat
  77490. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77491. shadowGenerator.useExponentialShadowMap = true;
  77492. }
  77493. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77494. shadowGenerator.useBlurExponentialShadowMap = true;
  77495. }
  77496. if (parsedShadowGenerator.depthScale) {
  77497. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77498. }
  77499. if (parsedShadowGenerator.blurScale) {
  77500. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77501. }
  77502. if (parsedShadowGenerator.blurBoxOffset) {
  77503. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77504. }
  77505. if (parsedShadowGenerator.useKernelBlur) {
  77506. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77507. }
  77508. if (parsedShadowGenerator.blurKernel) {
  77509. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77510. }
  77511. if (parsedShadowGenerator.bias !== undefined) {
  77512. shadowGenerator.bias = parsedShadowGenerator.bias;
  77513. }
  77514. if (parsedShadowGenerator.normalBias !== undefined) {
  77515. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77516. }
  77517. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77518. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77519. }
  77520. if (parsedShadowGenerator.darkness) {
  77521. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77522. }
  77523. if (parsedShadowGenerator.transparencyShadow) {
  77524. shadowGenerator.setTransparencyShadow(true);
  77525. }
  77526. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77527. return shadowGenerator;
  77528. };
  77529. /**
  77530. * Shadow generator mode None: no filtering applied.
  77531. */
  77532. ShadowGenerator.FILTER_NONE = 0;
  77533. /**
  77534. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77535. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77536. */
  77537. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77538. /**
  77539. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77540. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77541. */
  77542. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77543. /**
  77544. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77545. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77546. */
  77547. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77548. /**
  77549. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77550. * edge artifacts on steep falloff.
  77551. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77552. */
  77553. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77554. /**
  77555. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77556. * edge artifacts on steep falloff.
  77557. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77558. */
  77559. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77560. /**
  77561. * Shadow generator mode PCF: Percentage Closer Filtering
  77562. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77563. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77564. */
  77565. ShadowGenerator.FILTER_PCF = 6;
  77566. /**
  77567. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77568. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77569. * Contact Hardening
  77570. */
  77571. ShadowGenerator.FILTER_PCSS = 7;
  77572. /**
  77573. * Reserved for PCF and PCSS
  77574. * Highest Quality.
  77575. *
  77576. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77577. *
  77578. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77579. */
  77580. ShadowGenerator.QUALITY_HIGH = 0;
  77581. /**
  77582. * Reserved for PCF and PCSS
  77583. * Good tradeoff for quality/perf cross devices
  77584. *
  77585. * Execute PCF on a 3*3 kernel.
  77586. *
  77587. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77588. */
  77589. ShadowGenerator.QUALITY_MEDIUM = 1;
  77590. /**
  77591. * Reserved for PCF and PCSS
  77592. * The lowest quality but the fastest.
  77593. *
  77594. * Execute PCF on a 1*1 kernel.
  77595. *
  77596. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77597. */
  77598. ShadowGenerator.QUALITY_LOW = 2;
  77599. return ShadowGenerator;
  77600. }());
  77601. BABYLON.ShadowGenerator = ShadowGenerator;
  77602. })(BABYLON || (BABYLON = {}));
  77603. //# sourceMappingURL=shadowGenerator.js.map
  77604. var BABYLON;
  77605. (function (BABYLON) {
  77606. // Adds the parser to the scene parsers.
  77607. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77608. // Shadows
  77609. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77610. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77611. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77612. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77613. // SG would be available on their associated lights
  77614. }
  77615. }
  77616. });
  77617. /**
  77618. * Defines the shadow generator component responsible to manage any shadow generators
  77619. * in a given scene.
  77620. */
  77621. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77622. /**
  77623. * Creates a new instance of the component for the given scene
  77624. * @param scene Defines the scene to register the component in
  77625. */
  77626. function ShadowGeneratorSceneComponent(scene) {
  77627. /**
  77628. * The component name helpfull to identify the component in the list of scene components.
  77629. */
  77630. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77631. this.scene = scene;
  77632. }
  77633. /**
  77634. * Registers the component in a given scene
  77635. */
  77636. ShadowGeneratorSceneComponent.prototype.register = function () {
  77637. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77638. };
  77639. /**
  77640. * Rebuilds the elements related to this component in case of
  77641. * context lost for instance.
  77642. */
  77643. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77644. // Nothing To Do Here.
  77645. };
  77646. /**
  77647. * Serializes the component data to the specified json object
  77648. * @param serializationObject The object to serialize to
  77649. */
  77650. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77651. // Shadows
  77652. serializationObject.shadowGenerators = [];
  77653. var lights = this.scene.lights;
  77654. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77655. var light = lights_1[_i];
  77656. var shadowGenerator = light.getShadowGenerator();
  77657. if (shadowGenerator) {
  77658. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77659. }
  77660. }
  77661. };
  77662. /**
  77663. * Adds all the element from the container to the scene
  77664. * @param container the container holding the elements
  77665. */
  77666. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77667. // Nothing To Do Here. (directly attached to a light)
  77668. };
  77669. /**
  77670. * Removes all the elements in the container from the scene
  77671. * @param container contains the elements to remove
  77672. */
  77673. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77674. // Nothing To Do Here. (directly attached to a light)
  77675. };
  77676. /**
  77677. * Rebuilds the elements related to this component in case of
  77678. * context lost for instance.
  77679. */
  77680. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77681. // Nothing To Do Here.
  77682. };
  77683. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77684. // Shadows
  77685. var scene = this.scene;
  77686. if (this.scene.shadowsEnabled) {
  77687. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77688. var light = scene.lights[lightIndex];
  77689. var shadowGenerator = light.getShadowGenerator();
  77690. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77691. var shadowMap = (shadowGenerator.getShadowMap());
  77692. if (scene.textures.indexOf(shadowMap) !== -1) {
  77693. renderTargets.push(shadowMap);
  77694. }
  77695. }
  77696. }
  77697. }
  77698. };
  77699. return ShadowGeneratorSceneComponent;
  77700. }());
  77701. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77702. })(BABYLON || (BABYLON = {}));
  77703. //# sourceMappingURL=shadowGeneratorSceneComponent.js.map
  77704. var BABYLON;
  77705. (function (BABYLON) {
  77706. /**
  77707. * Class used for the default loading screen
  77708. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77709. */
  77710. var DefaultLoadingScreen = /** @class */ (function () {
  77711. /**
  77712. * Creates a new default loading screen
  77713. * @param _renderingCanvas defines the canvas used to render the scene
  77714. * @param _loadingText defines the default text to display
  77715. * @param _loadingDivBackgroundColor defines the default background color
  77716. */
  77717. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77718. if (_loadingText === void 0) { _loadingText = ""; }
  77719. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77720. var _this = this;
  77721. this._renderingCanvas = _renderingCanvas;
  77722. this._loadingText = _loadingText;
  77723. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77724. // Resize
  77725. this._resizeLoadingUI = function () {
  77726. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77727. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77728. if (!_this._loadingDiv) {
  77729. return;
  77730. }
  77731. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77732. _this._loadingDiv.style.left = canvasRect.left + "px";
  77733. _this._loadingDiv.style.top = canvasRect.top + "px";
  77734. _this._loadingDiv.style.width = canvasRect.width + "px";
  77735. _this._loadingDiv.style.height = canvasRect.height + "px";
  77736. };
  77737. }
  77738. /**
  77739. * Function called to display the loading screen
  77740. */
  77741. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77742. if (this._loadingDiv) {
  77743. // Do not add a loading screen if there is already one
  77744. return;
  77745. }
  77746. this._loadingDiv = document.createElement("div");
  77747. this._loadingDiv.id = "babylonjsLoadingDiv";
  77748. this._loadingDiv.style.opacity = "0";
  77749. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77750. this._loadingDiv.style.pointerEvents = "none";
  77751. // Loading text
  77752. this._loadingTextDiv = document.createElement("div");
  77753. this._loadingTextDiv.style.position = "absolute";
  77754. this._loadingTextDiv.style.left = "0";
  77755. this._loadingTextDiv.style.top = "50%";
  77756. this._loadingTextDiv.style.marginTop = "80px";
  77757. this._loadingTextDiv.style.width = "100%";
  77758. this._loadingTextDiv.style.height = "20px";
  77759. this._loadingTextDiv.style.fontFamily = "Arial";
  77760. this._loadingTextDiv.style.fontSize = "14px";
  77761. this._loadingTextDiv.style.color = "white";
  77762. this._loadingTextDiv.style.textAlign = "center";
  77763. this._loadingTextDiv.innerHTML = "Loading";
  77764. this._loadingDiv.appendChild(this._loadingTextDiv);
  77765. //set the predefined text
  77766. this._loadingTextDiv.innerHTML = this._loadingText;
  77767. // Generating keyframes
  77768. var style = document.createElement('style');
  77769. style.type = 'text/css';
  77770. 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 }";
  77771. style.innerHTML = keyFrames;
  77772. document.getElementsByTagName('head')[0].appendChild(style);
  77773. // Loading img
  77774. var imgBack = new Image();
  77775. imgBack.src = "data:image/png;base64,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";
  77776. imgBack.style.position = "absolute";
  77777. imgBack.style.left = "50%";
  77778. imgBack.style.top = "50%";
  77779. imgBack.style.marginLeft = "-60px";
  77780. imgBack.style.marginTop = "-60px";
  77781. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77782. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77783. imgBack.style.transformOrigin = "50% 50%";
  77784. imgBack.style.webkitTransformOrigin = "50% 50%";
  77785. this._loadingDiv.appendChild(imgBack);
  77786. this._resizeLoadingUI();
  77787. window.addEventListener("resize", this._resizeLoadingUI);
  77788. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77789. document.body.appendChild(this._loadingDiv);
  77790. this._loadingDiv.style.opacity = "1";
  77791. };
  77792. /**
  77793. * Function called to hide the loading screen
  77794. */
  77795. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77796. var _this = this;
  77797. if (!this._loadingDiv) {
  77798. return;
  77799. }
  77800. var onTransitionEnd = function () {
  77801. if (!_this._loadingDiv) {
  77802. return;
  77803. }
  77804. document.body.removeChild(_this._loadingDiv);
  77805. window.removeEventListener("resize", _this._resizeLoadingUI);
  77806. _this._loadingDiv = null;
  77807. };
  77808. this._loadingDiv.style.opacity = "0";
  77809. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77810. };
  77811. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77812. get: function () {
  77813. return this._loadingText;
  77814. },
  77815. /**
  77816. * Gets or sets the text to display while loading
  77817. */
  77818. set: function (text) {
  77819. this._loadingText = text;
  77820. if (this._loadingTextDiv) {
  77821. this._loadingTextDiv.innerHTML = this._loadingText;
  77822. }
  77823. },
  77824. enumerable: true,
  77825. configurable: true
  77826. });
  77827. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77828. /**
  77829. * Gets or sets the color to use for the background
  77830. */
  77831. get: function () {
  77832. return this._loadingDivBackgroundColor;
  77833. },
  77834. set: function (color) {
  77835. this._loadingDivBackgroundColor = color;
  77836. if (!this._loadingDiv) {
  77837. return;
  77838. }
  77839. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77840. },
  77841. enumerable: true,
  77842. configurable: true
  77843. });
  77844. return DefaultLoadingScreen;
  77845. }());
  77846. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77847. })(BABYLON || (BABYLON = {}));
  77848. //# sourceMappingURL=loadingScreen.js.map
  77849. var BABYLON;
  77850. (function (BABYLON) {
  77851. /**
  77852. * Class used to represent data loading progression
  77853. */
  77854. var SceneLoaderProgressEvent = /** @class */ (function () {
  77855. /**
  77856. * Create a new progress event
  77857. * @param lengthComputable defines if data length to load can be evaluated
  77858. * @param loaded defines the loaded data length
  77859. * @param total defines the data length to load
  77860. */
  77861. function SceneLoaderProgressEvent(
  77862. /** defines if data length to load can be evaluated */
  77863. lengthComputable,
  77864. /** defines the loaded data length */
  77865. loaded,
  77866. /** defines the data length to load */
  77867. total) {
  77868. this.lengthComputable = lengthComputable;
  77869. this.loaded = loaded;
  77870. this.total = total;
  77871. }
  77872. /**
  77873. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77874. * @param event defines the source event
  77875. * @returns a new SceneLoaderProgressEvent
  77876. */
  77877. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77878. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77879. };
  77880. return SceneLoaderProgressEvent;
  77881. }());
  77882. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77883. /**
  77884. * Class used to load scene from various file formats using registered plugins
  77885. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77886. */
  77887. var SceneLoader = /** @class */ (function () {
  77888. function SceneLoader() {
  77889. }
  77890. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77891. /**
  77892. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77893. */
  77894. get: function () {
  77895. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77896. },
  77897. set: function (value) {
  77898. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77899. },
  77900. enumerable: true,
  77901. configurable: true
  77902. });
  77903. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77904. /**
  77905. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77906. */
  77907. get: function () {
  77908. return SceneLoader._ShowLoadingScreen;
  77909. },
  77910. set: function (value) {
  77911. SceneLoader._ShowLoadingScreen = value;
  77912. },
  77913. enumerable: true,
  77914. configurable: true
  77915. });
  77916. Object.defineProperty(SceneLoader, "loggingLevel", {
  77917. /**
  77918. * Defines the current logging level (while loading the scene)
  77919. * @ignorenaming
  77920. */
  77921. get: function () {
  77922. return SceneLoader._loggingLevel;
  77923. },
  77924. set: function (value) {
  77925. SceneLoader._loggingLevel = value;
  77926. },
  77927. enumerable: true,
  77928. configurable: true
  77929. });
  77930. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77931. /**
  77932. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77933. */
  77934. get: function () {
  77935. return SceneLoader._CleanBoneMatrixWeights;
  77936. },
  77937. set: function (value) {
  77938. SceneLoader._CleanBoneMatrixWeights = value;
  77939. },
  77940. enumerable: true,
  77941. configurable: true
  77942. });
  77943. SceneLoader._getDefaultPlugin = function () {
  77944. return SceneLoader._registeredPlugins[".babylon"];
  77945. };
  77946. SceneLoader._getPluginForExtension = function (extension) {
  77947. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77948. if (registeredPlugin) {
  77949. return registeredPlugin;
  77950. }
  77951. 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");
  77952. return SceneLoader._getDefaultPlugin();
  77953. };
  77954. SceneLoader._getPluginForDirectLoad = function (data) {
  77955. for (var extension in SceneLoader._registeredPlugins) {
  77956. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77957. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77958. return SceneLoader._registeredPlugins[extension];
  77959. }
  77960. }
  77961. return SceneLoader._getDefaultPlugin();
  77962. };
  77963. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77964. var queryStringPosition = sceneFilename.indexOf("?");
  77965. if (queryStringPosition !== -1) {
  77966. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77967. }
  77968. var dotPosition = sceneFilename.lastIndexOf(".");
  77969. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77970. return SceneLoader._getPluginForExtension(extension);
  77971. };
  77972. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77973. SceneLoader._getDirectLoad = function (sceneFilename) {
  77974. if (sceneFilename.substr(0, 5) === "data:") {
  77975. return sceneFilename.substr(5);
  77976. }
  77977. return null;
  77978. };
  77979. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77980. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77981. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77982. var plugin;
  77983. if (registeredPlugin.plugin.createPlugin) {
  77984. plugin = registeredPlugin.plugin.createPlugin();
  77985. }
  77986. else {
  77987. plugin = registeredPlugin.plugin;
  77988. }
  77989. var useArrayBuffer = registeredPlugin.isBinary;
  77990. var offlineProvider;
  77991. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77992. var dataCallback = function (data, responseURL) {
  77993. if (scene.isDisposed) {
  77994. onError("Scene has been disposed");
  77995. return;
  77996. }
  77997. scene.offlineProvider = offlineProvider;
  77998. onSuccess(plugin, data, responseURL);
  77999. };
  78000. var request = null;
  78001. var pluginDisposed = false;
  78002. var onDisposeObservable = plugin.onDisposeObservable;
  78003. if (onDisposeObservable) {
  78004. onDisposeObservable.add(function () {
  78005. pluginDisposed = true;
  78006. if (request) {
  78007. request.abort();
  78008. request = null;
  78009. }
  78010. onDispose();
  78011. });
  78012. }
  78013. var manifestChecked = function () {
  78014. if (pluginDisposed) {
  78015. return;
  78016. }
  78017. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78018. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78019. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78020. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78021. });
  78022. };
  78023. if (directLoad) {
  78024. dataCallback(directLoad);
  78025. return plugin;
  78026. }
  78027. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78028. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78029. var engine = scene.getEngine();
  78030. var canUseOfflineSupport = engine.enableOfflineSupport;
  78031. if (canUseOfflineSupport) {
  78032. // Also check for exceptions
  78033. var exceptionFound = false;
  78034. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78035. var regex = _a[_i];
  78036. if (regex.test(fileInfo.url)) {
  78037. exceptionFound = true;
  78038. break;
  78039. }
  78040. }
  78041. canUseOfflineSupport = !exceptionFound;
  78042. }
  78043. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78044. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78045. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78046. }
  78047. else {
  78048. manifestChecked();
  78049. }
  78050. }
  78051. // Loading file from disk via input file or drag'n'drop
  78052. else {
  78053. if (file) {
  78054. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78055. }
  78056. else {
  78057. onError("Unable to find file named " + fileInfo.name);
  78058. }
  78059. }
  78060. return plugin;
  78061. };
  78062. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78063. var url;
  78064. var name;
  78065. if (!sceneFilename) {
  78066. url = rootUrl;
  78067. name = BABYLON.Tools.GetFilename(rootUrl);
  78068. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78069. }
  78070. else {
  78071. if (sceneFilename.substr(0, 1) === "/") {
  78072. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78073. return null;
  78074. }
  78075. url = rootUrl + sceneFilename;
  78076. name = sceneFilename;
  78077. }
  78078. return {
  78079. url: url,
  78080. rootUrl: rootUrl,
  78081. name: name
  78082. };
  78083. };
  78084. // Public functions
  78085. /**
  78086. * Gets a plugin that can load the given extension
  78087. * @param extension defines the extension to load
  78088. * @returns a plugin or null if none works
  78089. */
  78090. SceneLoader.GetPluginForExtension = function (extension) {
  78091. return SceneLoader._getPluginForExtension(extension).plugin;
  78092. };
  78093. /**
  78094. * Gets a boolean indicating that the given extension can be loaded
  78095. * @param extension defines the extension to load
  78096. * @returns true if the extension is supported
  78097. */
  78098. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78099. return !!SceneLoader._registeredPlugins[extension];
  78100. };
  78101. /**
  78102. * Adds a new plugin to the list of registered plugins
  78103. * @param plugin defines the plugin to add
  78104. */
  78105. SceneLoader.RegisterPlugin = function (plugin) {
  78106. if (typeof plugin.extensions === "string") {
  78107. var extension = plugin.extensions;
  78108. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78109. plugin: plugin,
  78110. isBinary: false
  78111. };
  78112. }
  78113. else {
  78114. var extensions = plugin.extensions;
  78115. Object.keys(extensions).forEach(function (extension) {
  78116. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78117. plugin: plugin,
  78118. isBinary: extensions[extension].isBinary
  78119. };
  78120. });
  78121. }
  78122. };
  78123. /**
  78124. * Import meshes into a scene
  78125. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78126. * @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)
  78127. * @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)
  78128. * @param scene the instance of BABYLON.Scene to append to
  78129. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78130. * @param onProgress a callback with a progress event for each file being loaded
  78131. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78132. * @param pluginExtension the extension used to determine the plugin
  78133. * @returns The loaded plugin
  78134. */
  78135. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78136. if (sceneFilename === void 0) { sceneFilename = ""; }
  78137. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78138. if (onSuccess === void 0) { onSuccess = null; }
  78139. if (onProgress === void 0) { onProgress = null; }
  78140. if (onError === void 0) { onError = null; }
  78141. if (pluginExtension === void 0) { pluginExtension = null; }
  78142. if (!scene) {
  78143. BABYLON.Tools.Error("No scene available to import mesh to");
  78144. return null;
  78145. }
  78146. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78147. if (!fileInfo) {
  78148. return null;
  78149. }
  78150. var loadingToken = {};
  78151. scene._addPendingData(loadingToken);
  78152. var disposeHandler = function () {
  78153. scene._removePendingData(loadingToken);
  78154. };
  78155. var errorHandler = function (message, exception) {
  78156. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78157. if (onError) {
  78158. onError(scene, errorMessage, exception);
  78159. }
  78160. else {
  78161. BABYLON.Tools.Error(errorMessage);
  78162. // should the exception be thrown?
  78163. }
  78164. disposeHandler();
  78165. };
  78166. var progressHandler = onProgress ? function (event) {
  78167. try {
  78168. onProgress(event);
  78169. }
  78170. catch (e) {
  78171. errorHandler("Error in onProgress callback", e);
  78172. }
  78173. } : undefined;
  78174. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78175. scene.importedMeshesFiles.push(fileInfo.url);
  78176. if (onSuccess) {
  78177. try {
  78178. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78179. }
  78180. catch (e) {
  78181. errorHandler("Error in onSuccess callback", e);
  78182. }
  78183. }
  78184. scene._removePendingData(loadingToken);
  78185. };
  78186. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78187. if (plugin.rewriteRootURL) {
  78188. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78189. }
  78190. if (plugin.importMesh) {
  78191. var syncedPlugin = plugin;
  78192. var meshes = new Array();
  78193. var particleSystems = new Array();
  78194. var skeletons = new Array();
  78195. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78196. return;
  78197. }
  78198. scene.loadingPluginName = plugin.name;
  78199. successHandler(meshes, particleSystems, skeletons, []);
  78200. }
  78201. else {
  78202. var asyncedPlugin = plugin;
  78203. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78204. scene.loadingPluginName = plugin.name;
  78205. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78206. }).catch(function (error) {
  78207. errorHandler(error.message, error);
  78208. });
  78209. }
  78210. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78211. };
  78212. /**
  78213. * Import meshes into a scene
  78214. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78215. * @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)
  78216. * @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)
  78217. * @param scene the instance of BABYLON.Scene to append to
  78218. * @param onProgress a callback with a progress event for each file being loaded
  78219. * @param pluginExtension the extension used to determine the plugin
  78220. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78221. */
  78222. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78223. if (sceneFilename === void 0) { sceneFilename = ""; }
  78224. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78225. if (onProgress === void 0) { onProgress = null; }
  78226. if (pluginExtension === void 0) { pluginExtension = null; }
  78227. return new Promise(function (resolve, reject) {
  78228. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78229. resolve({
  78230. meshes: meshes,
  78231. particleSystems: particleSystems,
  78232. skeletons: skeletons,
  78233. animationGroups: animationGroups
  78234. });
  78235. }, onProgress, function (scene, message, exception) {
  78236. reject(exception || new Error(message));
  78237. }, pluginExtension);
  78238. });
  78239. };
  78240. /**
  78241. * Load a scene
  78242. * @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)
  78243. * @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)
  78244. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78245. * @param onSuccess a callback with the scene when import succeeds
  78246. * @param onProgress a callback with a progress event for each file being loaded
  78247. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78248. * @param pluginExtension the extension used to determine the plugin
  78249. * @returns The loaded plugin
  78250. */
  78251. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78252. if (onSuccess === void 0) { onSuccess = null; }
  78253. if (onProgress === void 0) { onProgress = null; }
  78254. if (onError === void 0) { onError = null; }
  78255. if (pluginExtension === void 0) { pluginExtension = null; }
  78256. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78257. };
  78258. /**
  78259. * Load a scene
  78260. * @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)
  78261. * @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)
  78262. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78263. * @param onProgress a callback with a progress event for each file being loaded
  78264. * @param pluginExtension the extension used to determine the plugin
  78265. * @returns The loaded scene
  78266. */
  78267. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78268. if (onProgress === void 0) { onProgress = null; }
  78269. if (pluginExtension === void 0) { pluginExtension = null; }
  78270. return new Promise(function (resolve, reject) {
  78271. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78272. resolve(scene);
  78273. }, onProgress, function (scene, message, exception) {
  78274. reject(exception || new Error(message));
  78275. }, pluginExtension);
  78276. });
  78277. };
  78278. /**
  78279. * Append a scene
  78280. * @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)
  78281. * @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)
  78282. * @param scene is the instance of BABYLON.Scene to append to
  78283. * @param onSuccess a callback with the scene when import succeeds
  78284. * @param onProgress a callback with a progress event for each file being loaded
  78285. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78286. * @param pluginExtension the extension used to determine the plugin
  78287. * @returns The loaded plugin
  78288. */
  78289. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78290. if (sceneFilename === void 0) { sceneFilename = ""; }
  78291. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78292. if (onSuccess === void 0) { onSuccess = null; }
  78293. if (onProgress === void 0) { onProgress = null; }
  78294. if (onError === void 0) { onError = null; }
  78295. if (pluginExtension === void 0) { pluginExtension = null; }
  78296. if (!scene) {
  78297. BABYLON.Tools.Error("No scene available to append to");
  78298. return null;
  78299. }
  78300. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78301. if (!fileInfo) {
  78302. return null;
  78303. }
  78304. if (SceneLoader.ShowLoadingScreen) {
  78305. scene.getEngine().displayLoadingUI();
  78306. }
  78307. var loadingToken = {};
  78308. scene._addPendingData(loadingToken);
  78309. var disposeHandler = function () {
  78310. scene._removePendingData(loadingToken);
  78311. scene.getEngine().hideLoadingUI();
  78312. };
  78313. var errorHandler = function (message, exception) {
  78314. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78315. if (onError) {
  78316. onError(scene, errorMessage, exception);
  78317. }
  78318. else {
  78319. BABYLON.Tools.Error(errorMessage);
  78320. // should the exception be thrown?
  78321. }
  78322. disposeHandler();
  78323. };
  78324. var progressHandler = onProgress ? function (event) {
  78325. try {
  78326. onProgress(event);
  78327. }
  78328. catch (e) {
  78329. errorHandler("Error in onProgress callback", e);
  78330. }
  78331. } : undefined;
  78332. var successHandler = function () {
  78333. if (onSuccess) {
  78334. try {
  78335. onSuccess(scene);
  78336. }
  78337. catch (e) {
  78338. errorHandler("Error in onSuccess callback", e);
  78339. }
  78340. }
  78341. scene._removePendingData(loadingToken);
  78342. };
  78343. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78344. if (plugin.load) {
  78345. var syncedPlugin = plugin;
  78346. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78347. return;
  78348. }
  78349. scene.loadingPluginName = plugin.name;
  78350. successHandler();
  78351. }
  78352. else {
  78353. var asyncedPlugin = plugin;
  78354. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78355. scene.loadingPluginName = plugin.name;
  78356. successHandler();
  78357. }).catch(function (error) {
  78358. errorHandler(error.message, error);
  78359. });
  78360. }
  78361. if (SceneLoader.ShowLoadingScreen) {
  78362. scene.executeWhenReady(function () {
  78363. scene.getEngine().hideLoadingUI();
  78364. });
  78365. }
  78366. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78367. };
  78368. /**
  78369. * Append a scene
  78370. * @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)
  78371. * @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)
  78372. * @param scene is the instance of BABYLON.Scene to append to
  78373. * @param onProgress a callback with a progress event for each file being loaded
  78374. * @param pluginExtension the extension used to determine the plugin
  78375. * @returns The given scene
  78376. */
  78377. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78378. if (sceneFilename === void 0) { sceneFilename = ""; }
  78379. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78380. if (onProgress === void 0) { onProgress = null; }
  78381. if (pluginExtension === void 0) { pluginExtension = null; }
  78382. return new Promise(function (resolve, reject) {
  78383. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78384. resolve(scene);
  78385. }, onProgress, function (scene, message, exception) {
  78386. reject(exception || new Error(message));
  78387. }, pluginExtension);
  78388. });
  78389. };
  78390. /**
  78391. * Load a scene into an asset container
  78392. * @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)
  78393. * @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)
  78394. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78395. * @param onSuccess a callback with the scene when import succeeds
  78396. * @param onProgress a callback with a progress event for each file being loaded
  78397. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78398. * @param pluginExtension the extension used to determine the plugin
  78399. * @returns The loaded plugin
  78400. */
  78401. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78402. if (sceneFilename === void 0) { sceneFilename = ""; }
  78403. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78404. if (onSuccess === void 0) { onSuccess = null; }
  78405. if (onProgress === void 0) { onProgress = null; }
  78406. if (onError === void 0) { onError = null; }
  78407. if (pluginExtension === void 0) { pluginExtension = null; }
  78408. if (!scene) {
  78409. BABYLON.Tools.Error("No scene available to load asset container to");
  78410. return null;
  78411. }
  78412. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78413. if (!fileInfo) {
  78414. return null;
  78415. }
  78416. var loadingToken = {};
  78417. scene._addPendingData(loadingToken);
  78418. var disposeHandler = function () {
  78419. scene._removePendingData(loadingToken);
  78420. };
  78421. var errorHandler = function (message, exception) {
  78422. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78423. if (onError) {
  78424. onError(scene, errorMessage, exception);
  78425. }
  78426. else {
  78427. BABYLON.Tools.Error(errorMessage);
  78428. // should the exception be thrown?
  78429. }
  78430. disposeHandler();
  78431. };
  78432. var progressHandler = onProgress ? function (event) {
  78433. try {
  78434. onProgress(event);
  78435. }
  78436. catch (e) {
  78437. errorHandler("Error in onProgress callback", e);
  78438. }
  78439. } : undefined;
  78440. var successHandler = function (assets) {
  78441. if (onSuccess) {
  78442. try {
  78443. onSuccess(assets);
  78444. }
  78445. catch (e) {
  78446. errorHandler("Error in onSuccess callback", e);
  78447. }
  78448. }
  78449. scene._removePendingData(loadingToken);
  78450. };
  78451. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78452. if (plugin.loadAssetContainer) {
  78453. var syncedPlugin = plugin;
  78454. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78455. if (!assetContainer) {
  78456. return;
  78457. }
  78458. scene.loadingPluginName = plugin.name;
  78459. successHandler(assetContainer);
  78460. }
  78461. else if (plugin.loadAssetContainerAsync) {
  78462. var asyncedPlugin = plugin;
  78463. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78464. scene.loadingPluginName = plugin.name;
  78465. successHandler(assetContainer);
  78466. }).catch(function (error) {
  78467. errorHandler(error.message, error);
  78468. });
  78469. }
  78470. else {
  78471. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78472. }
  78473. if (SceneLoader.ShowLoadingScreen) {
  78474. scene.executeWhenReady(function () {
  78475. scene.getEngine().hideLoadingUI();
  78476. });
  78477. }
  78478. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78479. };
  78480. /**
  78481. * Load a scene into an asset container
  78482. * @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)
  78483. * @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)
  78484. * @param scene is the instance of BABYLON.Scene to append to
  78485. * @param onProgress a callback with a progress event for each file being loaded
  78486. * @param pluginExtension the extension used to determine the plugin
  78487. * @returns The loaded asset container
  78488. */
  78489. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78490. if (sceneFilename === void 0) { sceneFilename = ""; }
  78491. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78492. if (onProgress === void 0) { onProgress = null; }
  78493. if (pluginExtension === void 0) { pluginExtension = null; }
  78494. return new Promise(function (resolve, reject) {
  78495. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78496. resolve(assetContainer);
  78497. }, onProgress, function (scene, message, exception) {
  78498. reject(exception || new Error(message));
  78499. }, pluginExtension);
  78500. });
  78501. };
  78502. // Flags
  78503. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78504. SceneLoader._ShowLoadingScreen = true;
  78505. SceneLoader._CleanBoneMatrixWeights = false;
  78506. /**
  78507. * No logging while loading
  78508. */
  78509. SceneLoader.NO_LOGGING = 0;
  78510. /**
  78511. * Minimal logging while loading
  78512. */
  78513. SceneLoader.MINIMAL_LOGGING = 1;
  78514. /**
  78515. * Summary logging while loading
  78516. */
  78517. SceneLoader.SUMMARY_LOGGING = 2;
  78518. /**
  78519. * Detailled logging while loading
  78520. */
  78521. SceneLoader.DETAILED_LOGGING = 3;
  78522. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78523. // Members
  78524. /**
  78525. * Event raised when a plugin is used to load a scene
  78526. */
  78527. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78528. SceneLoader._registeredPlugins = {};
  78529. return SceneLoader;
  78530. }());
  78531. BABYLON.SceneLoader = SceneLoader;
  78532. })(BABYLON || (BABYLON = {}));
  78533. //# sourceMappingURL=sceneLoader.js.map
  78534. var BABYLON;
  78535. (function (BABYLON) {
  78536. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78537. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78538. var parsedMaterial = parsedData.materials[index];
  78539. if (parsedMaterial.id === id) {
  78540. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78541. }
  78542. }
  78543. return null;
  78544. };
  78545. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78546. for (var i in names) {
  78547. if (mesh.name === names[i]) {
  78548. hierarchyIds.push(mesh.id);
  78549. return true;
  78550. }
  78551. }
  78552. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78553. hierarchyIds.push(mesh.id);
  78554. return true;
  78555. }
  78556. return false;
  78557. };
  78558. var logOperation = function (operation, producer) {
  78559. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78560. };
  78561. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78562. if (addToScene === void 0) { addToScene = false; }
  78563. var container = new BABYLON.AssetContainer(scene);
  78564. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78565. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78566. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78567. // and avoid problems with multiple concurrent .babylon loads.
  78568. var log = "importScene has failed JSON parse";
  78569. try {
  78570. var parsedData = JSON.parse(data);
  78571. log = "";
  78572. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78573. var index;
  78574. var cache;
  78575. // Lights
  78576. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78577. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78578. var parsedLight = parsedData.lights[index];
  78579. var light = BABYLON.Light.Parse(parsedLight, scene);
  78580. if (light) {
  78581. container.lights.push(light);
  78582. log += (index === 0 ? "\n\tLights:" : "");
  78583. log += "\n\t\t" + light.toString(fullDetails);
  78584. }
  78585. }
  78586. }
  78587. // Animations
  78588. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78589. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78590. var parsedAnimation = parsedData.animations[index];
  78591. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78592. scene.animations.push(animation);
  78593. container.animations.push(animation);
  78594. log += (index === 0 ? "\n\tAnimations:" : "");
  78595. log += "\n\t\t" + animation.toString(fullDetails);
  78596. }
  78597. }
  78598. // Materials
  78599. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78600. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78601. var parsedMaterial = parsedData.materials[index];
  78602. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78603. container.materials.push(mat);
  78604. log += (index === 0 ? "\n\tMaterials:" : "");
  78605. log += "\n\t\t" + mat.toString(fullDetails);
  78606. }
  78607. }
  78608. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78609. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78610. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78611. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78612. container.multiMaterials.push(mmat);
  78613. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78614. log += "\n\t\t" + mmat.toString(fullDetails);
  78615. }
  78616. }
  78617. // Morph targets
  78618. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78619. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78620. var managerData = _a[_i];
  78621. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78622. }
  78623. }
  78624. // Skeletons
  78625. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78626. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78627. var parsedSkeleton = parsedData.skeletons[index];
  78628. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78629. container.skeletons.push(skeleton);
  78630. log += (index === 0 ? "\n\tSkeletons:" : "");
  78631. log += "\n\t\t" + skeleton.toString(fullDetails);
  78632. }
  78633. }
  78634. // Geometries
  78635. var geometries = parsedData.geometries;
  78636. if (geometries !== undefined && geometries !== null) {
  78637. var addedGeometry = new Array();
  78638. // Boxes
  78639. var boxes = geometries.boxes;
  78640. if (boxes !== undefined && boxes !== null) {
  78641. for (index = 0, cache = boxes.length; index < cache; index++) {
  78642. var parsedBox = boxes[index];
  78643. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78644. }
  78645. }
  78646. // Spheres
  78647. var spheres = geometries.spheres;
  78648. if (spheres !== undefined && spheres !== null) {
  78649. for (index = 0, cache = spheres.length; index < cache; index++) {
  78650. var parsedSphere = spheres[index];
  78651. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78652. }
  78653. }
  78654. // Cylinders
  78655. var cylinders = geometries.cylinders;
  78656. if (cylinders !== undefined && cylinders !== null) {
  78657. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78658. var parsedCylinder = cylinders[index];
  78659. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78660. }
  78661. }
  78662. // Toruses
  78663. var toruses = geometries.toruses;
  78664. if (toruses !== undefined && toruses !== null) {
  78665. for (index = 0, cache = toruses.length; index < cache; index++) {
  78666. var parsedTorus = toruses[index];
  78667. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78668. }
  78669. }
  78670. // Grounds
  78671. var grounds = geometries.grounds;
  78672. if (grounds !== undefined && grounds !== null) {
  78673. for (index = 0, cache = grounds.length; index < cache; index++) {
  78674. var parsedGround = grounds[index];
  78675. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78676. }
  78677. }
  78678. // Planes
  78679. var planes = geometries.planes;
  78680. if (planes !== undefined && planes !== null) {
  78681. for (index = 0, cache = planes.length; index < cache; index++) {
  78682. var parsedPlane = planes[index];
  78683. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78684. }
  78685. }
  78686. // TorusKnots
  78687. var torusKnots = geometries.torusKnots;
  78688. if (torusKnots !== undefined && torusKnots !== null) {
  78689. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78690. var parsedTorusKnot = torusKnots[index];
  78691. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78692. }
  78693. }
  78694. // VertexData
  78695. var vertexData = geometries.vertexData;
  78696. if (vertexData !== undefined && vertexData !== null) {
  78697. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78698. var parsedVertexData = vertexData[index];
  78699. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78700. }
  78701. }
  78702. addedGeometry.forEach(function (g) {
  78703. if (g) {
  78704. container.geometries.push(g);
  78705. }
  78706. });
  78707. }
  78708. // Transform nodes
  78709. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78710. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78711. var parsedTransformNode = parsedData.transformNodes[index];
  78712. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78713. container.transformNodes.push(node);
  78714. }
  78715. }
  78716. // Meshes
  78717. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78718. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78719. var parsedMesh = parsedData.meshes[index];
  78720. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78721. container.meshes.push(mesh);
  78722. log += (index === 0 ? "\n\tMeshes:" : "");
  78723. log += "\n\t\t" + mesh.toString(fullDetails);
  78724. }
  78725. }
  78726. // Cameras
  78727. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78728. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78729. var parsedCamera = parsedData.cameras[index];
  78730. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78731. container.cameras.push(camera);
  78732. log += (index === 0 ? "\n\tCameras:" : "");
  78733. log += "\n\t\t" + camera.toString(fullDetails);
  78734. }
  78735. }
  78736. // Animation Groups
  78737. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78738. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78739. var parsedAnimationGroup = parsedData.animationGroups[index];
  78740. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78741. container.animationGroups.push(animationGroup);
  78742. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78743. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78744. }
  78745. }
  78746. // Browsing all the graph to connect the dots
  78747. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78748. var camera = scene.cameras[index];
  78749. if (camera._waitingParentId) {
  78750. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78751. camera._waitingParentId = null;
  78752. }
  78753. }
  78754. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78755. var light_1 = scene.lights[index];
  78756. if (light_1 && light_1._waitingParentId) {
  78757. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78758. light_1._waitingParentId = null;
  78759. }
  78760. }
  78761. // Connect parents & children and parse actions
  78762. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78763. var transformNode = scene.transformNodes[index];
  78764. if (transformNode._waitingParentId) {
  78765. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78766. transformNode._waitingParentId = null;
  78767. }
  78768. }
  78769. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78770. var mesh = scene.meshes[index];
  78771. if (mesh._waitingParentId) {
  78772. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78773. mesh._waitingParentId = null;
  78774. }
  78775. }
  78776. // freeze world matrix application
  78777. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78778. var currentMesh = scene.meshes[index];
  78779. if (currentMesh._waitingFreezeWorldMatrix) {
  78780. currentMesh.freezeWorldMatrix();
  78781. currentMesh._waitingFreezeWorldMatrix = null;
  78782. }
  78783. else {
  78784. currentMesh.computeWorldMatrix(true);
  78785. }
  78786. }
  78787. // Lights exclusions / inclusions
  78788. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78789. var light_2 = scene.lights[index];
  78790. // Excluded check
  78791. if (light_2._excludedMeshesIds.length > 0) {
  78792. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78793. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78794. if (excludedMesh) {
  78795. light_2.excludedMeshes.push(excludedMesh);
  78796. }
  78797. }
  78798. light_2._excludedMeshesIds = [];
  78799. }
  78800. // Included check
  78801. if (light_2._includedOnlyMeshesIds.length > 0) {
  78802. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78803. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78804. if (includedOnlyMesh) {
  78805. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78806. }
  78807. }
  78808. light_2._includedOnlyMeshesIds = [];
  78809. }
  78810. }
  78811. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78812. // Actions (scene) Done last as it can access other objects.
  78813. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78814. var mesh = scene.meshes[index];
  78815. if (mesh._waitingActions) {
  78816. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78817. mesh._waitingActions = null;
  78818. }
  78819. }
  78820. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78821. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78822. }
  78823. if (!addToScene) {
  78824. container.removeAllFromScene();
  78825. }
  78826. }
  78827. catch (err) {
  78828. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78829. if (onError) {
  78830. onError(msg, err);
  78831. }
  78832. else {
  78833. BABYLON.Tools.Log(msg);
  78834. throw err;
  78835. }
  78836. }
  78837. finally {
  78838. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78839. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78840. }
  78841. }
  78842. return container;
  78843. };
  78844. BABYLON.SceneLoader.RegisterPlugin({
  78845. name: "babylon.js",
  78846. extensions: ".babylon",
  78847. canDirectLoad: function (data) {
  78848. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78849. return true;
  78850. }
  78851. return false;
  78852. },
  78853. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78854. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78855. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78856. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78857. // and avoid problems with multiple concurrent .babylon loads.
  78858. var log = "importMesh has failed JSON parse";
  78859. try {
  78860. var parsedData = JSON.parse(data);
  78861. log = "";
  78862. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78863. if (!meshesNames) {
  78864. meshesNames = null;
  78865. }
  78866. else if (!Array.isArray(meshesNames)) {
  78867. meshesNames = [meshesNames];
  78868. }
  78869. var hierarchyIds = new Array();
  78870. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78871. var loadedSkeletonsIds = [];
  78872. var loadedMaterialsIds = [];
  78873. var index;
  78874. var cache;
  78875. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78876. var parsedMesh = parsedData.meshes[index];
  78877. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78878. if (meshesNames !== null) {
  78879. // Remove found mesh name from list.
  78880. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78881. }
  78882. //Geometry?
  78883. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78884. //does the file contain geometries?
  78885. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78886. //find the correct geometry and add it to the scene
  78887. var found = false;
  78888. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78889. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78890. return;
  78891. }
  78892. else {
  78893. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78894. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78895. switch (geometryType) {
  78896. case "boxes":
  78897. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78898. break;
  78899. case "spheres":
  78900. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78901. break;
  78902. case "cylinders":
  78903. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78904. break;
  78905. case "toruses":
  78906. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78907. break;
  78908. case "grounds":
  78909. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78910. break;
  78911. case "planes":
  78912. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78913. break;
  78914. case "torusKnots":
  78915. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78916. break;
  78917. case "vertexData":
  78918. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78919. break;
  78920. }
  78921. found = true;
  78922. }
  78923. });
  78924. }
  78925. });
  78926. if (found === false) {
  78927. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78928. }
  78929. }
  78930. }
  78931. // Material ?
  78932. if (parsedMesh.materialId) {
  78933. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78934. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78935. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78936. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78937. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78938. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78939. var subMatId = parsedMultiMaterial.materials[matIndex];
  78940. loadedMaterialsIds.push(subMatId);
  78941. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78942. if (mat) {
  78943. log += "\n\tMaterial " + mat.toString(fullDetails);
  78944. }
  78945. }
  78946. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78947. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78948. if (mmat) {
  78949. materialFound = true;
  78950. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78951. }
  78952. break;
  78953. }
  78954. }
  78955. }
  78956. if (materialFound === false) {
  78957. loadedMaterialsIds.push(parsedMesh.materialId);
  78958. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78959. if (!mat) {
  78960. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78961. }
  78962. else {
  78963. log += "\n\tMaterial " + mat.toString(fullDetails);
  78964. }
  78965. }
  78966. }
  78967. // Skeleton ?
  78968. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78969. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78970. if (skeletonAlreadyLoaded === false) {
  78971. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78972. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78973. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78974. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78975. skeletons.push(skeleton);
  78976. loadedSkeletonsIds.push(parsedSkeleton.id);
  78977. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78978. }
  78979. }
  78980. }
  78981. }
  78982. // Morph targets ?
  78983. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78984. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78985. var managerData = _a[_i];
  78986. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78987. }
  78988. }
  78989. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78990. meshes.push(mesh);
  78991. log += "\n\tMesh " + mesh.toString(fullDetails);
  78992. }
  78993. }
  78994. // Connecting parents
  78995. var currentMesh;
  78996. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78997. currentMesh = scene.meshes[index];
  78998. if (currentMesh._waitingParentId) {
  78999. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79000. currentMesh._waitingParentId = null;
  79001. }
  79002. }
  79003. // freeze and compute world matrix application
  79004. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79005. currentMesh = scene.meshes[index];
  79006. if (currentMesh._waitingFreezeWorldMatrix) {
  79007. currentMesh.freezeWorldMatrix();
  79008. currentMesh._waitingFreezeWorldMatrix = null;
  79009. }
  79010. else {
  79011. currentMesh.computeWorldMatrix(true);
  79012. }
  79013. }
  79014. }
  79015. // Particles
  79016. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79017. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79018. if (parser) {
  79019. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79020. var parsedParticleSystem = parsedData.particleSystems[index];
  79021. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79022. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79023. }
  79024. }
  79025. }
  79026. }
  79027. return true;
  79028. }
  79029. catch (err) {
  79030. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79031. if (onError) {
  79032. onError(msg, err);
  79033. }
  79034. else {
  79035. BABYLON.Tools.Log(msg);
  79036. throw err;
  79037. }
  79038. }
  79039. finally {
  79040. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79041. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79042. }
  79043. }
  79044. return false;
  79045. },
  79046. load: function (scene, data, rootUrl, onError) {
  79047. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79048. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79049. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79050. // and avoid problems with multiple concurrent .babylon loads.
  79051. var log = "importScene has failed JSON parse";
  79052. try {
  79053. var parsedData = JSON.parse(data);
  79054. log = "";
  79055. // Scene
  79056. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79057. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79058. }
  79059. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79060. scene.autoClear = parsedData.autoClear;
  79061. }
  79062. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79063. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79064. }
  79065. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79066. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79067. }
  79068. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79069. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79070. }
  79071. // Fog
  79072. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79073. scene.fogMode = parsedData.fogMode;
  79074. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79075. scene.fogStart = parsedData.fogStart;
  79076. scene.fogEnd = parsedData.fogEnd;
  79077. scene.fogDensity = parsedData.fogDensity;
  79078. log += "\tFog mode for scene: ";
  79079. switch (scene.fogMode) {
  79080. // getters not compiling, so using hardcoded
  79081. case 1:
  79082. log += "exp\n";
  79083. break;
  79084. case 2:
  79085. log += "exp2\n";
  79086. break;
  79087. case 3:
  79088. log += "linear\n";
  79089. break;
  79090. }
  79091. }
  79092. //Physics
  79093. if (parsedData.physicsEnabled) {
  79094. var physicsPlugin;
  79095. if (parsedData.physicsEngine === "cannon") {
  79096. physicsPlugin = new BABYLON.CannonJSPlugin();
  79097. }
  79098. else if (parsedData.physicsEngine === "oimo") {
  79099. physicsPlugin = new BABYLON.OimoJSPlugin();
  79100. }
  79101. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79102. //else - default engine, which is currently oimo
  79103. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79104. scene.enablePhysics(physicsGravity, physicsPlugin);
  79105. }
  79106. // Metadata
  79107. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79108. scene.metadata = parsedData.metadata;
  79109. }
  79110. //collisions, if defined. otherwise, default is true
  79111. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79112. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79113. }
  79114. scene.workerCollisions = !!parsedData.workerCollisions;
  79115. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79116. if (!container) {
  79117. return false;
  79118. }
  79119. if (parsedData.autoAnimate) {
  79120. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79121. }
  79122. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79123. scene.setActiveCameraByID(parsedData.activeCameraID);
  79124. }
  79125. // Environment texture
  79126. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79127. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79128. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79129. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  79130. if (parsedData.environmentTextureRotationY) {
  79131. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79132. }
  79133. scene.environmentTexture = hdrTexture;
  79134. }
  79135. else {
  79136. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79137. if (parsedData.environmentTextureRotationY) {
  79138. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79139. }
  79140. scene.environmentTexture = cubeTexture;
  79141. }
  79142. if (parsedData.createDefaultSkybox === true) {
  79143. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79144. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79145. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  79146. }
  79147. }
  79148. // Finish
  79149. return true;
  79150. }
  79151. catch (err) {
  79152. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79153. if (onError) {
  79154. onError(msg, err);
  79155. }
  79156. else {
  79157. BABYLON.Tools.Log(msg);
  79158. throw err;
  79159. }
  79160. }
  79161. finally {
  79162. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79163. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79164. }
  79165. }
  79166. return false;
  79167. },
  79168. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79169. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79170. return container;
  79171. }
  79172. });
  79173. })(BABYLON || (BABYLON = {}));
  79174. //# sourceMappingURL=babylonFileLoader.js.map
  79175. var BABYLON;
  79176. (function (BABYLON) {
  79177. /**
  79178. * Class used to help managing file picking and drag'n'drop
  79179. */
  79180. var FilesInput = /** @class */ (function () {
  79181. /**
  79182. * Creates a new FilesInput
  79183. * @param engine defines the rendering engine
  79184. * @param scene defines the hosting scene
  79185. * @param sceneLoadedCallback callback called when scene is loaded
  79186. * @param progressCallback callback called to track progress
  79187. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79188. * @param textureLoadingCallback callback called when a texture is loading
  79189. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79190. * @param onReloadCallback callback called when a reload is requested
  79191. * @param errorCallback callback call if an error occurs
  79192. */
  79193. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79194. /**
  79195. * Callback called when a file is processed
  79196. */
  79197. this.onProcessFileCallback = function () { return true; };
  79198. this._engine = engine;
  79199. this._currentScene = scene;
  79200. this._sceneLoadedCallback = sceneLoadedCallback;
  79201. this._progressCallback = progressCallback;
  79202. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79203. this._textureLoadingCallback = textureLoadingCallback;
  79204. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79205. this._onReloadCallback = onReloadCallback;
  79206. this._errorCallback = errorCallback;
  79207. }
  79208. /**
  79209. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79210. * @param elementToMonitor defines the DOM element to track
  79211. */
  79212. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79213. var _this = this;
  79214. if (elementToMonitor) {
  79215. this._elementToMonitor = elementToMonitor;
  79216. this._dragEnterHandler = function (e) { _this.drag(e); };
  79217. this._dragOverHandler = function (e) { _this.drag(e); };
  79218. this._dropHandler = function (e) { _this.drop(e); };
  79219. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79220. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79221. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79222. }
  79223. };
  79224. /**
  79225. * Release all associated resources
  79226. */
  79227. FilesInput.prototype.dispose = function () {
  79228. if (!this._elementToMonitor) {
  79229. return;
  79230. }
  79231. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79232. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79233. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79234. };
  79235. FilesInput.prototype.renderFunction = function () {
  79236. if (this._additionalRenderLoopLogicCallback) {
  79237. this._additionalRenderLoopLogicCallback();
  79238. }
  79239. if (this._currentScene) {
  79240. if (this._textureLoadingCallback) {
  79241. var remaining = this._currentScene.getWaitingItemsCount();
  79242. if (remaining > 0) {
  79243. this._textureLoadingCallback(remaining);
  79244. }
  79245. }
  79246. this._currentScene.render();
  79247. }
  79248. };
  79249. FilesInput.prototype.drag = function (e) {
  79250. e.stopPropagation();
  79251. e.preventDefault();
  79252. };
  79253. FilesInput.prototype.drop = function (eventDrop) {
  79254. eventDrop.stopPropagation();
  79255. eventDrop.preventDefault();
  79256. this.loadFiles(eventDrop);
  79257. };
  79258. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79259. var _this = this;
  79260. var reader = folder.createReader();
  79261. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79262. reader.readEntries(function (entries) {
  79263. remaining.count += entries.length;
  79264. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79265. var entry = entries_1[_i];
  79266. if (entry.isFile) {
  79267. entry.file(function (file) {
  79268. file.correctName = relativePath + file.name;
  79269. files.push(file);
  79270. if (--remaining.count === 0) {
  79271. callback();
  79272. }
  79273. });
  79274. }
  79275. else if (entry.isDirectory) {
  79276. _this._traverseFolder(entry, files, remaining, callback);
  79277. }
  79278. }
  79279. if (--remaining.count) {
  79280. callback();
  79281. }
  79282. });
  79283. };
  79284. FilesInput.prototype._processFiles = function (files) {
  79285. for (var i = 0; i < files.length; i++) {
  79286. var name = files[i].correctName.toLowerCase();
  79287. var extension = name.split('.').pop();
  79288. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79289. continue;
  79290. }
  79291. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79292. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79293. this._sceneFileToLoad = files[i];
  79294. }
  79295. FilesInput.FilesToLoad[name] = files[i];
  79296. }
  79297. };
  79298. /**
  79299. * Load files from a drop event
  79300. * @param event defines the drop event to use as source
  79301. */
  79302. FilesInput.prototype.loadFiles = function (event) {
  79303. var _this = this;
  79304. // Handling data transfer via drag'n'drop
  79305. if (event && event.dataTransfer && event.dataTransfer.files) {
  79306. this._filesToLoad = event.dataTransfer.files;
  79307. }
  79308. // Handling files from input files
  79309. if (event && event.target && event.target.files) {
  79310. this._filesToLoad = event.target.files;
  79311. }
  79312. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79313. return;
  79314. }
  79315. if (this._startingProcessingFilesCallback) {
  79316. this._startingProcessingFilesCallback(this._filesToLoad);
  79317. }
  79318. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79319. var files_1 = new Array();
  79320. var folders = [];
  79321. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79322. for (var i = 0; i < this._filesToLoad.length; i++) {
  79323. var fileToLoad = this._filesToLoad[i];
  79324. var name_1 = fileToLoad.name.toLowerCase();
  79325. var entry = void 0;
  79326. fileToLoad.correctName = name_1;
  79327. if (items) {
  79328. var item = items[i];
  79329. if (item.getAsEntry) {
  79330. entry = item.getAsEntry();
  79331. }
  79332. else if (item.webkitGetAsEntry) {
  79333. entry = item.webkitGetAsEntry();
  79334. }
  79335. }
  79336. if (!entry) {
  79337. files_1.push(fileToLoad);
  79338. }
  79339. else {
  79340. if (entry.isDirectory) {
  79341. folders.push(entry);
  79342. }
  79343. else {
  79344. files_1.push(fileToLoad);
  79345. }
  79346. }
  79347. }
  79348. if (folders.length === 0) {
  79349. this._processFiles(files_1);
  79350. this._processReload();
  79351. }
  79352. else {
  79353. var remaining = { count: folders.length };
  79354. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79355. var folder = folders_1[_i];
  79356. this._traverseFolder(folder, files_1, remaining, function () {
  79357. _this._processFiles(files_1);
  79358. if (remaining.count === 0) {
  79359. _this._processReload();
  79360. }
  79361. });
  79362. }
  79363. }
  79364. }
  79365. };
  79366. FilesInput.prototype._processReload = function () {
  79367. if (this._onReloadCallback) {
  79368. this._onReloadCallback(this._sceneFileToLoad);
  79369. }
  79370. else {
  79371. this.reload();
  79372. }
  79373. };
  79374. /**
  79375. * Reload the current scene from the loaded files
  79376. */
  79377. FilesInput.prototype.reload = function () {
  79378. var _this = this;
  79379. // If a scene file has been provided
  79380. if (this._sceneFileToLoad) {
  79381. if (this._currentScene) {
  79382. if (BABYLON.Tools.errorsCount > 0) {
  79383. BABYLON.Tools.ClearLogCache();
  79384. }
  79385. this._engine.stopRenderLoop();
  79386. }
  79387. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79388. if (_this._progressCallback) {
  79389. _this._progressCallback(progress);
  79390. }
  79391. }).then(function (scene) {
  79392. if (_this._currentScene) {
  79393. _this._currentScene.dispose();
  79394. }
  79395. _this._currentScene = scene;
  79396. if (_this._sceneLoadedCallback) {
  79397. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79398. }
  79399. // Wait for textures and shaders to be ready
  79400. _this._currentScene.executeWhenReady(function () {
  79401. _this._engine.runRenderLoop(function () {
  79402. _this.renderFunction();
  79403. });
  79404. });
  79405. }).catch(function (error) {
  79406. if (_this._errorCallback) {
  79407. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79408. }
  79409. });
  79410. }
  79411. else {
  79412. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79413. }
  79414. };
  79415. /**
  79416. * List of files ready to be loaded
  79417. */
  79418. FilesInput.FilesToLoad = {};
  79419. return FilesInput;
  79420. }());
  79421. BABYLON.FilesInput = FilesInput;
  79422. })(BABYLON || (BABYLON = {}));
  79423. //# sourceMappingURL=filesInput.js.map
  79424. var BABYLON;
  79425. (function (BABYLON) {
  79426. /**
  79427. * Class used to store custom tags
  79428. */
  79429. var Tags = /** @class */ (function () {
  79430. function Tags() {
  79431. }
  79432. /**
  79433. * Adds support for tags on the given object
  79434. * @param obj defines the object to use
  79435. */
  79436. Tags.EnableFor = function (obj) {
  79437. obj._tags = obj._tags || {};
  79438. obj.hasTags = function () {
  79439. return Tags.HasTags(obj);
  79440. };
  79441. obj.addTags = function (tagsString) {
  79442. return Tags.AddTagsTo(obj, tagsString);
  79443. };
  79444. obj.removeTags = function (tagsString) {
  79445. return Tags.RemoveTagsFrom(obj, tagsString);
  79446. };
  79447. obj.matchesTagsQuery = function (tagsQuery) {
  79448. return Tags.MatchesQuery(obj, tagsQuery);
  79449. };
  79450. };
  79451. /**
  79452. * Removes tags support
  79453. * @param obj defines the object to use
  79454. */
  79455. Tags.DisableFor = function (obj) {
  79456. delete obj._tags;
  79457. delete obj.hasTags;
  79458. delete obj.addTags;
  79459. delete obj.removeTags;
  79460. delete obj.matchesTagsQuery;
  79461. };
  79462. /**
  79463. * Gets a boolean indicating if the given object has tags
  79464. * @param obj defines the object to use
  79465. * @returns a boolean
  79466. */
  79467. Tags.HasTags = function (obj) {
  79468. if (!obj._tags) {
  79469. return false;
  79470. }
  79471. return !BABYLON.Tools.IsEmpty(obj._tags);
  79472. };
  79473. /**
  79474. * Gets the tags available on a given object
  79475. * @param obj defines the object to use
  79476. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79477. * @returns the tags
  79478. */
  79479. Tags.GetTags = function (obj, asString) {
  79480. if (asString === void 0) { asString = true; }
  79481. if (!obj._tags) {
  79482. return null;
  79483. }
  79484. if (asString) {
  79485. var tagsArray = [];
  79486. for (var tag in obj._tags) {
  79487. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79488. tagsArray.push(tag);
  79489. }
  79490. }
  79491. return tagsArray.join(" ");
  79492. }
  79493. else {
  79494. return obj._tags;
  79495. }
  79496. };
  79497. /**
  79498. * Adds tags to an object
  79499. * @param obj defines the object to use
  79500. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79501. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79502. */
  79503. Tags.AddTagsTo = function (obj, tagsString) {
  79504. if (!tagsString) {
  79505. return;
  79506. }
  79507. if (typeof tagsString !== "string") {
  79508. return;
  79509. }
  79510. var tags = tagsString.split(" ");
  79511. tags.forEach(function (tag, index, array) {
  79512. Tags._AddTagTo(obj, tag);
  79513. });
  79514. };
  79515. /**
  79516. * @hidden
  79517. */
  79518. Tags._AddTagTo = function (obj, tag) {
  79519. tag = tag.trim();
  79520. if (tag === "" || tag === "true" || tag === "false") {
  79521. return;
  79522. }
  79523. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79524. return;
  79525. }
  79526. Tags.EnableFor(obj);
  79527. obj._tags[tag] = true;
  79528. };
  79529. /**
  79530. * Removes specific tags from a specific object
  79531. * @param obj defines the object to use
  79532. * @param tagsString defines the tags to remove
  79533. */
  79534. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79535. if (!Tags.HasTags(obj)) {
  79536. return;
  79537. }
  79538. var tags = tagsString.split(" ");
  79539. for (var t in tags) {
  79540. Tags._RemoveTagFrom(obj, tags[t]);
  79541. }
  79542. };
  79543. /**
  79544. * @hidden
  79545. */
  79546. Tags._RemoveTagFrom = function (obj, tag) {
  79547. delete obj._tags[tag];
  79548. };
  79549. /**
  79550. * Defines if tags hosted on an object match a given query
  79551. * @param obj defines the object to use
  79552. * @param tagsQuery defines the tag query
  79553. * @returns a boolean
  79554. */
  79555. Tags.MatchesQuery = function (obj, tagsQuery) {
  79556. if (tagsQuery === undefined) {
  79557. return true;
  79558. }
  79559. if (tagsQuery === "") {
  79560. return Tags.HasTags(obj);
  79561. }
  79562. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79563. };
  79564. return Tags;
  79565. }());
  79566. BABYLON.Tags = Tags;
  79567. })(BABYLON || (BABYLON = {}));
  79568. //# sourceMappingURL=tags.js.map
  79569. var BABYLON;
  79570. (function (BABYLON) {
  79571. /**
  79572. * Class used to evalaute queries containing `and` and `or` operators
  79573. */
  79574. var AndOrNotEvaluator = /** @class */ (function () {
  79575. function AndOrNotEvaluator() {
  79576. }
  79577. /**
  79578. * Evaluate a query
  79579. * @param query defines the query to evaluate
  79580. * @param evaluateCallback defines the callback used to filter result
  79581. * @returns true if the query matches
  79582. */
  79583. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79584. if (!query.match(/\([^\(\)]*\)/g)) {
  79585. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79586. }
  79587. else {
  79588. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79589. // remove parenthesis
  79590. r = r.slice(1, r.length - 1);
  79591. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79592. });
  79593. }
  79594. if (query === "true") {
  79595. return true;
  79596. }
  79597. if (query === "false") {
  79598. return false;
  79599. }
  79600. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79601. };
  79602. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79603. evaluateCallback = evaluateCallback || (function (r) {
  79604. return r === "true" ? true : false;
  79605. });
  79606. var result;
  79607. var or = parenthesisContent.split("||");
  79608. for (var i in or) {
  79609. if (or.hasOwnProperty(i)) {
  79610. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79611. var and = ori.split("&&");
  79612. if (and.length > 1) {
  79613. for (var j = 0; j < and.length; ++j) {
  79614. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79615. if (andj !== "true" && andj !== "false") {
  79616. if (andj[0] === "!") {
  79617. result = !evaluateCallback(andj.substring(1));
  79618. }
  79619. else {
  79620. result = evaluateCallback(andj);
  79621. }
  79622. }
  79623. else {
  79624. result = andj === "true" ? true : false;
  79625. }
  79626. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79627. ori = "false";
  79628. break;
  79629. }
  79630. }
  79631. }
  79632. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79633. result = true;
  79634. break;
  79635. }
  79636. // result equals false (or undefined)
  79637. if (ori !== "true" && ori !== "false") {
  79638. if (ori[0] === "!") {
  79639. result = !evaluateCallback(ori.substring(1));
  79640. }
  79641. else {
  79642. result = evaluateCallback(ori);
  79643. }
  79644. }
  79645. else {
  79646. result = ori === "true" ? true : false;
  79647. }
  79648. }
  79649. }
  79650. // the whole parenthesis scope is replaced by 'true' or 'false'
  79651. return result ? "true" : "false";
  79652. };
  79653. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79654. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79655. // remove whitespaces
  79656. r = r.replace(/[\s]/g, function () { return ""; });
  79657. return r.length % 2 ? "!" : "";
  79658. });
  79659. booleanString = booleanString.trim();
  79660. if (booleanString === "!true") {
  79661. booleanString = "false";
  79662. }
  79663. else if (booleanString === "!false") {
  79664. booleanString = "true";
  79665. }
  79666. return booleanString;
  79667. };
  79668. return AndOrNotEvaluator;
  79669. }());
  79670. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79671. })(BABYLON || (BABYLON = {}));
  79672. //# sourceMappingURL=andOrNotEvaluator.js.map
  79673. var BABYLON;
  79674. (function (BABYLON) {
  79675. // Sets the default offline provider to Babylon.js
  79676. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79677. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79678. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79679. };
  79680. /**
  79681. * Class used to enable access to IndexedDB
  79682. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79683. */
  79684. var Database = /** @class */ (function () {
  79685. /**
  79686. * Creates a new Database
  79687. * @param urlToScene defines the url to load the scene
  79688. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79689. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79690. */
  79691. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79692. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79693. var _this = this;
  79694. // Handling various flavors of prefixed version of IndexedDB
  79695. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79696. this._callbackManifestChecked = callbackManifestChecked;
  79697. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79698. this._db = null;
  79699. this._enableSceneOffline = false;
  79700. this._enableTexturesOffline = false;
  79701. this._manifestVersionFound = 0;
  79702. this._mustUpdateRessources = false;
  79703. this._hasReachedQuota = false;
  79704. if (!Database.IDBStorageEnabled) {
  79705. this._callbackManifestChecked(true);
  79706. }
  79707. else {
  79708. if (disableManifestCheck) {
  79709. this._enableSceneOffline = true;
  79710. this._enableTexturesOffline = true;
  79711. this._manifestVersionFound = 1;
  79712. BABYLON.Tools.SetImmediate(function () {
  79713. _this._callbackManifestChecked(true);
  79714. });
  79715. }
  79716. else {
  79717. this._checkManifestFile();
  79718. }
  79719. }
  79720. }
  79721. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79722. /**
  79723. * Gets a boolean indicating if scene must be saved in the database
  79724. */
  79725. get: function () {
  79726. return this._enableSceneOffline;
  79727. },
  79728. enumerable: true,
  79729. configurable: true
  79730. });
  79731. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79732. /**
  79733. * Gets a boolean indicating if textures must be saved in the database
  79734. */
  79735. get: function () {
  79736. return this._enableTexturesOffline;
  79737. },
  79738. enumerable: true,
  79739. configurable: true
  79740. });
  79741. Database.prototype._checkManifestFile = function () {
  79742. var _this = this;
  79743. var noManifestFile = function () {
  79744. _this._enableSceneOffline = false;
  79745. _this._enableTexturesOffline = false;
  79746. _this._callbackManifestChecked(false);
  79747. };
  79748. var timeStampUsed = false;
  79749. var manifestURL = this._currentSceneUrl + ".manifest";
  79750. var xhr = new XMLHttpRequest();
  79751. if (navigator.onLine) {
  79752. // Adding a timestamp to by-pass browsers' cache
  79753. timeStampUsed = true;
  79754. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79755. }
  79756. xhr.open("GET", manifestURL, true);
  79757. xhr.addEventListener("load", function () {
  79758. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79759. try {
  79760. var manifestFile = JSON.parse(xhr.response);
  79761. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79762. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79763. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79764. _this._manifestVersionFound = manifestFile.version;
  79765. }
  79766. if (_this._callbackManifestChecked) {
  79767. _this._callbackManifestChecked(true);
  79768. }
  79769. }
  79770. catch (ex) {
  79771. noManifestFile();
  79772. }
  79773. }
  79774. else {
  79775. noManifestFile();
  79776. }
  79777. }, false);
  79778. xhr.addEventListener("error", function (event) {
  79779. if (timeStampUsed) {
  79780. timeStampUsed = false;
  79781. // Let's retry without the timeStamp
  79782. // It could fail when coupled with HTML5 Offline API
  79783. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79784. xhr.open("GET", retryManifestURL, true);
  79785. xhr.send();
  79786. }
  79787. else {
  79788. noManifestFile();
  79789. }
  79790. }, false);
  79791. try {
  79792. xhr.send();
  79793. }
  79794. catch (ex) {
  79795. BABYLON.Tools.Error("Error on XHR send request.");
  79796. this._callbackManifestChecked(false);
  79797. }
  79798. };
  79799. /**
  79800. * Open the database and make it available
  79801. * @param successCallback defines the callback to call on success
  79802. * @param errorCallback defines the callback to call on error
  79803. */
  79804. Database.prototype.open = function (successCallback, errorCallback) {
  79805. var _this = this;
  79806. var handleError = function () {
  79807. _this._isSupported = false;
  79808. if (errorCallback) {
  79809. errorCallback();
  79810. }
  79811. };
  79812. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79813. // Your browser doesn't support IndexedDB
  79814. this._isSupported = false;
  79815. if (errorCallback) {
  79816. errorCallback();
  79817. }
  79818. }
  79819. else {
  79820. // If the DB hasn't been opened or created yet
  79821. if (!this._db) {
  79822. this._hasReachedQuota = false;
  79823. this._isSupported = true;
  79824. var request = this._idbFactory.open("babylonjs", 1);
  79825. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79826. request.onerror = function (event) {
  79827. handleError();
  79828. };
  79829. // executes when a version change transaction cannot complete due to other active transactions
  79830. request.onblocked = function (event) {
  79831. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79832. handleError();
  79833. };
  79834. // DB has been opened successfully
  79835. request.onsuccess = function (event) {
  79836. _this._db = request.result;
  79837. successCallback();
  79838. };
  79839. // Initialization of the DB. Creating Scenes & Textures stores
  79840. request.onupgradeneeded = function (event) {
  79841. _this._db = (event.target).result;
  79842. if (_this._db) {
  79843. try {
  79844. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79845. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79846. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79847. }
  79848. catch (ex) {
  79849. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79850. handleError();
  79851. }
  79852. }
  79853. };
  79854. }
  79855. // DB has already been created and opened
  79856. else {
  79857. if (successCallback) {
  79858. successCallback();
  79859. }
  79860. }
  79861. }
  79862. };
  79863. /**
  79864. * Loads an image from the database
  79865. * @param url defines the url to load from
  79866. * @param image defines the target DOM image
  79867. */
  79868. Database.prototype.loadImage = function (url, image) {
  79869. var _this = this;
  79870. var completeURL = Database._ReturnFullUrlLocation(url);
  79871. var saveAndLoadImage = function () {
  79872. if (!_this._hasReachedQuota && _this._db !== null) {
  79873. // the texture is not yet in the DB, let's try to save it
  79874. _this._saveImageIntoDBAsync(completeURL, image);
  79875. }
  79876. // If the texture is not in the DB and we've reached the DB quota limit
  79877. // let's load it directly from the web
  79878. else {
  79879. image.src = url;
  79880. }
  79881. };
  79882. if (!this._mustUpdateRessources) {
  79883. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79884. }
  79885. // First time we're download the images or update requested in the manifest file by a version change
  79886. else {
  79887. saveAndLoadImage();
  79888. }
  79889. };
  79890. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79891. if (this._isSupported && this._db !== null) {
  79892. var texture;
  79893. var transaction = this._db.transaction(["textures"]);
  79894. transaction.onabort = function (event) {
  79895. image.src = url;
  79896. };
  79897. transaction.oncomplete = function (event) {
  79898. var blobTextureURL;
  79899. if (texture) {
  79900. var URL = window.URL || window.webkitURL;
  79901. blobTextureURL = URL.createObjectURL(texture.data);
  79902. image.onerror = function () {
  79903. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79904. image.src = url;
  79905. };
  79906. image.src = blobTextureURL;
  79907. }
  79908. else {
  79909. notInDBCallback();
  79910. }
  79911. };
  79912. var getRequest = transaction.objectStore("textures").get(url);
  79913. getRequest.onsuccess = function (event) {
  79914. texture = (event.target).result;
  79915. };
  79916. getRequest.onerror = function (event) {
  79917. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79918. image.src = url;
  79919. };
  79920. }
  79921. else {
  79922. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79923. image.src = url;
  79924. }
  79925. };
  79926. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79927. var _this = this;
  79928. if (this._isSupported) {
  79929. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79930. var generateBlobUrl = function () {
  79931. var blobTextureURL;
  79932. if (blob) {
  79933. var URL = window.URL || window.webkitURL;
  79934. try {
  79935. blobTextureURL = URL.createObjectURL(blob);
  79936. }
  79937. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79938. catch (ex) {
  79939. blobTextureURL = URL.createObjectURL(blob);
  79940. }
  79941. }
  79942. if (blobTextureURL) {
  79943. image.src = blobTextureURL;
  79944. }
  79945. };
  79946. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79947. var xhr = new XMLHttpRequest(), blob;
  79948. xhr.open("GET", url, true);
  79949. xhr.responseType = "blob";
  79950. xhr.addEventListener("load", function () {
  79951. if (xhr.status === 200 && _this._db) {
  79952. // Blob as response (XHR2)
  79953. blob = xhr.response;
  79954. var transaction = _this._db.transaction(["textures"], "readwrite");
  79955. // the transaction could abort because of a QuotaExceededError error
  79956. transaction.onabort = function (event) {
  79957. try {
  79958. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79959. var srcElement = (event.srcElement || event.target);
  79960. var error = srcElement.error;
  79961. if (error && error.name === "QuotaExceededError") {
  79962. _this._hasReachedQuota = true;
  79963. }
  79964. }
  79965. catch (ex) { }
  79966. generateBlobUrl();
  79967. };
  79968. transaction.oncomplete = function (event) {
  79969. generateBlobUrl();
  79970. };
  79971. var newTexture = { textureUrl: url, data: blob };
  79972. try {
  79973. // Put the blob into the dabase
  79974. var addRequest = transaction.objectStore("textures").put(newTexture);
  79975. addRequest.onsuccess = function (event) {
  79976. };
  79977. addRequest.onerror = function (event) {
  79978. generateBlobUrl();
  79979. };
  79980. }
  79981. catch (ex) {
  79982. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79983. if (ex.code === 25) {
  79984. Database.IsUASupportingBlobStorage = false;
  79985. _this._enableTexturesOffline = false;
  79986. }
  79987. image.src = url;
  79988. }
  79989. }
  79990. else {
  79991. image.src = url;
  79992. }
  79993. }, false);
  79994. xhr.addEventListener("error", function (event) {
  79995. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79996. image.src = url;
  79997. }, false);
  79998. xhr.send();
  79999. }
  80000. else {
  80001. image.src = url;
  80002. }
  80003. }
  80004. else {
  80005. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80006. image.src = url;
  80007. }
  80008. };
  80009. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80010. var _this = this;
  80011. var updateVersion = function () {
  80012. // the version is not yet in the DB or we need to update it
  80013. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80014. };
  80015. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80016. };
  80017. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80018. var _this = this;
  80019. if (this._isSupported && this._db) {
  80020. var version;
  80021. try {
  80022. var transaction = this._db.transaction(["versions"]);
  80023. transaction.oncomplete = function (event) {
  80024. if (version) {
  80025. // If the version in the JSON file is different from the version in DB
  80026. if (_this._manifestVersionFound !== version.data) {
  80027. _this._mustUpdateRessources = true;
  80028. updateInDBCallback();
  80029. }
  80030. else {
  80031. callback(version.data);
  80032. }
  80033. }
  80034. // version was not found in DB
  80035. else {
  80036. _this._mustUpdateRessources = true;
  80037. updateInDBCallback();
  80038. }
  80039. };
  80040. transaction.onabort = function (event) {
  80041. callback(-1);
  80042. };
  80043. var getRequest = transaction.objectStore("versions").get(url);
  80044. getRequest.onsuccess = function (event) {
  80045. version = (event.target).result;
  80046. };
  80047. getRequest.onerror = function (event) {
  80048. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80049. callback(-1);
  80050. };
  80051. }
  80052. catch (ex) {
  80053. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80054. callback(-1);
  80055. }
  80056. }
  80057. else {
  80058. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80059. callback(-1);
  80060. }
  80061. };
  80062. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80063. var _this = this;
  80064. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80065. try {
  80066. // Open a transaction to the database
  80067. var transaction = this._db.transaction(["versions"], "readwrite");
  80068. // the transaction could abort because of a QuotaExceededError error
  80069. transaction.onabort = function (event) {
  80070. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80071. var error = event.srcElement['error'];
  80072. if (error && error.name === "QuotaExceededError") {
  80073. _this._hasReachedQuota = true;
  80074. }
  80075. }
  80076. catch (ex) { }
  80077. callback(-1);
  80078. };
  80079. transaction.oncomplete = function (event) {
  80080. callback(_this._manifestVersionFound);
  80081. };
  80082. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80083. // Put the scene into the database
  80084. var addRequest = transaction.objectStore("versions").put(newVersion);
  80085. addRequest.onsuccess = function (event) {
  80086. };
  80087. addRequest.onerror = function (event) {
  80088. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80089. };
  80090. }
  80091. catch (ex) {
  80092. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80093. callback(-1);
  80094. }
  80095. }
  80096. else {
  80097. callback(-1);
  80098. }
  80099. };
  80100. /**
  80101. * Loads a file from database
  80102. * @param url defines the URL to load from
  80103. * @param sceneLoaded defines a callback to call on success
  80104. * @param progressCallBack defines a callback to call when progress changed
  80105. * @param errorCallback defines a callback to call on error
  80106. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80107. */
  80108. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80109. var _this = this;
  80110. var completeUrl = Database._ReturnFullUrlLocation(url);
  80111. var saveAndLoadFile = function () {
  80112. // the scene is not yet in the DB, let's try to save it
  80113. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80114. };
  80115. this._checkVersionFromDB(completeUrl, function (version) {
  80116. if (version !== -1) {
  80117. if (!_this._mustUpdateRessources) {
  80118. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80119. }
  80120. else {
  80121. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80122. }
  80123. }
  80124. else {
  80125. if (errorCallback) {
  80126. errorCallback();
  80127. }
  80128. }
  80129. });
  80130. };
  80131. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80132. if (this._isSupported && this._db) {
  80133. var targetStore;
  80134. if (url.indexOf(".babylon") !== -1) {
  80135. targetStore = "scenes";
  80136. }
  80137. else {
  80138. targetStore = "textures";
  80139. }
  80140. var file;
  80141. var transaction = this._db.transaction([targetStore]);
  80142. transaction.oncomplete = function (event) {
  80143. if (file) {
  80144. callback(file.data);
  80145. }
  80146. // file was not found in DB
  80147. else {
  80148. notInDBCallback();
  80149. }
  80150. };
  80151. transaction.onabort = function (event) {
  80152. notInDBCallback();
  80153. };
  80154. var getRequest = transaction.objectStore(targetStore).get(url);
  80155. getRequest.onsuccess = function (event) {
  80156. file = (event.target).result;
  80157. };
  80158. getRequest.onerror = function (event) {
  80159. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80160. notInDBCallback();
  80161. };
  80162. }
  80163. else {
  80164. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80165. callback();
  80166. }
  80167. };
  80168. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80169. var _this = this;
  80170. if (this._isSupported) {
  80171. var targetStore;
  80172. if (url.indexOf(".babylon") !== -1) {
  80173. targetStore = "scenes";
  80174. }
  80175. else {
  80176. targetStore = "textures";
  80177. }
  80178. // Create XHR
  80179. var xhr = new XMLHttpRequest();
  80180. var fileData;
  80181. xhr.open("GET", url + "?" + Date.now(), true);
  80182. if (useArrayBuffer) {
  80183. xhr.responseType = "arraybuffer";
  80184. }
  80185. if (progressCallback) {
  80186. xhr.onprogress = progressCallback;
  80187. }
  80188. xhr.addEventListener("load", function () {
  80189. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80190. // Blob as response (XHR2)
  80191. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80192. if (!_this._hasReachedQuota && _this._db) {
  80193. // Open a transaction to the database
  80194. var transaction = _this._db.transaction([targetStore], "readwrite");
  80195. // the transaction could abort because of a QuotaExceededError error
  80196. transaction.onabort = function (event) {
  80197. try {
  80198. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80199. var error = event.srcElement['error'];
  80200. if (error && error.name === "QuotaExceededError") {
  80201. _this._hasReachedQuota = true;
  80202. }
  80203. }
  80204. catch (ex) { }
  80205. callback(fileData);
  80206. };
  80207. transaction.oncomplete = function (event) {
  80208. callback(fileData);
  80209. };
  80210. var newFile;
  80211. if (targetStore === "scenes") {
  80212. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80213. }
  80214. else {
  80215. newFile = { textureUrl: url, data: fileData };
  80216. }
  80217. try {
  80218. // Put the scene into the database
  80219. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80220. addRequest.onsuccess = function (event) {
  80221. };
  80222. addRequest.onerror = function (event) {
  80223. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80224. };
  80225. }
  80226. catch (ex) {
  80227. callback(fileData);
  80228. }
  80229. }
  80230. else {
  80231. callback(fileData);
  80232. }
  80233. }
  80234. else {
  80235. if (xhr.status >= 400 && errorCallback) {
  80236. errorCallback(xhr);
  80237. }
  80238. else {
  80239. callback();
  80240. }
  80241. }
  80242. }, false);
  80243. xhr.addEventListener("error", function (event) {
  80244. BABYLON.Tools.Error("error on XHR request.");
  80245. callback();
  80246. }, false);
  80247. xhr.send();
  80248. }
  80249. else {
  80250. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80251. callback();
  80252. }
  80253. };
  80254. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80255. Database.IsUASupportingBlobStorage = true;
  80256. /**
  80257. * Gets a boolean indicating if Database storate is enabled (off by default)
  80258. */
  80259. Database.IDBStorageEnabled = false;
  80260. Database._ParseURL = function (url) {
  80261. var a = document.createElement('a');
  80262. a.href = url;
  80263. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80264. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80265. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80266. return absLocation;
  80267. };
  80268. Database._ReturnFullUrlLocation = function (url) {
  80269. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80270. return (Database._ParseURL(window.location.href) + url);
  80271. }
  80272. else {
  80273. return url;
  80274. }
  80275. };
  80276. return Database;
  80277. }());
  80278. BABYLON.Database = Database;
  80279. })(BABYLON || (BABYLON = {}));
  80280. //# sourceMappingURL=database.js.map
  80281. var BABYLON;
  80282. (function (BABYLON) {
  80283. /**
  80284. * This represents all the required information to add a fresnel effect on a material:
  80285. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80286. */
  80287. var FresnelParameters = /** @class */ (function () {
  80288. function FresnelParameters() {
  80289. this._isEnabled = true;
  80290. /**
  80291. * Define the color used on edges (grazing angle)
  80292. */
  80293. this.leftColor = BABYLON.Color3.White();
  80294. /**
  80295. * Define the color used on center
  80296. */
  80297. this.rightColor = BABYLON.Color3.Black();
  80298. /**
  80299. * Define bias applied to computed fresnel term
  80300. */
  80301. this.bias = 0;
  80302. /**
  80303. * Defined the power exponent applied to fresnel term
  80304. */
  80305. this.power = 1;
  80306. }
  80307. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80308. /**
  80309. * Define if the fresnel effect is enable or not.
  80310. */
  80311. get: function () {
  80312. return this._isEnabled;
  80313. },
  80314. set: function (value) {
  80315. if (this._isEnabled === value) {
  80316. return;
  80317. }
  80318. this._isEnabled = value;
  80319. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80320. },
  80321. enumerable: true,
  80322. configurable: true
  80323. });
  80324. /**
  80325. * Clones the current fresnel and its valuues
  80326. * @returns a clone fresnel configuration
  80327. */
  80328. FresnelParameters.prototype.clone = function () {
  80329. var newFresnelParameters = new FresnelParameters();
  80330. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80331. return newFresnelParameters;
  80332. };
  80333. /**
  80334. * Serializes the current fresnel parameters to a JSON representation.
  80335. * @return the JSON serialization
  80336. */
  80337. FresnelParameters.prototype.serialize = function () {
  80338. var serializationObject = {};
  80339. serializationObject.isEnabled = this.isEnabled;
  80340. serializationObject.leftColor = this.leftColor.asArray();
  80341. serializationObject.rightColor = this.rightColor.asArray();
  80342. serializationObject.bias = this.bias;
  80343. serializationObject.power = this.power;
  80344. return serializationObject;
  80345. };
  80346. /**
  80347. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80348. * @param parsedFresnelParameters Define the JSON representation
  80349. * @returns the parsed parameters
  80350. */
  80351. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80352. var fresnelParameters = new FresnelParameters();
  80353. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80354. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80355. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80356. fresnelParameters.bias = parsedFresnelParameters.bias;
  80357. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80358. return fresnelParameters;
  80359. };
  80360. return FresnelParameters;
  80361. }());
  80362. BABYLON.FresnelParameters = FresnelParameters;
  80363. })(BABYLON || (BABYLON = {}));
  80364. //# sourceMappingURL=fresnelParameters.js.map
  80365. var BABYLON;
  80366. (function (BABYLON) {
  80367. /**
  80368. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80369. * separate meshes. This can be use to improve performances.
  80370. * @see http://doc.babylonjs.com/how_to/multi_materials
  80371. */
  80372. var MultiMaterial = /** @class */ (function (_super) {
  80373. __extends(MultiMaterial, _super);
  80374. /**
  80375. * Instantiates a new Multi Material
  80376. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80377. * separate meshes. This can be use to improve performances.
  80378. * @see http://doc.babylonjs.com/how_to/multi_materials
  80379. * @param name Define the name in the scene
  80380. * @param scene Define the scene the material belongs to
  80381. */
  80382. function MultiMaterial(name, scene) {
  80383. var _this = _super.call(this, name, scene, true) || this;
  80384. scene.multiMaterials.push(_this);
  80385. _this.subMaterials = new Array();
  80386. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80387. return _this;
  80388. }
  80389. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80390. /**
  80391. * Gets or Sets the list of Materials used within the multi material.
  80392. * They need to be ordered according to the submeshes order in the associated mesh
  80393. */
  80394. get: function () {
  80395. return this._subMaterials;
  80396. },
  80397. set: function (value) {
  80398. this._subMaterials = value;
  80399. this._hookArray(value);
  80400. },
  80401. enumerable: true,
  80402. configurable: true
  80403. });
  80404. /**
  80405. * Function used to align with Node.getChildren()
  80406. * @returns the list of Materials used within the multi material
  80407. */
  80408. MultiMaterial.prototype.getChildren = function () {
  80409. return this.subMaterials;
  80410. };
  80411. MultiMaterial.prototype._hookArray = function (array) {
  80412. var _this = this;
  80413. var oldPush = array.push;
  80414. array.push = function () {
  80415. var items = [];
  80416. for (var _i = 0; _i < arguments.length; _i++) {
  80417. items[_i] = arguments[_i];
  80418. }
  80419. var result = oldPush.apply(array, items);
  80420. _this._markAllSubMeshesAsTexturesDirty();
  80421. return result;
  80422. };
  80423. var oldSplice = array.splice;
  80424. array.splice = function (index, deleteCount) {
  80425. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80426. _this._markAllSubMeshesAsTexturesDirty();
  80427. return deleted;
  80428. };
  80429. };
  80430. /**
  80431. * Get one of the submaterial by its index in the submaterials array
  80432. * @param index The index to look the sub material at
  80433. * @returns The Material if the index has been defined
  80434. */
  80435. MultiMaterial.prototype.getSubMaterial = function (index) {
  80436. if (index < 0 || index >= this.subMaterials.length) {
  80437. return this.getScene().defaultMaterial;
  80438. }
  80439. return this.subMaterials[index];
  80440. };
  80441. /**
  80442. * Get the list of active textures for the whole sub materials list.
  80443. * @returns All the textures that will be used during the rendering
  80444. */
  80445. MultiMaterial.prototype.getActiveTextures = function () {
  80446. var _a;
  80447. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80448. if (subMaterial) {
  80449. return subMaterial.getActiveTextures();
  80450. }
  80451. else {
  80452. return [];
  80453. }
  80454. }));
  80455. };
  80456. /**
  80457. * Gets the current class name of the material e.g. "MultiMaterial"
  80458. * Mainly use in serialization.
  80459. * @returns the class name
  80460. */
  80461. MultiMaterial.prototype.getClassName = function () {
  80462. return "MultiMaterial";
  80463. };
  80464. /**
  80465. * Checks if the material is ready to render the requested sub mesh
  80466. * @param mesh Define the mesh the submesh belongs to
  80467. * @param subMesh Define the sub mesh to look readyness for
  80468. * @param useInstances Define whether or not the material is used with instances
  80469. * @returns true if ready, otherwise false
  80470. */
  80471. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80472. for (var index = 0; index < this.subMaterials.length; index++) {
  80473. var subMaterial = this.subMaterials[index];
  80474. if (subMaterial) {
  80475. if (subMaterial._storeEffectOnSubMeshes) {
  80476. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80477. return false;
  80478. }
  80479. continue;
  80480. }
  80481. if (!subMaterial.isReady(mesh)) {
  80482. return false;
  80483. }
  80484. }
  80485. }
  80486. return true;
  80487. };
  80488. /**
  80489. * Clones the current material and its related sub materials
  80490. * @param name Define the name of the newly cloned material
  80491. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80492. * @returns the cloned material
  80493. */
  80494. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80495. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80496. for (var index = 0; index < this.subMaterials.length; index++) {
  80497. var subMaterial = null;
  80498. var current = this.subMaterials[index];
  80499. if (cloneChildren && current) {
  80500. subMaterial = current.clone(name + "-" + current.name);
  80501. }
  80502. else {
  80503. subMaterial = this.subMaterials[index];
  80504. }
  80505. newMultiMaterial.subMaterials.push(subMaterial);
  80506. }
  80507. return newMultiMaterial;
  80508. };
  80509. /**
  80510. * Serializes the materials into a JSON representation.
  80511. * @returns the JSON representation
  80512. */
  80513. MultiMaterial.prototype.serialize = function () {
  80514. var serializationObject = {};
  80515. serializationObject.name = this.name;
  80516. serializationObject.id = this.id;
  80517. if (BABYLON.Tags) {
  80518. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80519. }
  80520. serializationObject.materials = [];
  80521. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80522. var subMat = this.subMaterials[matIndex];
  80523. if (subMat) {
  80524. serializationObject.materials.push(subMat.id);
  80525. }
  80526. else {
  80527. serializationObject.materials.push(null);
  80528. }
  80529. }
  80530. return serializationObject;
  80531. };
  80532. /**
  80533. * Dispose the material and release its associated resources
  80534. * @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)
  80535. * @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)
  80536. */
  80537. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80538. var scene = this.getScene();
  80539. if (!scene) {
  80540. return;
  80541. }
  80542. var index = scene.multiMaterials.indexOf(this);
  80543. if (index >= 0) {
  80544. scene.multiMaterials.splice(index, 1);
  80545. }
  80546. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80547. };
  80548. return MultiMaterial;
  80549. }(BABYLON.Material));
  80550. BABYLON.MultiMaterial = MultiMaterial;
  80551. })(BABYLON || (BABYLON = {}));
  80552. //# sourceMappingURL=multiMaterial.js.map
  80553. var BABYLON;
  80554. (function (BABYLON) {
  80555. /**
  80556. * Manage the touch inputs to control the movement of a free camera.
  80557. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80558. */
  80559. var FreeCameraTouchInput = /** @class */ (function () {
  80560. function FreeCameraTouchInput() {
  80561. /**
  80562. * Defines the touch sensibility for rotation.
  80563. * The higher the faster.
  80564. */
  80565. this.touchAngularSensibility = 200000.0;
  80566. /**
  80567. * Defines the touch sensibility for move.
  80568. * The higher the faster.
  80569. */
  80570. this.touchMoveSensibility = 250.0;
  80571. this._offsetX = null;
  80572. this._offsetY = null;
  80573. this._pointerPressed = new Array();
  80574. }
  80575. /**
  80576. * Attach the input controls to a specific dom element to get the input from.
  80577. * @param element Defines the element the controls should be listened from
  80578. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80579. */
  80580. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80581. var _this = this;
  80582. var previousPosition = null;
  80583. if (this._pointerInput === undefined) {
  80584. this._onLostFocus = function (evt) {
  80585. _this._offsetX = null;
  80586. _this._offsetY = null;
  80587. };
  80588. this._pointerInput = function (p, s) {
  80589. var evt = p.event;
  80590. if (evt.pointerType === "mouse") {
  80591. return;
  80592. }
  80593. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80594. if (!noPreventDefault) {
  80595. evt.preventDefault();
  80596. }
  80597. _this._pointerPressed.push(evt.pointerId);
  80598. if (_this._pointerPressed.length !== 1) {
  80599. return;
  80600. }
  80601. previousPosition = {
  80602. x: evt.clientX,
  80603. y: evt.clientY
  80604. };
  80605. }
  80606. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80607. if (!noPreventDefault) {
  80608. evt.preventDefault();
  80609. }
  80610. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80611. if (index === -1) {
  80612. return;
  80613. }
  80614. _this._pointerPressed.splice(index, 1);
  80615. if (index != 0) {
  80616. return;
  80617. }
  80618. previousPosition = null;
  80619. _this._offsetX = null;
  80620. _this._offsetY = null;
  80621. }
  80622. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80623. if (!noPreventDefault) {
  80624. evt.preventDefault();
  80625. }
  80626. if (!previousPosition) {
  80627. return;
  80628. }
  80629. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80630. if (index != 0) {
  80631. return;
  80632. }
  80633. _this._offsetX = evt.clientX - previousPosition.x;
  80634. _this._offsetY = -(evt.clientY - previousPosition.y);
  80635. }
  80636. };
  80637. }
  80638. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80639. if (this._onLostFocus) {
  80640. element.addEventListener("blur", this._onLostFocus);
  80641. }
  80642. };
  80643. /**
  80644. * Detach the current controls from the specified dom element.
  80645. * @param element Defines the element to stop listening the inputs from
  80646. */
  80647. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80648. if (this._pointerInput && element) {
  80649. if (this._observer) {
  80650. this.camera.getScene().onPointerObservable.remove(this._observer);
  80651. this._observer = null;
  80652. }
  80653. if (this._onLostFocus) {
  80654. element.removeEventListener("blur", this._onLostFocus);
  80655. this._onLostFocus = null;
  80656. }
  80657. this._pointerPressed = [];
  80658. this._offsetX = null;
  80659. this._offsetY = null;
  80660. }
  80661. };
  80662. /**
  80663. * Update the current camera state depending on the inputs that have been used this frame.
  80664. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80665. */
  80666. FreeCameraTouchInput.prototype.checkInputs = function () {
  80667. if (this._offsetX && this._offsetY) {
  80668. var camera = this.camera;
  80669. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80670. if (this._pointerPressed.length > 1) {
  80671. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80672. }
  80673. else {
  80674. var speed = camera._computeLocalCameraSpeed();
  80675. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80676. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80677. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80678. }
  80679. }
  80680. };
  80681. /**
  80682. * Gets the class name of the current intput.
  80683. * @returns the class name
  80684. */
  80685. FreeCameraTouchInput.prototype.getClassName = function () {
  80686. return "FreeCameraTouchInput";
  80687. };
  80688. /**
  80689. * Get the friendly name associated with the input class.
  80690. * @returns the input friendly name
  80691. */
  80692. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80693. return "touch";
  80694. };
  80695. __decorate([
  80696. BABYLON.serialize()
  80697. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80698. __decorate([
  80699. BABYLON.serialize()
  80700. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80701. return FreeCameraTouchInput;
  80702. }());
  80703. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80704. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80705. })(BABYLON || (BABYLON = {}));
  80706. //# sourceMappingURL=freeCameraTouchInput.js.map
  80707. var BABYLON;
  80708. (function (BABYLON) {
  80709. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80710. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80711. });
  80712. /**
  80713. * This represents a FPS type of camera controlled by touch.
  80714. * This is like a universal camera minus the Gamepad controls.
  80715. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80716. */
  80717. var TouchCamera = /** @class */ (function (_super) {
  80718. __extends(TouchCamera, _super);
  80719. /**
  80720. * Instantiates a new touch camera.
  80721. * This represents a FPS type of camera controlled by touch.
  80722. * This is like a universal camera minus the Gamepad controls.
  80723. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80724. * @param name Define the name of the camera in the scene
  80725. * @param position Define the start position of the camera in the scene
  80726. * @param scene Define the scene the camera belongs to
  80727. */
  80728. function TouchCamera(name, position, scene) {
  80729. var _this = _super.call(this, name, position, scene) || this;
  80730. _this.inputs.addTouch();
  80731. _this._setupInputs();
  80732. return _this;
  80733. }
  80734. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80735. /**
  80736. * Defines the touch sensibility for rotation.
  80737. * The higher the faster.
  80738. */
  80739. get: function () {
  80740. var touch = this.inputs.attached["touch"];
  80741. if (touch) {
  80742. return touch.touchAngularSensibility;
  80743. }
  80744. return 0;
  80745. },
  80746. set: function (value) {
  80747. var touch = this.inputs.attached["touch"];
  80748. if (touch) {
  80749. touch.touchAngularSensibility = value;
  80750. }
  80751. },
  80752. enumerable: true,
  80753. configurable: true
  80754. });
  80755. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80756. /**
  80757. * Defines the touch sensibility for move.
  80758. * The higher the faster.
  80759. */
  80760. get: function () {
  80761. var touch = this.inputs.attached["touch"];
  80762. if (touch) {
  80763. return touch.touchMoveSensibility;
  80764. }
  80765. return 0;
  80766. },
  80767. set: function (value) {
  80768. var touch = this.inputs.attached["touch"];
  80769. if (touch) {
  80770. touch.touchMoveSensibility = value;
  80771. }
  80772. },
  80773. enumerable: true,
  80774. configurable: true
  80775. });
  80776. /**
  80777. * Gets the current object class name.
  80778. * @return the class name
  80779. */
  80780. TouchCamera.prototype.getClassName = function () {
  80781. return "TouchCamera";
  80782. };
  80783. /** @hidden */
  80784. TouchCamera.prototype._setupInputs = function () {
  80785. var mouse = this.inputs.attached["mouse"];
  80786. if (mouse) {
  80787. mouse.touchEnabled = false;
  80788. }
  80789. };
  80790. return TouchCamera;
  80791. }(BABYLON.FreeCamera));
  80792. BABYLON.TouchCamera = TouchCamera;
  80793. })(BABYLON || (BABYLON = {}));
  80794. //# sourceMappingURL=touchCamera.js.map
  80795. var BABYLON;
  80796. (function (BABYLON) {
  80797. /**
  80798. * 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.
  80799. * This is the base class of any Procedural texture and contains most of the shareable code.
  80800. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80801. */
  80802. var ProceduralTexture = /** @class */ (function (_super) {
  80803. __extends(ProceduralTexture, _super);
  80804. /**
  80805. * Instantiates a new procedural texture.
  80806. * 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.
  80807. * This is the base class of any Procedural texture and contains most of the shareable code.
  80808. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80809. * @param name Define the name of the texture
  80810. * @param size Define the size of the texture to create
  80811. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80812. * @param scene Define the scene the texture belongs to
  80813. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80814. * @param generateMipMaps Define if the texture should creates mip maps or not
  80815. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80816. */
  80817. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80818. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80819. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80820. if (isCube === void 0) { isCube = false; }
  80821. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80822. _this.isCube = isCube;
  80823. /**
  80824. * Define if the texture is enabled or not (disabled texture will not render)
  80825. */
  80826. _this.isEnabled = true;
  80827. /**
  80828. * Define if the texture must be cleared before rendering (default is true)
  80829. */
  80830. _this.autoClear = true;
  80831. /**
  80832. * Event raised when the texture is generated
  80833. */
  80834. _this.onGeneratedObservable = new BABYLON.Observable();
  80835. /** @hidden */
  80836. _this._textures = {};
  80837. _this._currentRefreshId = -1;
  80838. _this._refreshRate = 1;
  80839. _this._vertexBuffers = {};
  80840. _this._uniforms = new Array();
  80841. _this._samplers = new Array();
  80842. _this._floats = {};
  80843. _this._ints = {};
  80844. _this._floatsArrays = {};
  80845. _this._colors3 = {};
  80846. _this._colors4 = {};
  80847. _this._vectors2 = {};
  80848. _this._vectors3 = {};
  80849. _this._matrices = {};
  80850. _this._fallbackTextureUsed = false;
  80851. _this._cachedDefines = "";
  80852. _this._contentUpdateId = -1;
  80853. scene = _this.getScene();
  80854. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80855. if (!component) {
  80856. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80857. scene._addComponent(component);
  80858. }
  80859. scene.proceduralTextures.push(_this);
  80860. _this._engine = scene.getEngine();
  80861. _this.name = name;
  80862. _this.isRenderTarget = true;
  80863. _this._size = size;
  80864. _this._generateMipMaps = generateMipMaps;
  80865. _this.setFragment(fragment);
  80866. _this._fallbackTexture = fallbackTexture;
  80867. if (isCube) {
  80868. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80869. _this.setFloat("face", 0);
  80870. }
  80871. else {
  80872. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80873. }
  80874. // VBO
  80875. var vertices = [];
  80876. vertices.push(1, 1);
  80877. vertices.push(-1, 1);
  80878. vertices.push(-1, -1);
  80879. vertices.push(1, -1);
  80880. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80881. _this._createIndexBuffer();
  80882. return _this;
  80883. }
  80884. /**
  80885. * The effect that is created when initializing the post process.
  80886. * @returns The created effect corrisponding the the postprocess.
  80887. */
  80888. ProceduralTexture.prototype.getEffect = function () {
  80889. return this._effect;
  80890. };
  80891. /**
  80892. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80893. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80894. */
  80895. ProceduralTexture.prototype.getContent = function () {
  80896. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80897. return this._contentData;
  80898. }
  80899. this._contentData = this.readPixels(0, 0, this._contentData);
  80900. this._contentUpdateId = this._currentRefreshId;
  80901. return this._contentData;
  80902. };
  80903. ProceduralTexture.prototype._createIndexBuffer = function () {
  80904. var engine = this._engine;
  80905. // Indices
  80906. var indices = [];
  80907. indices.push(0);
  80908. indices.push(1);
  80909. indices.push(2);
  80910. indices.push(0);
  80911. indices.push(2);
  80912. indices.push(3);
  80913. this._indexBuffer = engine.createIndexBuffer(indices);
  80914. };
  80915. /** @hidden */
  80916. ProceduralTexture.prototype._rebuild = function () {
  80917. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80918. if (vb) {
  80919. vb._rebuild();
  80920. }
  80921. this._createIndexBuffer();
  80922. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80923. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80924. }
  80925. };
  80926. /**
  80927. * Resets the texture in order to recreate its associated resources.
  80928. * This can be called in case of context loss
  80929. */
  80930. ProceduralTexture.prototype.reset = function () {
  80931. if (this._effect === undefined) {
  80932. return;
  80933. }
  80934. var engine = this._engine;
  80935. engine._releaseEffect(this._effect);
  80936. };
  80937. ProceduralTexture.prototype._getDefines = function () {
  80938. return "";
  80939. };
  80940. /**
  80941. * Is the texture ready to be used ? (rendered at least once)
  80942. * @returns true if ready, otherwise, false.
  80943. */
  80944. ProceduralTexture.prototype.isReady = function () {
  80945. var _this = this;
  80946. var engine = this._engine;
  80947. var shaders;
  80948. if (!this._fragment) {
  80949. return false;
  80950. }
  80951. if (this._fallbackTextureUsed) {
  80952. return true;
  80953. }
  80954. var defines = this._getDefines();
  80955. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80956. return true;
  80957. }
  80958. if (this._fragment.fragmentElement !== undefined) {
  80959. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80960. }
  80961. else {
  80962. shaders = { vertex: "procedural", fragment: this._fragment };
  80963. }
  80964. this._cachedDefines = defines;
  80965. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80966. _this.releaseInternalTexture();
  80967. if (_this._fallbackTexture) {
  80968. _this._texture = _this._fallbackTexture._texture;
  80969. if (_this._texture) {
  80970. _this._texture.incrementReferences();
  80971. }
  80972. }
  80973. _this._fallbackTextureUsed = true;
  80974. });
  80975. return this._effect.isReady();
  80976. };
  80977. /**
  80978. * Resets the refresh counter of the texture and start bak from scratch.
  80979. * Could be usefull to regenerate the texture if it is setup to render only once.
  80980. */
  80981. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80982. this._currentRefreshId = -1;
  80983. };
  80984. /**
  80985. * Set the fragment shader to use in order to render the texture.
  80986. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80987. */
  80988. ProceduralTexture.prototype.setFragment = function (fragment) {
  80989. this._fragment = fragment;
  80990. };
  80991. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80992. /**
  80993. * Define the refresh rate of the texture or the rendering frequency.
  80994. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80995. */
  80996. get: function () {
  80997. return this._refreshRate;
  80998. },
  80999. set: function (value) {
  81000. this._refreshRate = value;
  81001. this.resetRefreshCounter();
  81002. },
  81003. enumerable: true,
  81004. configurable: true
  81005. });
  81006. /** @hidden */
  81007. ProceduralTexture.prototype._shouldRender = function () {
  81008. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81009. if (this._texture) {
  81010. this._texture.isReady = false;
  81011. }
  81012. return false;
  81013. }
  81014. if (this._fallbackTextureUsed) {
  81015. return false;
  81016. }
  81017. if (this._currentRefreshId === -1) { // At least render once
  81018. this._currentRefreshId = 1;
  81019. return true;
  81020. }
  81021. if (this.refreshRate === this._currentRefreshId) {
  81022. this._currentRefreshId = 1;
  81023. return true;
  81024. }
  81025. this._currentRefreshId++;
  81026. return false;
  81027. };
  81028. /**
  81029. * Get the size the texture is rendering at.
  81030. * @returns the size (texture is always squared)
  81031. */
  81032. ProceduralTexture.prototype.getRenderSize = function () {
  81033. return this._size;
  81034. };
  81035. /**
  81036. * Resize the texture to new value.
  81037. * @param size Define the new size the texture should have
  81038. * @param generateMipMaps Define whether the new texture should create mip maps
  81039. */
  81040. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81041. if (this._fallbackTextureUsed) {
  81042. return;
  81043. }
  81044. this.releaseInternalTexture();
  81045. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81046. // Update properties
  81047. this._size = size;
  81048. this._generateMipMaps = generateMipMaps;
  81049. };
  81050. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81051. if (this._uniforms.indexOf(uniformName) === -1) {
  81052. this._uniforms.push(uniformName);
  81053. }
  81054. };
  81055. /**
  81056. * Set a texture in the shader program used to render.
  81057. * @param name Define the name of the uniform samplers as defined in the shader
  81058. * @param texture Define the texture to bind to this sampler
  81059. * @return the texture itself allowing "fluent" like uniform updates
  81060. */
  81061. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81062. if (this._samplers.indexOf(name) === -1) {
  81063. this._samplers.push(name);
  81064. }
  81065. this._textures[name] = texture;
  81066. return this;
  81067. };
  81068. /**
  81069. * Set a float in the shader.
  81070. * @param name Define the name of the uniform as defined in the shader
  81071. * @param value Define the value to give to the uniform
  81072. * @return the texture itself allowing "fluent" like uniform updates
  81073. */
  81074. ProceduralTexture.prototype.setFloat = function (name, value) {
  81075. this._checkUniform(name);
  81076. this._floats[name] = value;
  81077. return this;
  81078. };
  81079. /**
  81080. * Set a int in the shader.
  81081. * @param name Define the name of the uniform as defined in the shader
  81082. * @param value Define the value to give to the uniform
  81083. * @return the texture itself allowing "fluent" like uniform updates
  81084. */
  81085. ProceduralTexture.prototype.setInt = function (name, value) {
  81086. this._checkUniform(name);
  81087. this._ints[name] = value;
  81088. return this;
  81089. };
  81090. /**
  81091. * Set an array of floats in the shader.
  81092. * @param name Define the name of the uniform as defined in the shader
  81093. * @param value Define the value to give to the uniform
  81094. * @return the texture itself allowing "fluent" like uniform updates
  81095. */
  81096. ProceduralTexture.prototype.setFloats = function (name, value) {
  81097. this._checkUniform(name);
  81098. this._floatsArrays[name] = value;
  81099. return this;
  81100. };
  81101. /**
  81102. * Set a vec3 in the shader from a Color3.
  81103. * @param name Define the name of the uniform as defined in the shader
  81104. * @param value Define the value to give to the uniform
  81105. * @return the texture itself allowing "fluent" like uniform updates
  81106. */
  81107. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81108. this._checkUniform(name);
  81109. this._colors3[name] = value;
  81110. return this;
  81111. };
  81112. /**
  81113. * Set a vec4 in the shader from a Color4.
  81114. * @param name Define the name of the uniform as defined in the shader
  81115. * @param value Define the value to give to the uniform
  81116. * @return the texture itself allowing "fluent" like uniform updates
  81117. */
  81118. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81119. this._checkUniform(name);
  81120. this._colors4[name] = value;
  81121. return this;
  81122. };
  81123. /**
  81124. * Set a vec2 in the shader from a Vector2.
  81125. * @param name Define the name of the uniform as defined in the shader
  81126. * @param value Define the value to give to the uniform
  81127. * @return the texture itself allowing "fluent" like uniform updates
  81128. */
  81129. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81130. this._checkUniform(name);
  81131. this._vectors2[name] = value;
  81132. return this;
  81133. };
  81134. /**
  81135. * Set a vec3 in the shader from a Vector3.
  81136. * @param name Define the name of the uniform as defined in the shader
  81137. * @param value Define the value to give to the uniform
  81138. * @return the texture itself allowing "fluent" like uniform updates
  81139. */
  81140. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81141. this._checkUniform(name);
  81142. this._vectors3[name] = value;
  81143. return this;
  81144. };
  81145. /**
  81146. * Set a mat4 in the shader from a MAtrix.
  81147. * @param name Define the name of the uniform as defined in the shader
  81148. * @param value Define the value to give to the uniform
  81149. * @return the texture itself allowing "fluent" like uniform updates
  81150. */
  81151. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81152. this._checkUniform(name);
  81153. this._matrices[name] = value;
  81154. return this;
  81155. };
  81156. /**
  81157. * Render the texture to its associated render target.
  81158. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81159. */
  81160. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81161. var scene = this.getScene();
  81162. if (!scene) {
  81163. return;
  81164. }
  81165. var engine = this._engine;
  81166. // Render
  81167. engine.enableEffect(this._effect);
  81168. engine.setState(false);
  81169. // Texture
  81170. for (var name in this._textures) {
  81171. this._effect.setTexture(name, this._textures[name]);
  81172. }
  81173. // Float
  81174. for (name in this._ints) {
  81175. this._effect.setInt(name, this._ints[name]);
  81176. }
  81177. // Float
  81178. for (name in this._floats) {
  81179. this._effect.setFloat(name, this._floats[name]);
  81180. }
  81181. // Floats
  81182. for (name in this._floatsArrays) {
  81183. this._effect.setArray(name, this._floatsArrays[name]);
  81184. }
  81185. // Color3
  81186. for (name in this._colors3) {
  81187. this._effect.setColor3(name, this._colors3[name]);
  81188. }
  81189. // Color4
  81190. for (name in this._colors4) {
  81191. var color = this._colors4[name];
  81192. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81193. }
  81194. // Vector2
  81195. for (name in this._vectors2) {
  81196. this._effect.setVector2(name, this._vectors2[name]);
  81197. }
  81198. // Vector3
  81199. for (name in this._vectors3) {
  81200. this._effect.setVector3(name, this._vectors3[name]);
  81201. }
  81202. // Matrix
  81203. for (name in this._matrices) {
  81204. this._effect.setMatrix(name, this._matrices[name]);
  81205. }
  81206. if (!this._texture) {
  81207. return;
  81208. }
  81209. if (this.isCube) {
  81210. for (var face = 0; face < 6; face++) {
  81211. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81212. // VBOs
  81213. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81214. this._effect.setFloat("face", face);
  81215. // Clear
  81216. if (this.autoClear) {
  81217. engine.clear(scene.clearColor, true, false, false);
  81218. }
  81219. // Draw order
  81220. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81221. // Mipmaps
  81222. if (face === 5) {
  81223. engine.generateMipMapsForCubemap(this._texture);
  81224. }
  81225. }
  81226. }
  81227. else {
  81228. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81229. // VBOs
  81230. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81231. // Clear
  81232. if (this.autoClear) {
  81233. engine.clear(scene.clearColor, true, false, false);
  81234. }
  81235. // Draw order
  81236. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81237. }
  81238. // Unbind
  81239. engine.unBindFramebuffer(this._texture, this.isCube);
  81240. if (this.onGenerated) {
  81241. this.onGenerated();
  81242. }
  81243. this.onGeneratedObservable.notifyObservers(this);
  81244. };
  81245. /**
  81246. * Clone the texture.
  81247. * @returns the cloned texture
  81248. */
  81249. ProceduralTexture.prototype.clone = function () {
  81250. var textureSize = this.getSize();
  81251. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81252. // Base texture
  81253. newTexture.hasAlpha = this.hasAlpha;
  81254. newTexture.level = this.level;
  81255. // RenderTarget Texture
  81256. newTexture.coordinatesMode = this.coordinatesMode;
  81257. return newTexture;
  81258. };
  81259. /**
  81260. * Dispose the texture and release its asoociated resources.
  81261. */
  81262. ProceduralTexture.prototype.dispose = function () {
  81263. var scene = this.getScene();
  81264. if (!scene) {
  81265. return;
  81266. }
  81267. var index = scene.proceduralTextures.indexOf(this);
  81268. if (index >= 0) {
  81269. scene.proceduralTextures.splice(index, 1);
  81270. }
  81271. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81272. if (vertexBuffer) {
  81273. vertexBuffer.dispose();
  81274. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81275. }
  81276. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81277. this._indexBuffer = null;
  81278. }
  81279. _super.prototype.dispose.call(this);
  81280. };
  81281. __decorate([
  81282. BABYLON.serialize()
  81283. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81284. __decorate([
  81285. BABYLON.serialize()
  81286. ], ProceduralTexture.prototype, "autoClear", void 0);
  81287. __decorate([
  81288. BABYLON.serialize()
  81289. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81290. __decorate([
  81291. BABYLON.serialize()
  81292. ], ProceduralTexture.prototype, "_size", void 0);
  81293. __decorate([
  81294. BABYLON.serialize()
  81295. ], ProceduralTexture.prototype, "refreshRate", null);
  81296. return ProceduralTexture;
  81297. }(BABYLON.Texture));
  81298. BABYLON.ProceduralTexture = ProceduralTexture;
  81299. })(BABYLON || (BABYLON = {}));
  81300. //# sourceMappingURL=proceduralTexture.js.map
  81301. var BABYLON;
  81302. (function (BABYLON) {
  81303. /**
  81304. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81305. * in a given scene.
  81306. */
  81307. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81308. /**
  81309. * Creates a new instance of the component for the given scene
  81310. * @param scene Defines the scene to register the component in
  81311. */
  81312. function ProceduralTextureSceneComponent(scene) {
  81313. /**
  81314. * The component name helpfull to identify the component in the list of scene components.
  81315. */
  81316. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81317. this.scene = scene;
  81318. this.scene.proceduralTextures = new Array();
  81319. scene.layers = new Array();
  81320. }
  81321. /**
  81322. * Registers the component in a given scene
  81323. */
  81324. ProceduralTextureSceneComponent.prototype.register = function () {
  81325. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81326. };
  81327. /**
  81328. * Rebuilds the elements related to this component in case of
  81329. * context lost for instance.
  81330. */
  81331. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81332. // Nothing to do here.
  81333. };
  81334. /**
  81335. * Disposes the component and the associated ressources.
  81336. */
  81337. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81338. // Nothing to do here.
  81339. };
  81340. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81341. if (this.scene.proceduralTexturesEnabled) {
  81342. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81343. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81344. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81345. if (proceduralTexture._shouldRender()) {
  81346. proceduralTexture.render();
  81347. }
  81348. }
  81349. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81350. }
  81351. };
  81352. return ProceduralTextureSceneComponent;
  81353. }());
  81354. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81355. })(BABYLON || (BABYLON = {}));
  81356. //# sourceMappingURL=proceduralTextureSceneComponent.js.map
  81357. var BABYLON;
  81358. (function (BABYLON) {
  81359. /**
  81360. * 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.
  81361. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81362. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81363. */
  81364. var CustomProceduralTexture = /** @class */ (function (_super) {
  81365. __extends(CustomProceduralTexture, _super);
  81366. /**
  81367. * Instantiates a new Custom Procedural Texture.
  81368. * 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.
  81369. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81370. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81371. * @param name Define the name of the texture
  81372. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81373. * @param size Define the size of the texture to create
  81374. * @param scene Define the scene the texture belongs to
  81375. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81376. * @param generateMipMaps Define if the texture should creates mip maps or not
  81377. */
  81378. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81379. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81380. _this._animate = true;
  81381. _this._time = 0;
  81382. _this._texturePath = texturePath;
  81383. //Try to load json
  81384. _this._loadJson(texturePath);
  81385. _this.refreshRate = 1;
  81386. return _this;
  81387. }
  81388. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81389. var _this = this;
  81390. var noConfigFile = function () {
  81391. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81392. try {
  81393. _this.setFragment(_this._texturePath);
  81394. }
  81395. catch (ex) {
  81396. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81397. }
  81398. };
  81399. var configFileUrl = jsonUrl + "/config.json";
  81400. var xhr = new XMLHttpRequest();
  81401. xhr.open("GET", configFileUrl, true);
  81402. xhr.addEventListener("load", function () {
  81403. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81404. try {
  81405. _this._config = JSON.parse(xhr.response);
  81406. _this.updateShaderUniforms();
  81407. _this.updateTextures();
  81408. _this.setFragment(_this._texturePath + "/custom");
  81409. _this._animate = _this._config.animate;
  81410. _this.refreshRate = _this._config.refreshrate;
  81411. }
  81412. catch (ex) {
  81413. noConfigFile();
  81414. }
  81415. }
  81416. else {
  81417. noConfigFile();
  81418. }
  81419. }, false);
  81420. xhr.addEventListener("error", function () {
  81421. noConfigFile();
  81422. }, false);
  81423. try {
  81424. xhr.send();
  81425. }
  81426. catch (ex) {
  81427. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81428. }
  81429. };
  81430. /**
  81431. * Is the texture ready to be used ? (rendered at least once)
  81432. * @returns true if ready, otherwise, false.
  81433. */
  81434. CustomProceduralTexture.prototype.isReady = function () {
  81435. if (!_super.prototype.isReady.call(this)) {
  81436. return false;
  81437. }
  81438. for (var name in this._textures) {
  81439. var texture = this._textures[name];
  81440. if (!texture.isReady()) {
  81441. return false;
  81442. }
  81443. }
  81444. return true;
  81445. };
  81446. /**
  81447. * Render the texture to its associated render target.
  81448. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81449. */
  81450. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81451. var scene = this.getScene();
  81452. if (this._animate && scene) {
  81453. this._time += scene.getAnimationRatio() * 0.03;
  81454. this.updateShaderUniforms();
  81455. }
  81456. _super.prototype.render.call(this, useCameraPostProcess);
  81457. };
  81458. /**
  81459. * Update the list of dependant textures samplers in the shader.
  81460. */
  81461. CustomProceduralTexture.prototype.updateTextures = function () {
  81462. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81463. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81464. }
  81465. };
  81466. /**
  81467. * Update the uniform values of the procedural texture in the shader.
  81468. */
  81469. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81470. if (this._config) {
  81471. for (var j = 0; j < this._config.uniforms.length; j++) {
  81472. var uniform = this._config.uniforms[j];
  81473. switch (uniform.type) {
  81474. case "float":
  81475. this.setFloat(uniform.name, uniform.value);
  81476. break;
  81477. case "color3":
  81478. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81479. break;
  81480. case "color4":
  81481. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81482. break;
  81483. case "vector2":
  81484. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81485. break;
  81486. case "vector3":
  81487. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81488. break;
  81489. }
  81490. }
  81491. }
  81492. this.setFloat("time", this._time);
  81493. };
  81494. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81495. /**
  81496. * Define if the texture animates or not.
  81497. */
  81498. get: function () {
  81499. return this._animate;
  81500. },
  81501. set: function (value) {
  81502. this._animate = value;
  81503. },
  81504. enumerable: true,
  81505. configurable: true
  81506. });
  81507. return CustomProceduralTexture;
  81508. }(BABYLON.ProceduralTexture));
  81509. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81510. })(BABYLON || (BABYLON = {}));
  81511. //# sourceMappingURL=customProceduralTexture.js.map
  81512. var BABYLON;
  81513. (function (BABYLON) {
  81514. /**
  81515. * Manage the gamepad inputs to control a free camera.
  81516. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81517. */
  81518. var FreeCameraGamepadInput = /** @class */ (function () {
  81519. function FreeCameraGamepadInput() {
  81520. /**
  81521. * Defines the gamepad rotation sensiblity.
  81522. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81523. */
  81524. this.gamepadAngularSensibility = 200;
  81525. /**
  81526. * Defines the gamepad move sensiblity.
  81527. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81528. */
  81529. this.gamepadMoveSensibility = 40;
  81530. this._cameraTransform = BABYLON.Matrix.Identity();
  81531. this._deltaTransform = BABYLON.Vector3.Zero();
  81532. this._vector3 = BABYLON.Vector3.Zero();
  81533. this._vector2 = BABYLON.Vector2.Zero();
  81534. }
  81535. /**
  81536. * Attach the input controls to a specific dom element to get the input from.
  81537. * @param element Defines the element the controls should be listened from
  81538. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81539. */
  81540. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81541. var _this = this;
  81542. var manager = this.camera.getScene().gamepadManager;
  81543. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81544. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81545. // prioritize XBOX gamepads.
  81546. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81547. _this.gamepad = gamepad;
  81548. }
  81549. }
  81550. });
  81551. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81552. if (_this.gamepad === gamepad) {
  81553. _this.gamepad = null;
  81554. }
  81555. });
  81556. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81557. };
  81558. /**
  81559. * Detach the current controls from the specified dom element.
  81560. * @param element Defines the element to stop listening the inputs from
  81561. */
  81562. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81563. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81564. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81565. this.gamepad = null;
  81566. };
  81567. /**
  81568. * Update the current camera state depending on the inputs that have been used this frame.
  81569. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81570. */
  81571. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81572. if (this.gamepad && this.gamepad.leftStick) {
  81573. var camera = this.camera;
  81574. var LSValues = this.gamepad.leftStick;
  81575. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81576. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81577. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81578. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81579. var RSValues = this.gamepad.rightStick;
  81580. if (RSValues) {
  81581. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81582. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81583. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81584. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81585. }
  81586. else {
  81587. RSValues = { x: 0, y: 0 };
  81588. }
  81589. if (!camera.rotationQuaternion) {
  81590. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81591. }
  81592. else {
  81593. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81594. }
  81595. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81596. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81597. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81598. camera.cameraDirection.addInPlace(this._deltaTransform);
  81599. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81600. camera.cameraRotation.addInPlace(this._vector2);
  81601. }
  81602. };
  81603. /**
  81604. * Gets the class name of the current intput.
  81605. * @returns the class name
  81606. */
  81607. FreeCameraGamepadInput.prototype.getClassName = function () {
  81608. return "FreeCameraGamepadInput";
  81609. };
  81610. /**
  81611. * Get the friendly name associated with the input class.
  81612. * @returns the input friendly name
  81613. */
  81614. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81615. return "gamepad";
  81616. };
  81617. __decorate([
  81618. BABYLON.serialize()
  81619. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81620. __decorate([
  81621. BABYLON.serialize()
  81622. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81623. return FreeCameraGamepadInput;
  81624. }());
  81625. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81626. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81627. })(BABYLON || (BABYLON = {}));
  81628. //# sourceMappingURL=freeCameraGamepadInput.js.map
  81629. var BABYLON;
  81630. (function (BABYLON) {
  81631. /**
  81632. * Manage the gamepad inputs to control an arc rotate camera.
  81633. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81634. */
  81635. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81636. function ArcRotateCameraGamepadInput() {
  81637. /**
  81638. * Defines the gamepad rotation sensiblity.
  81639. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81640. */
  81641. this.gamepadRotationSensibility = 80;
  81642. /**
  81643. * Defines the gamepad move sensiblity.
  81644. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81645. */
  81646. this.gamepadMoveSensibility = 40;
  81647. }
  81648. /**
  81649. * Attach the input controls to a specific dom element to get the input from.
  81650. * @param element Defines the element the controls should be listened from
  81651. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81652. */
  81653. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81654. var _this = this;
  81655. var manager = this.camera.getScene().gamepadManager;
  81656. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81657. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81658. // prioritize XBOX gamepads.
  81659. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81660. _this.gamepad = gamepad;
  81661. }
  81662. }
  81663. });
  81664. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81665. if (_this.gamepad === gamepad) {
  81666. _this.gamepad = null;
  81667. }
  81668. });
  81669. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81670. };
  81671. /**
  81672. * Detach the current controls from the specified dom element.
  81673. * @param element Defines the element to stop listening the inputs from
  81674. */
  81675. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81676. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81677. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81678. this.gamepad = null;
  81679. };
  81680. /**
  81681. * Update the current camera state depending on the inputs that have been used this frame.
  81682. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81683. */
  81684. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81685. if (this.gamepad) {
  81686. var camera = this.camera;
  81687. var RSValues = this.gamepad.rightStick;
  81688. if (RSValues) {
  81689. if (RSValues.x != 0) {
  81690. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81691. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81692. camera.inertialAlphaOffset += normalizedRX;
  81693. }
  81694. }
  81695. if (RSValues.y != 0) {
  81696. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81697. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81698. camera.inertialBetaOffset += normalizedRY;
  81699. }
  81700. }
  81701. }
  81702. var LSValues = this.gamepad.leftStick;
  81703. if (LSValues && LSValues.y != 0) {
  81704. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81705. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81706. this.camera.inertialRadiusOffset -= normalizedLY;
  81707. }
  81708. }
  81709. }
  81710. };
  81711. /**
  81712. * Gets the class name of the current intput.
  81713. * @returns the class name
  81714. */
  81715. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81716. return "ArcRotateCameraGamepadInput";
  81717. };
  81718. /**
  81719. * Get the friendly name associated with the input class.
  81720. * @returns the input friendly name
  81721. */
  81722. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81723. return "gamepad";
  81724. };
  81725. __decorate([
  81726. BABYLON.serialize()
  81727. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81728. __decorate([
  81729. BABYLON.serialize()
  81730. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81731. return ArcRotateCameraGamepadInput;
  81732. }());
  81733. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81734. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81735. })(BABYLON || (BABYLON = {}));
  81736. //# sourceMappingURL=arcRotateCameraGamepadInput.js.map
  81737. var BABYLON;
  81738. (function (BABYLON) {
  81739. /**
  81740. * Manager for handling gamepads
  81741. */
  81742. var GamepadManager = /** @class */ (function () {
  81743. /**
  81744. * Initializes the gamepad manager
  81745. * @param _scene BabylonJS scene
  81746. */
  81747. function GamepadManager(_scene) {
  81748. var _this = this;
  81749. this._scene = _scene;
  81750. this._babylonGamepads = [];
  81751. this._oneGamepadConnected = false;
  81752. /** @hidden */
  81753. this._isMonitoring = false;
  81754. /**
  81755. * observable to be triggered when the gamepad controller has been disconnected
  81756. */
  81757. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81758. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81759. this._gamepadEventSupported = false;
  81760. }
  81761. else {
  81762. this._gamepadEventSupported = 'GamepadEvent' in window;
  81763. this._gamepadSupport = (navigator.getGamepads ||
  81764. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81765. }
  81766. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81767. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81768. for (var i in _this._babylonGamepads) {
  81769. var gamepad = _this._babylonGamepads[i];
  81770. if (gamepad && gamepad._isConnected) {
  81771. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81772. }
  81773. }
  81774. });
  81775. this._onGamepadConnectedEvent = function (evt) {
  81776. var gamepad = evt.gamepad;
  81777. if (gamepad.index in _this._babylonGamepads) {
  81778. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81779. return;
  81780. }
  81781. }
  81782. var newGamepad;
  81783. if (_this._babylonGamepads[gamepad.index]) {
  81784. newGamepad = _this._babylonGamepads[gamepad.index];
  81785. newGamepad.browserGamepad = gamepad;
  81786. newGamepad._isConnected = true;
  81787. }
  81788. else {
  81789. newGamepad = _this._addNewGamepad(gamepad);
  81790. }
  81791. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81792. _this._startMonitoringGamepads();
  81793. };
  81794. this._onGamepadDisconnectedEvent = function (evt) {
  81795. var gamepad = evt.gamepad;
  81796. // Remove the gamepad from the list of gamepads to monitor.
  81797. for (var i in _this._babylonGamepads) {
  81798. if (_this._babylonGamepads[i].index === gamepad.index) {
  81799. var disconnectedGamepad = _this._babylonGamepads[i];
  81800. disconnectedGamepad._isConnected = false;
  81801. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81802. break;
  81803. }
  81804. }
  81805. };
  81806. if (this._gamepadSupport) {
  81807. //first add already-connected gamepads
  81808. this._updateGamepadObjects();
  81809. if (this._babylonGamepads.length) {
  81810. this._startMonitoringGamepads();
  81811. }
  81812. // Checking if the gamepad connected event is supported (like in Firefox)
  81813. if (this._gamepadEventSupported) {
  81814. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81815. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81816. }
  81817. else {
  81818. this._startMonitoringGamepads();
  81819. }
  81820. }
  81821. }
  81822. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81823. /**
  81824. * The gamepads in the game pad manager
  81825. */
  81826. get: function () {
  81827. return this._babylonGamepads;
  81828. },
  81829. enumerable: true,
  81830. configurable: true
  81831. });
  81832. /**
  81833. * Get the gamepad controllers based on type
  81834. * @param type The type of gamepad controller
  81835. * @returns Nullable gamepad
  81836. */
  81837. GamepadManager.prototype.getGamepadByType = function (type) {
  81838. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81839. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81840. var gamepad = _a[_i];
  81841. if (gamepad && gamepad.type === type) {
  81842. return gamepad;
  81843. }
  81844. }
  81845. return null;
  81846. };
  81847. /**
  81848. * Disposes the gamepad manager
  81849. */
  81850. GamepadManager.prototype.dispose = function () {
  81851. if (this._gamepadEventSupported) {
  81852. if (this._onGamepadConnectedEvent) {
  81853. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81854. }
  81855. if (this._onGamepadDisconnectedEvent) {
  81856. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81857. }
  81858. this._onGamepadConnectedEvent = null;
  81859. this._onGamepadDisconnectedEvent = null;
  81860. }
  81861. this._babylonGamepads.forEach(function (gamepad) {
  81862. gamepad.dispose();
  81863. });
  81864. this.onGamepadConnectedObservable.clear();
  81865. this.onGamepadDisconnectedObservable.clear();
  81866. this._oneGamepadConnected = false;
  81867. this._stopMonitoringGamepads();
  81868. this._babylonGamepads = [];
  81869. };
  81870. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81871. if (!this._oneGamepadConnected) {
  81872. this._oneGamepadConnected = true;
  81873. }
  81874. var newGamepad;
  81875. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81876. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81877. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81878. }
  81879. // if pose is supported, use the (WebVR) pose enabled controller
  81880. else if (gamepad.pose) {
  81881. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81882. }
  81883. else {
  81884. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81885. }
  81886. this._babylonGamepads[newGamepad.index] = newGamepad;
  81887. return newGamepad;
  81888. };
  81889. GamepadManager.prototype._startMonitoringGamepads = function () {
  81890. if (!this._isMonitoring) {
  81891. this._isMonitoring = true;
  81892. //back-comp
  81893. if (!this._scene) {
  81894. this._checkGamepadsStatus();
  81895. }
  81896. }
  81897. };
  81898. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81899. this._isMonitoring = false;
  81900. };
  81901. /** @hidden */
  81902. GamepadManager.prototype._checkGamepadsStatus = function () {
  81903. var _this = this;
  81904. // Hack to be compatible Chrome
  81905. this._updateGamepadObjects();
  81906. for (var i in this._babylonGamepads) {
  81907. var gamepad = this._babylonGamepads[i];
  81908. if (!gamepad || !gamepad.isConnected) {
  81909. continue;
  81910. }
  81911. gamepad.update();
  81912. }
  81913. if (this._isMonitoring && !this._scene) {
  81914. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81915. }
  81916. };
  81917. // This function is called only on Chrome, which does not properly support
  81918. // connection/disconnection events and forces you to recopy again the gamepad object
  81919. GamepadManager.prototype._updateGamepadObjects = function () {
  81920. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81921. for (var i = 0; i < gamepads.length; i++) {
  81922. var gamepad = gamepads[i];
  81923. if (gamepad) {
  81924. if (!this._babylonGamepads[gamepad.index]) {
  81925. var newGamepad = this._addNewGamepad(gamepad);
  81926. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81927. }
  81928. else {
  81929. // Forced to copy again this object for Chrome for unknown reason
  81930. this._babylonGamepads[i].browserGamepad = gamepad;
  81931. if (!this._babylonGamepads[i].isConnected) {
  81932. this._babylonGamepads[i]._isConnected = true;
  81933. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81934. }
  81935. }
  81936. }
  81937. }
  81938. };
  81939. return GamepadManager;
  81940. }());
  81941. BABYLON.GamepadManager = GamepadManager;
  81942. })(BABYLON || (BABYLON = {}));
  81943. //# sourceMappingURL=gamepadManager.js.map
  81944. var BABYLON;
  81945. (function (BABYLON) {
  81946. /**
  81947. * Represents a gamepad control stick position
  81948. */
  81949. var StickValues = /** @class */ (function () {
  81950. /**
  81951. * Initializes the gamepad x and y control stick values
  81952. * @param x The x component of the gamepad control stick value
  81953. * @param y The y component of the gamepad control stick value
  81954. */
  81955. function StickValues(
  81956. /**
  81957. * The x component of the control stick
  81958. */
  81959. x,
  81960. /**
  81961. * The y component of the control stick
  81962. */
  81963. y) {
  81964. this.x = x;
  81965. this.y = y;
  81966. }
  81967. return StickValues;
  81968. }());
  81969. BABYLON.StickValues = StickValues;
  81970. /**
  81971. * Represents a gamepad
  81972. */
  81973. var Gamepad = /** @class */ (function () {
  81974. /**
  81975. * Initializes the gamepad
  81976. * @param id The id of the gamepad
  81977. * @param index The index of the gamepad
  81978. * @param browserGamepad The browser gamepad
  81979. * @param leftStickX The x component of the left joystick
  81980. * @param leftStickY The y component of the left joystick
  81981. * @param rightStickX The x component of the right joystick
  81982. * @param rightStickY The y component of the right joystick
  81983. */
  81984. function Gamepad(
  81985. /**
  81986. * The id of the gamepad
  81987. */
  81988. id,
  81989. /**
  81990. * The index of the gamepad
  81991. */
  81992. index,
  81993. /**
  81994. * The browser gamepad
  81995. */
  81996. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81997. if (leftStickX === void 0) { leftStickX = 0; }
  81998. if (leftStickY === void 0) { leftStickY = 1; }
  81999. if (rightStickX === void 0) { rightStickX = 2; }
  82000. if (rightStickY === void 0) { rightStickY = 3; }
  82001. this.id = id;
  82002. this.index = index;
  82003. this.browserGamepad = browserGamepad;
  82004. this._leftStick = { x: 0, y: 0 };
  82005. this._rightStick = { x: 0, y: 0 };
  82006. /** @hidden */
  82007. this._isConnected = true;
  82008. /**
  82009. * Specifies whether the left control stick should be Y-inverted
  82010. */
  82011. this._invertLeftStickY = false;
  82012. this.type = Gamepad.GAMEPAD;
  82013. this._leftStickAxisX = leftStickX;
  82014. this._leftStickAxisY = leftStickY;
  82015. this._rightStickAxisX = rightStickX;
  82016. this._rightStickAxisY = rightStickY;
  82017. if (this.browserGamepad.axes.length >= 2) {
  82018. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82019. }
  82020. if (this.browserGamepad.axes.length >= 4) {
  82021. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82022. }
  82023. }
  82024. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82025. /**
  82026. * Specifies if the gamepad has been connected
  82027. */
  82028. get: function () {
  82029. return this._isConnected;
  82030. },
  82031. enumerable: true,
  82032. configurable: true
  82033. });
  82034. /**
  82035. * Callback triggered when the left joystick has changed
  82036. * @param callback
  82037. */
  82038. Gamepad.prototype.onleftstickchanged = function (callback) {
  82039. this._onleftstickchanged = callback;
  82040. };
  82041. /**
  82042. * Callback triggered when the right joystick has changed
  82043. * @param callback
  82044. */
  82045. Gamepad.prototype.onrightstickchanged = function (callback) {
  82046. this._onrightstickchanged = callback;
  82047. };
  82048. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82049. /**
  82050. * Gets the left joystick
  82051. */
  82052. get: function () {
  82053. return this._leftStick;
  82054. },
  82055. /**
  82056. * Sets the left joystick values
  82057. */
  82058. set: function (newValues) {
  82059. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82060. this._onleftstickchanged(newValues);
  82061. }
  82062. this._leftStick = newValues;
  82063. },
  82064. enumerable: true,
  82065. configurable: true
  82066. });
  82067. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82068. /**
  82069. * Gets the right joystick
  82070. */
  82071. get: function () {
  82072. return this._rightStick;
  82073. },
  82074. /**
  82075. * Sets the right joystick value
  82076. */
  82077. set: function (newValues) {
  82078. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82079. this._onrightstickchanged(newValues);
  82080. }
  82081. this._rightStick = newValues;
  82082. },
  82083. enumerable: true,
  82084. configurable: true
  82085. });
  82086. /**
  82087. * Updates the gamepad joystick positions
  82088. */
  82089. Gamepad.prototype.update = function () {
  82090. if (this._leftStick) {
  82091. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82092. if (this._invertLeftStickY) {
  82093. this.leftStick.y *= -1;
  82094. }
  82095. }
  82096. if (this._rightStick) {
  82097. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82098. }
  82099. };
  82100. /**
  82101. * Disposes the gamepad
  82102. */
  82103. Gamepad.prototype.dispose = function () {
  82104. };
  82105. /**
  82106. * Represents a gamepad controller
  82107. */
  82108. Gamepad.GAMEPAD = 0;
  82109. /**
  82110. * Represents a generic controller
  82111. */
  82112. Gamepad.GENERIC = 1;
  82113. /**
  82114. * Represents an XBox controller
  82115. */
  82116. Gamepad.XBOX = 2;
  82117. /**
  82118. * Represents a pose-enabled controller
  82119. */
  82120. Gamepad.POSE_ENABLED = 3;
  82121. return Gamepad;
  82122. }());
  82123. BABYLON.Gamepad = Gamepad;
  82124. /**
  82125. * Represents a generic gamepad
  82126. */
  82127. var GenericPad = /** @class */ (function (_super) {
  82128. __extends(GenericPad, _super);
  82129. /**
  82130. * Initializes the generic gamepad
  82131. * @param id The id of the generic gamepad
  82132. * @param index The index of the generic gamepad
  82133. * @param browserGamepad The browser gamepad
  82134. */
  82135. function GenericPad(id, index, browserGamepad) {
  82136. var _this = _super.call(this, id, index, browserGamepad) || this;
  82137. /**
  82138. * Observable triggered when a button has been pressed
  82139. */
  82140. _this.onButtonDownObservable = new BABYLON.Observable();
  82141. /**
  82142. * Observable triggered when a button has been released
  82143. */
  82144. _this.onButtonUpObservable = new BABYLON.Observable();
  82145. _this.type = Gamepad.GENERIC;
  82146. _this._buttons = new Array(browserGamepad.buttons.length);
  82147. return _this;
  82148. }
  82149. /**
  82150. * Callback triggered when a button has been pressed
  82151. * @param callback Called when a button has been pressed
  82152. */
  82153. GenericPad.prototype.onbuttondown = function (callback) {
  82154. this._onbuttondown = callback;
  82155. };
  82156. /**
  82157. * Callback triggered when a button has been released
  82158. * @param callback Called when a button has been released
  82159. */
  82160. GenericPad.prototype.onbuttonup = function (callback) {
  82161. this._onbuttonup = callback;
  82162. };
  82163. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82164. if (newValue !== currentValue) {
  82165. if (newValue === 1) {
  82166. if (this._onbuttondown) {
  82167. this._onbuttondown(buttonIndex);
  82168. }
  82169. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82170. }
  82171. if (newValue === 0) {
  82172. if (this._onbuttonup) {
  82173. this._onbuttonup(buttonIndex);
  82174. }
  82175. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82176. }
  82177. }
  82178. return newValue;
  82179. };
  82180. /**
  82181. * Updates the generic gamepad
  82182. */
  82183. GenericPad.prototype.update = function () {
  82184. _super.prototype.update.call(this);
  82185. for (var index = 0; index < this._buttons.length; index++) {
  82186. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82187. }
  82188. };
  82189. /**
  82190. * Disposes the generic gamepad
  82191. */
  82192. GenericPad.prototype.dispose = function () {
  82193. _super.prototype.dispose.call(this);
  82194. this.onButtonDownObservable.clear();
  82195. this.onButtonUpObservable.clear();
  82196. };
  82197. return GenericPad;
  82198. }(Gamepad));
  82199. BABYLON.GenericPad = GenericPad;
  82200. })(BABYLON || (BABYLON = {}));
  82201. //# sourceMappingURL=gamepad.js.map
  82202. var BABYLON;
  82203. (function (BABYLON) {
  82204. /**
  82205. * Defines supported buttons for XBox360 compatible gamepads
  82206. */
  82207. var Xbox360Button;
  82208. (function (Xbox360Button) {
  82209. /** A */
  82210. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82211. /** B */
  82212. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82213. /** X */
  82214. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82215. /** Y */
  82216. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82217. /** Start */
  82218. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82219. /** Back */
  82220. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82221. /** Left button */
  82222. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82223. /** Right button */
  82224. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82225. /** Left stick */
  82226. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82227. /** Right stick */
  82228. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82229. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82230. /** Defines values for XBox360 DPad */
  82231. var Xbox360Dpad;
  82232. (function (Xbox360Dpad) {
  82233. /** Up */
  82234. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82235. /** Down */
  82236. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82237. /** Left */
  82238. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82239. /** Right */
  82240. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82241. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82242. /**
  82243. * Defines a XBox360 gamepad
  82244. */
  82245. var Xbox360Pad = /** @class */ (function (_super) {
  82246. __extends(Xbox360Pad, _super);
  82247. /**
  82248. * Creates a new XBox360 gamepad object
  82249. * @param id defines the id of this gamepad
  82250. * @param index defines its index
  82251. * @param gamepad defines the internal HTML gamepad object
  82252. * @param xboxOne defines if it is a XBox One gamepad
  82253. */
  82254. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82255. if (xboxOne === void 0) { xboxOne = false; }
  82256. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82257. _this._leftTrigger = 0;
  82258. _this._rightTrigger = 0;
  82259. /** Observable raised when a button is pressed */
  82260. _this.onButtonDownObservable = new BABYLON.Observable();
  82261. /** Observable raised when a button is released */
  82262. _this.onButtonUpObservable = new BABYLON.Observable();
  82263. /** Observable raised when a pad is pressed */
  82264. _this.onPadDownObservable = new BABYLON.Observable();
  82265. /** Observable raised when a pad is released */
  82266. _this.onPadUpObservable = new BABYLON.Observable();
  82267. _this._buttonA = 0;
  82268. _this._buttonB = 0;
  82269. _this._buttonX = 0;
  82270. _this._buttonY = 0;
  82271. _this._buttonBack = 0;
  82272. _this._buttonStart = 0;
  82273. _this._buttonLB = 0;
  82274. _this._buttonRB = 0;
  82275. _this._buttonLeftStick = 0;
  82276. _this._buttonRightStick = 0;
  82277. _this._dPadUp = 0;
  82278. _this._dPadDown = 0;
  82279. _this._dPadLeft = 0;
  82280. _this._dPadRight = 0;
  82281. _this._isXboxOnePad = false;
  82282. _this.type = BABYLON.Gamepad.XBOX;
  82283. _this._isXboxOnePad = xboxOne;
  82284. return _this;
  82285. }
  82286. /**
  82287. * Defines the callback to call when left trigger is pressed
  82288. * @param callback defines the callback to use
  82289. */
  82290. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82291. this._onlefttriggerchanged = callback;
  82292. };
  82293. /**
  82294. * Defines the callback to call when right trigger is pressed
  82295. * @param callback defines the callback to use
  82296. */
  82297. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82298. this._onrighttriggerchanged = callback;
  82299. };
  82300. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82301. /**
  82302. * Gets the left trigger value
  82303. */
  82304. get: function () {
  82305. return this._leftTrigger;
  82306. },
  82307. /**
  82308. * Sets the left trigger value
  82309. */
  82310. set: function (newValue) {
  82311. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82312. this._onlefttriggerchanged(newValue);
  82313. }
  82314. this._leftTrigger = newValue;
  82315. },
  82316. enumerable: true,
  82317. configurable: true
  82318. });
  82319. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82320. /**
  82321. * Gets the right trigger value
  82322. */
  82323. get: function () {
  82324. return this._rightTrigger;
  82325. },
  82326. /**
  82327. * Sets the right trigger value
  82328. */
  82329. set: function (newValue) {
  82330. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82331. this._onrighttriggerchanged(newValue);
  82332. }
  82333. this._rightTrigger = newValue;
  82334. },
  82335. enumerable: true,
  82336. configurable: true
  82337. });
  82338. /**
  82339. * Defines the callback to call when a button is pressed
  82340. * @param callback defines the callback to use
  82341. */
  82342. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82343. this._onbuttondown = callback;
  82344. };
  82345. /**
  82346. * Defines the callback to call when a button is released
  82347. * @param callback defines the callback to use
  82348. */
  82349. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82350. this._onbuttonup = callback;
  82351. };
  82352. /**
  82353. * Defines the callback to call when a pad is pressed
  82354. * @param callback defines the callback to use
  82355. */
  82356. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82357. this._ondpaddown = callback;
  82358. };
  82359. /**
  82360. * Defines the callback to call when a pad is released
  82361. * @param callback defines the callback to use
  82362. */
  82363. Xbox360Pad.prototype.ondpadup = function (callback) {
  82364. this._ondpadup = callback;
  82365. };
  82366. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82367. if (newValue !== currentValue) {
  82368. if (newValue === 1) {
  82369. if (this._onbuttondown) {
  82370. this._onbuttondown(buttonType);
  82371. }
  82372. this.onButtonDownObservable.notifyObservers(buttonType);
  82373. }
  82374. if (newValue === 0) {
  82375. if (this._onbuttonup) {
  82376. this._onbuttonup(buttonType);
  82377. }
  82378. this.onButtonUpObservable.notifyObservers(buttonType);
  82379. }
  82380. }
  82381. return newValue;
  82382. };
  82383. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82384. if (newValue !== currentValue) {
  82385. if (newValue === 1) {
  82386. if (this._ondpaddown) {
  82387. this._ondpaddown(buttonType);
  82388. }
  82389. this.onPadDownObservable.notifyObservers(buttonType);
  82390. }
  82391. if (newValue === 0) {
  82392. if (this._ondpadup) {
  82393. this._ondpadup(buttonType);
  82394. }
  82395. this.onPadUpObservable.notifyObservers(buttonType);
  82396. }
  82397. }
  82398. return newValue;
  82399. };
  82400. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82401. /**
  82402. * Gets the value of the `A` button
  82403. */
  82404. get: function () {
  82405. return this._buttonA;
  82406. },
  82407. /**
  82408. * Sets the value of the `A` button
  82409. */
  82410. set: function (value) {
  82411. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82412. },
  82413. enumerable: true,
  82414. configurable: true
  82415. });
  82416. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82417. /**
  82418. * Gets the value of the `B` button
  82419. */
  82420. get: function () {
  82421. return this._buttonB;
  82422. },
  82423. /**
  82424. * Sets the value of the `B` button
  82425. */
  82426. set: function (value) {
  82427. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82428. },
  82429. enumerable: true,
  82430. configurable: true
  82431. });
  82432. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82433. /**
  82434. * Gets the value of the `X` button
  82435. */
  82436. get: function () {
  82437. return this._buttonX;
  82438. },
  82439. /**
  82440. * Sets the value of the `X` button
  82441. */
  82442. set: function (value) {
  82443. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82444. },
  82445. enumerable: true,
  82446. configurable: true
  82447. });
  82448. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82449. /**
  82450. * Gets the value of the `Y` button
  82451. */
  82452. get: function () {
  82453. return this._buttonY;
  82454. },
  82455. /**
  82456. * Sets the value of the `Y` button
  82457. */
  82458. set: function (value) {
  82459. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82460. },
  82461. enumerable: true,
  82462. configurable: true
  82463. });
  82464. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82465. /**
  82466. * Gets the value of the `Start` button
  82467. */
  82468. get: function () {
  82469. return this._buttonStart;
  82470. },
  82471. /**
  82472. * Sets the value of the `Start` button
  82473. */
  82474. set: function (value) {
  82475. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82476. },
  82477. enumerable: true,
  82478. configurable: true
  82479. });
  82480. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82481. /**
  82482. * Gets the value of the `Back` button
  82483. */
  82484. get: function () {
  82485. return this._buttonBack;
  82486. },
  82487. /**
  82488. * Sets the value of the `Back` button
  82489. */
  82490. set: function (value) {
  82491. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82492. },
  82493. enumerable: true,
  82494. configurable: true
  82495. });
  82496. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82497. /**
  82498. * Gets the value of the `Left` button
  82499. */
  82500. get: function () {
  82501. return this._buttonLB;
  82502. },
  82503. /**
  82504. * Sets the value of the `Left` button
  82505. */
  82506. set: function (value) {
  82507. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82508. },
  82509. enumerable: true,
  82510. configurable: true
  82511. });
  82512. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82513. /**
  82514. * Gets the value of the `Right` button
  82515. */
  82516. get: function () {
  82517. return this._buttonRB;
  82518. },
  82519. /**
  82520. * Sets the value of the `Right` button
  82521. */
  82522. set: function (value) {
  82523. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82524. },
  82525. enumerable: true,
  82526. configurable: true
  82527. });
  82528. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82529. /**
  82530. * Gets the value of the Left joystick
  82531. */
  82532. get: function () {
  82533. return this._buttonLeftStick;
  82534. },
  82535. /**
  82536. * Sets the value of the Left joystick
  82537. */
  82538. set: function (value) {
  82539. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82540. },
  82541. enumerable: true,
  82542. configurable: true
  82543. });
  82544. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82545. /**
  82546. * Gets the value of the Right joystick
  82547. */
  82548. get: function () {
  82549. return this._buttonRightStick;
  82550. },
  82551. /**
  82552. * Sets the value of the Right joystick
  82553. */
  82554. set: function (value) {
  82555. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82556. },
  82557. enumerable: true,
  82558. configurable: true
  82559. });
  82560. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82561. /**
  82562. * Gets the value of D-pad up
  82563. */
  82564. get: function () {
  82565. return this._dPadUp;
  82566. },
  82567. /**
  82568. * Sets the value of D-pad up
  82569. */
  82570. set: function (value) {
  82571. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82572. },
  82573. enumerable: true,
  82574. configurable: true
  82575. });
  82576. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82577. /**
  82578. * Gets the value of D-pad down
  82579. */
  82580. get: function () {
  82581. return this._dPadDown;
  82582. },
  82583. /**
  82584. * Sets the value of D-pad down
  82585. */
  82586. set: function (value) {
  82587. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82588. },
  82589. enumerable: true,
  82590. configurable: true
  82591. });
  82592. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82593. /**
  82594. * Gets the value of D-pad left
  82595. */
  82596. get: function () {
  82597. return this._dPadLeft;
  82598. },
  82599. /**
  82600. * Sets the value of D-pad left
  82601. */
  82602. set: function (value) {
  82603. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82604. },
  82605. enumerable: true,
  82606. configurable: true
  82607. });
  82608. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82609. /**
  82610. * Gets the value of D-pad right
  82611. */
  82612. get: function () {
  82613. return this._dPadRight;
  82614. },
  82615. /**
  82616. * Sets the value of D-pad right
  82617. */
  82618. set: function (value) {
  82619. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82620. },
  82621. enumerable: true,
  82622. configurable: true
  82623. });
  82624. /**
  82625. * Force the gamepad to synchronize with device values
  82626. */
  82627. Xbox360Pad.prototype.update = function () {
  82628. _super.prototype.update.call(this);
  82629. if (this._isXboxOnePad) {
  82630. this.buttonA = this.browserGamepad.buttons[0].value;
  82631. this.buttonB = this.browserGamepad.buttons[1].value;
  82632. this.buttonX = this.browserGamepad.buttons[2].value;
  82633. this.buttonY = this.browserGamepad.buttons[3].value;
  82634. this.buttonLB = this.browserGamepad.buttons[4].value;
  82635. this.buttonRB = this.browserGamepad.buttons[5].value;
  82636. this.leftTrigger = this.browserGamepad.axes[2];
  82637. this.rightTrigger = this.browserGamepad.axes[5];
  82638. this.buttonBack = this.browserGamepad.buttons[9].value;
  82639. this.buttonStart = this.browserGamepad.buttons[8].value;
  82640. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82641. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82642. this.dPadUp = this.browserGamepad.buttons[11].value;
  82643. this.dPadDown = this.browserGamepad.buttons[12].value;
  82644. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82645. this.dPadRight = this.browserGamepad.buttons[14].value;
  82646. }
  82647. else {
  82648. this.buttonA = this.browserGamepad.buttons[0].value;
  82649. this.buttonB = this.browserGamepad.buttons[1].value;
  82650. this.buttonX = this.browserGamepad.buttons[2].value;
  82651. this.buttonY = this.browserGamepad.buttons[3].value;
  82652. this.buttonLB = this.browserGamepad.buttons[4].value;
  82653. this.buttonRB = this.browserGamepad.buttons[5].value;
  82654. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82655. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82656. this.buttonBack = this.browserGamepad.buttons[8].value;
  82657. this.buttonStart = this.browserGamepad.buttons[9].value;
  82658. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82659. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82660. this.dPadUp = this.browserGamepad.buttons[12].value;
  82661. this.dPadDown = this.browserGamepad.buttons[13].value;
  82662. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82663. this.dPadRight = this.browserGamepad.buttons[15].value;
  82664. }
  82665. };
  82666. /**
  82667. * Disposes the gamepad
  82668. */
  82669. Xbox360Pad.prototype.dispose = function () {
  82670. _super.prototype.dispose.call(this);
  82671. this.onButtonDownObservable.clear();
  82672. this.onButtonUpObservable.clear();
  82673. this.onPadDownObservable.clear();
  82674. this.onPadUpObservable.clear();
  82675. };
  82676. return Xbox360Pad;
  82677. }(BABYLON.Gamepad));
  82678. BABYLON.Xbox360Pad = Xbox360Pad;
  82679. })(BABYLON || (BABYLON = {}));
  82680. //# sourceMappingURL=xboxGamepad.js.map
  82681. var BABYLON;
  82682. (function (BABYLON) {
  82683. /**
  82684. * Defines the types of pose enabled controllers that are supported
  82685. */
  82686. var PoseEnabledControllerType;
  82687. (function (PoseEnabledControllerType) {
  82688. /**
  82689. * HTC Vive
  82690. */
  82691. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82692. /**
  82693. * Oculus Rift
  82694. */
  82695. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82696. /**
  82697. * Windows mixed reality
  82698. */
  82699. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82700. /**
  82701. * Samsung gear VR
  82702. */
  82703. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82704. /**
  82705. * Google Daydream
  82706. */
  82707. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82708. /**
  82709. * Generic
  82710. */
  82711. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82712. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82713. /**
  82714. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82715. */
  82716. var PoseEnabledControllerHelper = /** @class */ (function () {
  82717. function PoseEnabledControllerHelper() {
  82718. }
  82719. /**
  82720. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82721. * @param vrGamepad the gamepad to initialized
  82722. * @returns a vr controller of the type the gamepad identified as
  82723. */
  82724. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82725. // Oculus Touch
  82726. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82727. return new BABYLON.OculusTouchController(vrGamepad);
  82728. }
  82729. // Windows Mixed Reality controllers
  82730. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82731. return new BABYLON.WindowsMotionController(vrGamepad);
  82732. }
  82733. // HTC Vive
  82734. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82735. return new BABYLON.ViveController(vrGamepad);
  82736. }
  82737. // Samsung/Oculus Gear VR or Oculus Go
  82738. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82739. return new BABYLON.GearVRController(vrGamepad);
  82740. }
  82741. // Google Daydream
  82742. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82743. return new BABYLON.DaydreamController(vrGamepad);
  82744. }
  82745. // Generic
  82746. else {
  82747. return new BABYLON.GenericController(vrGamepad);
  82748. }
  82749. };
  82750. return PoseEnabledControllerHelper;
  82751. }());
  82752. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82753. /**
  82754. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82755. */
  82756. var PoseEnabledController = /** @class */ (function (_super) {
  82757. __extends(PoseEnabledController, _super);
  82758. /**
  82759. * Creates a new PoseEnabledController from a gamepad
  82760. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82761. */
  82762. function PoseEnabledController(browserGamepad) {
  82763. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82764. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82765. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82766. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82767. /**
  82768. * The device position in babylon space
  82769. */
  82770. _this.devicePosition = BABYLON.Vector3.Zero();
  82771. /**
  82772. * The device rotation in babylon space
  82773. */
  82774. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82775. /**
  82776. * The scale factor of the device in babylon space
  82777. */
  82778. _this.deviceScaleFactor = 1;
  82779. // Used to convert 6dof controllers to 3dof
  82780. _this._trackPosition = true;
  82781. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82782. _this._draggedRoomRotation = 0;
  82783. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82784. /**
  82785. * Internal, matrix used to convert room space to babylon space
  82786. * @hidden
  82787. */
  82788. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82789. /**
  82790. * Node to be used when casting a ray from the controller
  82791. * @hidden
  82792. */
  82793. _this._pointingPoseNode = null;
  82794. _this._workingMatrix = BABYLON.Matrix.Identity();
  82795. /**
  82796. * @hidden
  82797. */
  82798. _this._meshAttachedObservable = new BABYLON.Observable();
  82799. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82800. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82801. _this.position = BABYLON.Vector3.Zero();
  82802. _this.rotationQuaternion = new BABYLON.Quaternion();
  82803. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82804. _this._calculatedRotation = new BABYLON.Quaternion();
  82805. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82806. return _this;
  82807. }
  82808. /**
  82809. * @hidden
  82810. */
  82811. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82812. if (this._trackPosition) {
  82813. this._calculatedPosition.copyFrom(fixedPosition);
  82814. this._trackPosition = false;
  82815. }
  82816. };
  82817. /**
  82818. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82819. */
  82820. PoseEnabledController.prototype.update = function () {
  82821. _super.prototype.update.call(this);
  82822. this._updatePoseAndMesh();
  82823. };
  82824. /**
  82825. * Updates only the pose device and mesh without doing any button event checking
  82826. */
  82827. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82828. var pose = this.browserGamepad.pose;
  82829. this.updateFromDevice(pose);
  82830. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82831. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82832. camera._computeDevicePosition();
  82833. this._deviceToWorld.setTranslation(camera.devicePosition);
  82834. if (camera.deviceRotationQuaternion) {
  82835. var camera = camera;
  82836. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82837. // Find the radian distance away that the headset is from the controllers rotation
  82838. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82839. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82840. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82841. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82842. this._draggedRoomRotation += rotationAmount;
  82843. // Rotate controller around headset
  82844. var sin = Math.sin(-rotationAmount);
  82845. var cos = Math.cos(-rotationAmount);
  82846. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82847. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82848. }
  82849. }
  82850. }
  82851. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82852. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82853. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82854. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82855. if (this._mesh) {
  82856. this._mesh.position.copyFrom(this.devicePosition);
  82857. if (this._mesh.rotationQuaternion) {
  82858. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82859. }
  82860. }
  82861. };
  82862. /**
  82863. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82864. * @param poseData raw pose fromthe device
  82865. */
  82866. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82867. if (poseData) {
  82868. this.rawPose = poseData;
  82869. if (poseData.position) {
  82870. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82871. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82872. this._deviceRoomPosition.z *= -1;
  82873. }
  82874. if (this._trackPosition) {
  82875. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82876. }
  82877. this._calculatedPosition.addInPlace(this.position);
  82878. }
  82879. var pose = this.rawPose;
  82880. if (poseData.orientation && pose.orientation) {
  82881. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82882. if (this._mesh) {
  82883. if (this._mesh.getScene().useRightHandedSystem) {
  82884. this._deviceRoomRotationQuaternion.z *= -1;
  82885. this._deviceRoomRotationQuaternion.w *= -1;
  82886. }
  82887. else {
  82888. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82889. }
  82890. }
  82891. // if the camera is set, rotate to the camera's rotation
  82892. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82893. }
  82894. }
  82895. };
  82896. /**
  82897. * Attaches a mesh to the controller
  82898. * @param mesh the mesh to be attached
  82899. */
  82900. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82901. if (this._mesh) {
  82902. this._mesh.parent = null;
  82903. }
  82904. this._mesh = mesh;
  82905. if (this._poseControlledCamera) {
  82906. this._mesh.parent = this._poseControlledCamera;
  82907. }
  82908. if (!this._mesh.rotationQuaternion) {
  82909. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82910. }
  82911. // 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
  82912. this._updatePoseAndMesh();
  82913. if (this._pointingPoseNode) {
  82914. var parents = [];
  82915. var obj = this._pointingPoseNode;
  82916. while (obj.parent) {
  82917. parents.push(obj.parent);
  82918. obj = obj.parent;
  82919. }
  82920. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82921. }
  82922. this._meshAttachedObservable.notifyObservers(mesh);
  82923. };
  82924. /**
  82925. * Attaches the controllers mesh to a camera
  82926. * @param camera the camera the mesh should be attached to
  82927. */
  82928. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82929. this._poseControlledCamera = camera;
  82930. if (this._mesh) {
  82931. this._mesh.parent = this._poseControlledCamera;
  82932. }
  82933. };
  82934. /**
  82935. * Disposes of the controller
  82936. */
  82937. PoseEnabledController.prototype.dispose = function () {
  82938. if (this._mesh) {
  82939. this._mesh.dispose();
  82940. }
  82941. this._mesh = null;
  82942. _super.prototype.dispose.call(this);
  82943. };
  82944. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82945. /**
  82946. * The mesh that is attached to the controller
  82947. */
  82948. get: function () {
  82949. return this._mesh;
  82950. },
  82951. enumerable: true,
  82952. configurable: true
  82953. });
  82954. /**
  82955. * Gets the ray of the controller in the direction the controller is pointing
  82956. * @param length the length the resulting ray should be
  82957. * @returns a ray in the direction the controller is pointing
  82958. */
  82959. PoseEnabledController.prototype.getForwardRay = function (length) {
  82960. if (length === void 0) { length = 100; }
  82961. if (!this.mesh) {
  82962. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82963. }
  82964. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82965. var origin = m.getTranslation();
  82966. var forward = new BABYLON.Vector3(0, 0, -1);
  82967. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82968. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82969. return new BABYLON.Ray(origin, direction, length);
  82970. };
  82971. /**
  82972. * Name of the child mesh that can be used to cast a ray from the controller
  82973. */
  82974. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82975. return PoseEnabledController;
  82976. }(BABYLON.Gamepad));
  82977. BABYLON.PoseEnabledController = PoseEnabledController;
  82978. })(BABYLON || (BABYLON = {}));
  82979. //# sourceMappingURL=poseEnabledController.js.map
  82980. var BABYLON;
  82981. (function (BABYLON) {
  82982. /**
  82983. * Defines the WebVRController object that represents controllers tracked in 3D space
  82984. */
  82985. var WebVRController = /** @class */ (function (_super) {
  82986. __extends(WebVRController, _super);
  82987. /**
  82988. * Creates a new WebVRController from a gamepad
  82989. * @param vrGamepad the gamepad that the WebVRController should be created from
  82990. */
  82991. function WebVRController(vrGamepad) {
  82992. var _this = _super.call(this, vrGamepad) || this;
  82993. // Observables
  82994. /**
  82995. * Fired when the trigger state has changed
  82996. */
  82997. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82998. /**
  82999. * Fired when the main button state has changed
  83000. */
  83001. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83002. /**
  83003. * Fired when the secondary button state has changed
  83004. */
  83005. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83006. /**
  83007. * Fired when the pad state has changed
  83008. */
  83009. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83010. /**
  83011. * Fired when controllers stick values have changed
  83012. */
  83013. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83014. /**
  83015. * X and Y axis corrisponding to the controllers joystick
  83016. */
  83017. _this.pad = { x: 0, y: 0 };
  83018. // avoid GC, store state in a tmp object
  83019. _this._changes = {
  83020. pressChanged: false,
  83021. touchChanged: false,
  83022. valueChanged: false,
  83023. changed: false
  83024. };
  83025. _this._buttons = new Array(vrGamepad.buttons.length);
  83026. _this.hand = vrGamepad.hand;
  83027. return _this;
  83028. }
  83029. /**
  83030. * Fired when a controller button's state has changed
  83031. * @param callback the callback containing the button that was modified
  83032. */
  83033. WebVRController.prototype.onButtonStateChange = function (callback) {
  83034. this._onButtonStateChange = callback;
  83035. };
  83036. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83037. /**
  83038. * The default controller model for the controller
  83039. */
  83040. get: function () {
  83041. return this._defaultModel;
  83042. },
  83043. enumerable: true,
  83044. configurable: true
  83045. });
  83046. /**
  83047. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83048. */
  83049. WebVRController.prototype.update = function () {
  83050. _super.prototype.update.call(this);
  83051. for (var index = 0; index < this._buttons.length; index++) {
  83052. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83053. }
  83054. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83055. this.pad.x = this.leftStick.x;
  83056. this.pad.y = this.leftStick.y;
  83057. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83058. }
  83059. };
  83060. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83061. if (!newState) {
  83062. newState = {
  83063. pressed: false,
  83064. touched: false,
  83065. value: 0
  83066. };
  83067. }
  83068. if (!currentState) {
  83069. this._buttons[buttonIndex] = {
  83070. pressed: newState.pressed,
  83071. touched: newState.touched,
  83072. value: newState.value
  83073. };
  83074. return;
  83075. }
  83076. this._checkChanges(newState, currentState);
  83077. if (this._changes.changed) {
  83078. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83079. this._handleButtonChange(buttonIndex, newState, this._changes);
  83080. }
  83081. this._buttons[buttonIndex].pressed = newState.pressed;
  83082. this._buttons[buttonIndex].touched = newState.touched;
  83083. // oculus triggers are never 0, thou not touched.
  83084. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83085. };
  83086. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83087. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83088. this._changes.touchChanged = newState.touched !== currentState.touched;
  83089. this._changes.valueChanged = newState.value !== currentState.value;
  83090. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83091. return this._changes;
  83092. };
  83093. /**
  83094. * Disposes of th webVRCOntroller
  83095. */
  83096. WebVRController.prototype.dispose = function () {
  83097. _super.prototype.dispose.call(this);
  83098. this.onTriggerStateChangedObservable.clear();
  83099. this.onMainButtonStateChangedObservable.clear();
  83100. this.onSecondaryButtonStateChangedObservable.clear();
  83101. this.onPadStateChangedObservable.clear();
  83102. this.onPadValuesChangedObservable.clear();
  83103. };
  83104. return WebVRController;
  83105. }(BABYLON.PoseEnabledController));
  83106. BABYLON.WebVRController = WebVRController;
  83107. })(BABYLON || (BABYLON = {}));
  83108. //# sourceMappingURL=webVRController.js.map
  83109. var BABYLON;
  83110. (function (BABYLON) {
  83111. /**
  83112. * Oculus Touch Controller
  83113. */
  83114. var OculusTouchController = /** @class */ (function (_super) {
  83115. __extends(OculusTouchController, _super);
  83116. /**
  83117. * Creates a new OculusTouchController from a gamepad
  83118. * @param vrGamepad the gamepad that the controller should be created from
  83119. */
  83120. function OculusTouchController(vrGamepad) {
  83121. var _this = _super.call(this, vrGamepad) || this;
  83122. /**
  83123. * Fired when the secondary trigger on this controller is modified
  83124. */
  83125. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83126. /**
  83127. * Fired when the thumb rest on this controller is modified
  83128. */
  83129. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83130. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83131. return _this;
  83132. }
  83133. /**
  83134. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83135. * @param scene scene in which to add meshes
  83136. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83137. */
  83138. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83139. var _this = this;
  83140. var meshName;
  83141. // Hand
  83142. if (this.hand === 'left') {
  83143. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83144. }
  83145. else { // Right is the default if no hand is specified
  83146. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83147. }
  83148. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83149. /*
  83150. Parent Mesh name: oculus_touch_left
  83151. - body
  83152. - trigger
  83153. - thumbstick
  83154. - grip
  83155. - button_y
  83156. - button_x
  83157. - button_enter
  83158. */
  83159. _this._defaultModel = newMeshes[1];
  83160. _this.attachToMesh(_this._defaultModel);
  83161. if (meshLoaded) {
  83162. meshLoaded(_this._defaultModel);
  83163. }
  83164. });
  83165. };
  83166. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83167. /**
  83168. * Fired when the A button on this controller is modified
  83169. */
  83170. get: function () {
  83171. if (this.hand === 'right') {
  83172. return this.onMainButtonStateChangedObservable;
  83173. }
  83174. else {
  83175. throw new Error('No A button on left hand');
  83176. }
  83177. },
  83178. enumerable: true,
  83179. configurable: true
  83180. });
  83181. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83182. /**
  83183. * Fired when the B button on this controller is modified
  83184. */
  83185. get: function () {
  83186. if (this.hand === 'right') {
  83187. return this.onSecondaryButtonStateChangedObservable;
  83188. }
  83189. else {
  83190. throw new Error('No B button on left hand');
  83191. }
  83192. },
  83193. enumerable: true,
  83194. configurable: true
  83195. });
  83196. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83197. /**
  83198. * Fired when the X button on this controller is modified
  83199. */
  83200. get: function () {
  83201. if (this.hand === 'left') {
  83202. return this.onMainButtonStateChangedObservable;
  83203. }
  83204. else {
  83205. throw new Error('No X button on right hand');
  83206. }
  83207. },
  83208. enumerable: true,
  83209. configurable: true
  83210. });
  83211. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83212. /**
  83213. * Fired when the Y button on this controller is modified
  83214. */
  83215. get: function () {
  83216. if (this.hand === 'left') {
  83217. return this.onSecondaryButtonStateChangedObservable;
  83218. }
  83219. else {
  83220. throw new Error('No Y button on right hand');
  83221. }
  83222. },
  83223. enumerable: true,
  83224. configurable: true
  83225. });
  83226. /**
  83227. * Called once for each button that changed state since the last frame
  83228. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83229. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83230. * 2) secondary trigger (same)
  83231. * 3) A (right) X (left), touch, pressed = value
  83232. * 4) B / Y
  83233. * 5) thumb rest
  83234. * @param buttonIdx Which button index changed
  83235. * @param state New state of the button
  83236. * @param changes Which properties on the state changed since last frame
  83237. */
  83238. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83239. var notifyObject = state; //{ state: state, changes: changes };
  83240. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83241. switch (buttonIdx) {
  83242. case 0:
  83243. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83244. return;
  83245. case 1: // index trigger
  83246. if (this._defaultModel) {
  83247. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83248. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83249. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83250. }
  83251. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83252. return;
  83253. case 2: // secondary trigger
  83254. if (this._defaultModel) {
  83255. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83256. }
  83257. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83258. return;
  83259. case 3:
  83260. if (this._defaultModel) {
  83261. if (notifyObject.pressed) {
  83262. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83263. }
  83264. else {
  83265. (this._defaultModel.getChildren()[1]).position.y = 0;
  83266. }
  83267. }
  83268. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83269. return;
  83270. case 4:
  83271. if (this._defaultModel) {
  83272. if (notifyObject.pressed) {
  83273. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83274. }
  83275. else {
  83276. (this._defaultModel.getChildren()[2]).position.y = 0;
  83277. }
  83278. }
  83279. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83280. return;
  83281. case 5:
  83282. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83283. return;
  83284. }
  83285. };
  83286. /**
  83287. * Base Url for the controller model.
  83288. */
  83289. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83290. /**
  83291. * File name for the left controller model.
  83292. */
  83293. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83294. /**
  83295. * File name for the right controller model.
  83296. */
  83297. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83298. return OculusTouchController;
  83299. }(BABYLON.WebVRController));
  83300. BABYLON.OculusTouchController = OculusTouchController;
  83301. })(BABYLON || (BABYLON = {}));
  83302. //# sourceMappingURL=oculusTouchController.js.map
  83303. var BABYLON;
  83304. (function (BABYLON) {
  83305. /**
  83306. * Vive Controller
  83307. */
  83308. var ViveController = /** @class */ (function (_super) {
  83309. __extends(ViveController, _super);
  83310. /**
  83311. * Creates a new ViveController from a gamepad
  83312. * @param vrGamepad the gamepad that the controller should be created from
  83313. */
  83314. function ViveController(vrGamepad) {
  83315. var _this = _super.call(this, vrGamepad) || this;
  83316. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83317. _this._invertLeftStickY = true;
  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. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83326. var _this = this;
  83327. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83328. /*
  83329. Parent Mesh name: ViveWand
  83330. - body
  83331. - r_gripper
  83332. - l_gripper
  83333. - menu_button
  83334. - system_button
  83335. - trackpad
  83336. - trigger
  83337. - LED
  83338. */
  83339. _this._defaultModel = newMeshes[1];
  83340. _this.attachToMesh(_this._defaultModel);
  83341. if (meshLoaded) {
  83342. meshLoaded(_this._defaultModel);
  83343. }
  83344. });
  83345. };
  83346. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83347. /**
  83348. * Fired when the left button on this controller is modified
  83349. */
  83350. get: function () {
  83351. return this.onMainButtonStateChangedObservable;
  83352. },
  83353. enumerable: true,
  83354. configurable: true
  83355. });
  83356. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83357. /**
  83358. * Fired when the right button on this controller is modified
  83359. */
  83360. get: function () {
  83361. return this.onMainButtonStateChangedObservable;
  83362. },
  83363. enumerable: true,
  83364. configurable: true
  83365. });
  83366. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83367. /**
  83368. * Fired when the menu button on this controller is modified
  83369. */
  83370. get: function () {
  83371. return this.onSecondaryButtonStateChangedObservable;
  83372. },
  83373. enumerable: true,
  83374. configurable: true
  83375. });
  83376. /**
  83377. * Called once for each button that changed state since the last frame
  83378. * Vive mapping:
  83379. * 0: touchpad
  83380. * 1: trigger
  83381. * 2: left AND right buttons
  83382. * 3: menu button
  83383. * @param buttonIdx Which button index changed
  83384. * @param state New state of the button
  83385. * @param changes Which properties on the state changed since last frame
  83386. */
  83387. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83388. var notifyObject = state; //{ state: state, changes: changes };
  83389. switch (buttonIdx) {
  83390. case 0:
  83391. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83392. return;
  83393. case 1: // index trigger
  83394. if (this._defaultModel) {
  83395. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83396. }
  83397. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83398. return;
  83399. case 2: // left AND right button
  83400. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83401. return;
  83402. case 3:
  83403. if (this._defaultModel) {
  83404. if (notifyObject.pressed) {
  83405. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83406. }
  83407. else {
  83408. (this._defaultModel.getChildren()[2]).position.y = 0;
  83409. }
  83410. }
  83411. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83412. return;
  83413. }
  83414. };
  83415. /**
  83416. * Base Url for the controller model.
  83417. */
  83418. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83419. /**
  83420. * File name for the controller model.
  83421. */
  83422. ViveController.MODEL_FILENAME = 'wand.babylon';
  83423. return ViveController;
  83424. }(BABYLON.WebVRController));
  83425. BABYLON.ViveController = ViveController;
  83426. })(BABYLON || (BABYLON = {}));
  83427. //# sourceMappingURL=viveController.js.map
  83428. var BABYLON;
  83429. (function (BABYLON) {
  83430. /**
  83431. * Generic Controller
  83432. */
  83433. var GenericController = /** @class */ (function (_super) {
  83434. __extends(GenericController, _super);
  83435. /**
  83436. * Creates a new GenericController from a gamepad
  83437. * @param vrGamepad the gamepad that the controller should be created from
  83438. */
  83439. function GenericController(vrGamepad) {
  83440. return _super.call(this, vrGamepad) || this;
  83441. }
  83442. /**
  83443. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83444. * @param scene scene in which to add meshes
  83445. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83446. */
  83447. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83448. var _this = this;
  83449. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83450. _this._defaultModel = newMeshes[1];
  83451. _this.attachToMesh(_this._defaultModel);
  83452. if (meshLoaded) {
  83453. meshLoaded(_this._defaultModel);
  83454. }
  83455. });
  83456. };
  83457. /**
  83458. * Called once for each button that changed state since the last frame
  83459. * @param buttonIdx Which button index changed
  83460. * @param state New state of the button
  83461. * @param changes Which properties on the state changed since last frame
  83462. */
  83463. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83464. console.log("Button id: " + buttonIdx + "state: ");
  83465. console.dir(state);
  83466. };
  83467. /**
  83468. * Base Url for the controller model.
  83469. */
  83470. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83471. /**
  83472. * File name for the controller model.
  83473. */
  83474. GenericController.MODEL_FILENAME = 'generic.babylon';
  83475. return GenericController;
  83476. }(BABYLON.WebVRController));
  83477. BABYLON.GenericController = GenericController;
  83478. })(BABYLON || (BABYLON = {}));
  83479. //# sourceMappingURL=genericController.js.map
  83480. var BABYLON;
  83481. (function (BABYLON) {
  83482. /**
  83483. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83484. */
  83485. var LoadedMeshInfo = /** @class */ (function () {
  83486. function LoadedMeshInfo() {
  83487. /**
  83488. * Map of the button meshes contained in the controller
  83489. */
  83490. this.buttonMeshes = {};
  83491. /**
  83492. * Map of the axis meshes contained in the controller
  83493. */
  83494. this.axisMeshes = {};
  83495. }
  83496. return LoadedMeshInfo;
  83497. }());
  83498. /**
  83499. * Defines the WindowsMotionController object that the state of the windows motion controller
  83500. */
  83501. var WindowsMotionController = /** @class */ (function (_super) {
  83502. __extends(WindowsMotionController, _super);
  83503. /**
  83504. * Creates a new WindowsMotionController from a gamepad
  83505. * @param vrGamepad the gamepad that the controller should be created from
  83506. */
  83507. function WindowsMotionController(vrGamepad) {
  83508. var _this = _super.call(this, vrGamepad) || this;
  83509. _this._mapping = {
  83510. // Semantic button names
  83511. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83512. // A mapping of the button name to glTF model node name
  83513. // that should be transformed by button value.
  83514. buttonMeshNames: {
  83515. 'trigger': 'SELECT',
  83516. 'menu': 'MENU',
  83517. 'grip': 'GRASP',
  83518. 'thumbstick': 'THUMBSTICK_PRESS',
  83519. 'trackpad': 'TOUCHPAD_PRESS'
  83520. },
  83521. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83522. buttonObservableNames: {
  83523. 'trigger': 'onTriggerStateChangedObservable',
  83524. 'menu': 'onSecondaryButtonStateChangedObservable',
  83525. 'grip': 'onMainButtonStateChangedObservable',
  83526. 'thumbstick': 'onPadStateChangedObservable',
  83527. 'trackpad': 'onTrackpadChangedObservable'
  83528. },
  83529. // A mapping of the axis name to glTF model node name
  83530. // that should be transformed by axis value.
  83531. // This array mirrors the browserGamepad.axes array, such that
  83532. // the mesh corresponding to axis 0 is in this array index 0.
  83533. axisMeshNames: [
  83534. 'THUMBSTICK_X',
  83535. 'THUMBSTICK_Y',
  83536. 'TOUCHPAD_TOUCH_X',
  83537. 'TOUCHPAD_TOUCH_Y'
  83538. ],
  83539. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83540. };
  83541. /**
  83542. * Fired when the trackpad on this controller is clicked
  83543. */
  83544. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83545. /**
  83546. * Fired when the trackpad on this controller is modified
  83547. */
  83548. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83549. /**
  83550. * The current x and y values of this controller's trackpad
  83551. */
  83552. _this.trackpad = { x: 0, y: 0 };
  83553. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83554. _this._loadedMeshInfo = null;
  83555. return _this;
  83556. }
  83557. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83558. /**
  83559. * Fired when the trigger on this controller is modified
  83560. */
  83561. get: function () {
  83562. return this.onTriggerStateChangedObservable;
  83563. },
  83564. enumerable: true,
  83565. configurable: true
  83566. });
  83567. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83568. /**
  83569. * Fired when the menu button on this controller is modified
  83570. */
  83571. get: function () {
  83572. return this.onSecondaryButtonStateChangedObservable;
  83573. },
  83574. enumerable: true,
  83575. configurable: true
  83576. });
  83577. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83578. /**
  83579. * Fired when the grip button on this controller is modified
  83580. */
  83581. get: function () {
  83582. return this.onMainButtonStateChangedObservable;
  83583. },
  83584. enumerable: true,
  83585. configurable: true
  83586. });
  83587. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83588. /**
  83589. * Fired when the thumbstick button on this controller is modified
  83590. */
  83591. get: function () {
  83592. return this.onPadStateChangedObservable;
  83593. },
  83594. enumerable: true,
  83595. configurable: true
  83596. });
  83597. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83598. /**
  83599. * Fired when the touchpad button on this controller is modified
  83600. */
  83601. get: function () {
  83602. return this.onTrackpadChangedObservable;
  83603. },
  83604. enumerable: true,
  83605. configurable: true
  83606. });
  83607. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83608. /**
  83609. * Fired when the touchpad values on this controller are modified
  83610. */
  83611. get: function () {
  83612. return this.onTrackpadValuesChangedObservable;
  83613. },
  83614. enumerable: true,
  83615. configurable: true
  83616. });
  83617. WindowsMotionController.prototype._updateTrackpad = function () {
  83618. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83619. this.trackpad.x = this.browserGamepad["axes"][2];
  83620. this.trackpad.y = this.browserGamepad["axes"][3];
  83621. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83622. }
  83623. };
  83624. /**
  83625. * Called once per frame by the engine.
  83626. */
  83627. WindowsMotionController.prototype.update = function () {
  83628. _super.prototype.update.call(this);
  83629. if (this.browserGamepad.axes) {
  83630. this._updateTrackpad();
  83631. // Only need to animate axes if there is a loaded mesh
  83632. if (this._loadedMeshInfo) {
  83633. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83634. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83635. }
  83636. }
  83637. }
  83638. };
  83639. /**
  83640. * Called once for each button that changed state since the last frame
  83641. * @param buttonIdx Which button index changed
  83642. * @param state New state of the button
  83643. * @param changes Which properties on the state changed since last frame
  83644. */
  83645. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83646. var buttonName = this._mapping.buttons[buttonIdx];
  83647. if (!buttonName) {
  83648. return;
  83649. }
  83650. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83651. this._updateTrackpad();
  83652. // Only emit events for buttons that we know how to map from index to name
  83653. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83654. if (observable) {
  83655. observable.notifyObservers(state);
  83656. }
  83657. this._lerpButtonTransform(buttonName, state.value);
  83658. };
  83659. /**
  83660. * Moves the buttons on the controller mesh based on their current state
  83661. * @param buttonName the name of the button to move
  83662. * @param buttonValue the value of the button which determines the buttons new position
  83663. */
  83664. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83665. // If there is no loaded mesh, there is nothing to transform.
  83666. if (!this._loadedMeshInfo) {
  83667. return;
  83668. }
  83669. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83670. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83671. return;
  83672. }
  83673. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83674. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83675. };
  83676. /**
  83677. * Moves the axis on the controller mesh based on its current state
  83678. * @param axis the index of the axis
  83679. * @param axisValue the value of the axis which determines the meshes new position
  83680. * @hidden
  83681. */
  83682. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83683. if (!this._loadedMeshInfo) {
  83684. return;
  83685. }
  83686. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83687. if (!meshInfo) {
  83688. return;
  83689. }
  83690. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83691. return;
  83692. }
  83693. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83694. var lerpValue = axisValue * 0.5 + 0.5;
  83695. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83696. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83697. };
  83698. /**
  83699. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83700. * @param scene scene in which to add meshes
  83701. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83702. */
  83703. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83704. var _this = this;
  83705. if (forceDefault === void 0) { forceDefault = false; }
  83706. var path;
  83707. var filename;
  83708. // Checking if GLB loader is present
  83709. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83710. // Determine the device specific folder based on the ID suffix
  83711. var device = 'default';
  83712. if (this.id && !forceDefault) {
  83713. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83714. device = ((match && match[0]) || device);
  83715. }
  83716. // Hand
  83717. if (this.hand === 'left') {
  83718. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83719. }
  83720. else { // Right is the default if no hand is specified
  83721. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83722. }
  83723. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83724. }
  83725. else {
  83726. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83727. path = BABYLON.GenericController.MODEL_BASE_URL;
  83728. filename = BABYLON.GenericController.MODEL_FILENAME;
  83729. }
  83730. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83731. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83732. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83733. if (!_this._loadedMeshInfo) {
  83734. return;
  83735. }
  83736. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83737. _this.attachToMesh(_this._defaultModel);
  83738. if (meshLoaded) {
  83739. meshLoaded(_this._defaultModel);
  83740. }
  83741. }, null, function (scene, message) {
  83742. BABYLON.Tools.Log(message);
  83743. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83744. if (!forceDefault) {
  83745. _this.initControllerMesh(scene, meshLoaded, true);
  83746. }
  83747. });
  83748. };
  83749. /**
  83750. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83751. * can be transformed by button presses and axes values, based on this._mapping.
  83752. *
  83753. * @param scene scene in which the meshes exist
  83754. * @param meshes list of meshes that make up the controller model to process
  83755. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83756. */
  83757. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83758. var loadedMeshInfo = null;
  83759. // Create a new mesh to contain the glTF hierarchy
  83760. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83761. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83762. var childMesh = null;
  83763. for (var i = 0; i < meshes.length; i++) {
  83764. var mesh = meshes[i];
  83765. if (!mesh.parent) {
  83766. // Exclude controller meshes from picking results
  83767. mesh.isPickable = false;
  83768. // Handle root node, attach to the new parentMesh
  83769. childMesh = mesh;
  83770. break;
  83771. }
  83772. }
  83773. if (childMesh) {
  83774. childMesh.setParent(parentMesh);
  83775. // Create our mesh info. Note that this method will always return non-null.
  83776. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83777. }
  83778. else {
  83779. BABYLON.Tools.Warn('Could not find root node in model file.');
  83780. }
  83781. return loadedMeshInfo;
  83782. };
  83783. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83784. var loadedMeshInfo = new LoadedMeshInfo();
  83785. var i;
  83786. loadedMeshInfo.rootNode = rootNode;
  83787. // Reset the caches
  83788. loadedMeshInfo.buttonMeshes = {};
  83789. loadedMeshInfo.axisMeshes = {};
  83790. // Button Meshes
  83791. for (i = 0; i < this._mapping.buttons.length; i++) {
  83792. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83793. if (!buttonMeshName) {
  83794. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83795. continue;
  83796. }
  83797. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83798. if (!buttonMesh) {
  83799. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83800. continue;
  83801. }
  83802. var buttonMeshInfo = {
  83803. index: i,
  83804. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83805. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83806. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83807. };
  83808. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83809. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83810. }
  83811. else {
  83812. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83813. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83814. '(VALUE: ' + !!buttonMeshInfo.value +
  83815. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83816. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83817. ')');
  83818. }
  83819. }
  83820. // Axis Meshes
  83821. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83822. var axisMeshName = this._mapping.axisMeshNames[i];
  83823. if (!axisMeshName) {
  83824. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83825. continue;
  83826. }
  83827. var axisMesh = getChildByName(rootNode, axisMeshName);
  83828. if (!axisMesh) {
  83829. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83830. continue;
  83831. }
  83832. var axisMeshInfo = {
  83833. index: i,
  83834. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83835. min: getImmediateChildByName(axisMesh, 'MIN'),
  83836. max: getImmediateChildByName(axisMesh, 'MAX')
  83837. };
  83838. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83839. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83840. }
  83841. else {
  83842. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83843. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83844. '(VALUE: ' + !!axisMeshInfo.value +
  83845. ', MIN: ' + !!axisMeshInfo.min +
  83846. ', MAX:' + !!axisMeshInfo.max +
  83847. ')');
  83848. }
  83849. }
  83850. // Pointing Ray
  83851. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83852. if (!loadedMeshInfo.pointingPoseNode) {
  83853. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83854. }
  83855. else {
  83856. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83857. }
  83858. return loadedMeshInfo;
  83859. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83860. function getChildByName(node, name) {
  83861. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  83862. }
  83863. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83864. function getImmediateChildByName(node, name) {
  83865. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  83866. }
  83867. };
  83868. /**
  83869. * Gets the ray of the controller in the direction the controller is pointing
  83870. * @param length the length the resulting ray should be
  83871. * @returns a ray in the direction the controller is pointing
  83872. */
  83873. WindowsMotionController.prototype.getForwardRay = function (length) {
  83874. if (length === void 0) { length = 100; }
  83875. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83876. return _super.prototype.getForwardRay.call(this, length);
  83877. }
  83878. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83879. var origin = m.getTranslation();
  83880. var forward = new BABYLON.Vector3(0, 0, -1);
  83881. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83882. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83883. return new BABYLON.Ray(origin, direction, length);
  83884. };
  83885. /**
  83886. * Disposes of the controller
  83887. */
  83888. WindowsMotionController.prototype.dispose = function () {
  83889. _super.prototype.dispose.call(this);
  83890. this.onTrackpadChangedObservable.clear();
  83891. };
  83892. /**
  83893. * The base url used to load the left and right controller models
  83894. */
  83895. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83896. /**
  83897. * The name of the left controller model file
  83898. */
  83899. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83900. /**
  83901. * The name of the right controller model file
  83902. */
  83903. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83904. /**
  83905. * The controller name prefix for this controller type
  83906. */
  83907. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83908. /**
  83909. * The controller id pattern for this controller type
  83910. */
  83911. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83912. return WindowsMotionController;
  83913. }(BABYLON.WebVRController));
  83914. BABYLON.WindowsMotionController = WindowsMotionController;
  83915. })(BABYLON || (BABYLON = {}));
  83916. //# sourceMappingURL=windowsMotionController.js.map
  83917. var BABYLON;
  83918. (function (BABYLON) {
  83919. /**
  83920. * Gear VR Controller
  83921. */
  83922. var GearVRController = /** @class */ (function (_super) {
  83923. __extends(GearVRController, _super);
  83924. /**
  83925. * Creates a new GearVRController from a gamepad
  83926. * @param vrGamepad the gamepad that the controller should be created from
  83927. */
  83928. function GearVRController(vrGamepad) {
  83929. var _this = _super.call(this, vrGamepad) || this;
  83930. _this._buttonIndexToObservableNameMap = [
  83931. 'onTrackpadChangedObservable',
  83932. 'onTriggerStateChangedObservable' // Trigger
  83933. ];
  83934. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83935. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83936. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83937. _this._disableTrackPosition(_this._calculatedPosition);
  83938. return _this;
  83939. }
  83940. /**
  83941. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83942. * @param scene scene in which to add meshes
  83943. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83944. */
  83945. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83946. var _this = this;
  83947. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83948. // Offset the controller so it will rotate around the users wrist
  83949. var mesh = new BABYLON.Mesh("", scene);
  83950. newMeshes[1].parent = mesh;
  83951. newMeshes[1].position.z = -0.15;
  83952. _this._defaultModel = mesh;
  83953. _this.attachToMesh(_this._defaultModel);
  83954. if (meshLoaded) {
  83955. meshLoaded(_this._defaultModel);
  83956. }
  83957. });
  83958. };
  83959. /**
  83960. * Called once for each button that changed state since the last frame
  83961. * @param buttonIdx Which button index changed
  83962. * @param state New state of the button
  83963. * @param changes Which properties on the state changed since last frame
  83964. */
  83965. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83966. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83967. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83968. // Only emit events for buttons that we know how to map from index to observable
  83969. var observable = this[observableName];
  83970. if (observable) {
  83971. observable.notifyObservers(state);
  83972. }
  83973. }
  83974. };
  83975. /**
  83976. * Base Url for the controller model.
  83977. */
  83978. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83979. /**
  83980. * File name for the controller model.
  83981. */
  83982. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83983. /**
  83984. * Gamepad Id prefix used to identify this controller.
  83985. */
  83986. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83987. return GearVRController;
  83988. }(BABYLON.WebVRController));
  83989. BABYLON.GearVRController = GearVRController;
  83990. })(BABYLON || (BABYLON = {}));
  83991. //# sourceMappingURL=gearVRController.js.map
  83992. var BABYLON;
  83993. (function (BABYLON) {
  83994. /**
  83995. * Google Daydream controller
  83996. */
  83997. var DaydreamController = /** @class */ (function (_super) {
  83998. __extends(DaydreamController, _super);
  83999. /**
  84000. * Creates a new DaydreamController from a gamepad
  84001. * @param vrGamepad the gamepad that the controller should be created from
  84002. */
  84003. function DaydreamController(vrGamepad) {
  84004. var _this = _super.call(this, vrGamepad) || this;
  84005. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84006. return _this;
  84007. }
  84008. /**
  84009. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84010. * @param scene scene in which to add meshes
  84011. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84012. */
  84013. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84014. var _this = this;
  84015. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84016. _this._defaultModel = newMeshes[1];
  84017. _this.attachToMesh(_this._defaultModel);
  84018. if (meshLoaded) {
  84019. meshLoaded(_this._defaultModel);
  84020. }
  84021. });
  84022. };
  84023. /**
  84024. * Called once for each button that changed state since the last frame
  84025. * @param buttonIdx Which button index changed
  84026. * @param state New state of the button
  84027. * @param changes Which properties on the state changed since last frame
  84028. */
  84029. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84030. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84031. if (buttonIdx === 0) {
  84032. var observable = this.onTriggerStateChangedObservable;
  84033. if (observable) {
  84034. observable.notifyObservers(state);
  84035. }
  84036. }
  84037. else {
  84038. // If the app or home buttons are ever made available
  84039. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84040. }
  84041. };
  84042. /**
  84043. * Base Url for the controller model.
  84044. */
  84045. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84046. /**
  84047. * File name for the controller model.
  84048. */
  84049. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84050. /**
  84051. * Gamepad Id prefix used to identify Daydream Controller.
  84052. */
  84053. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84054. return DaydreamController;
  84055. }(BABYLON.WebVRController));
  84056. BABYLON.DaydreamController = DaydreamController;
  84057. })(BABYLON || (BABYLON = {}));
  84058. //# sourceMappingURL=daydreamController.js.map
  84059. var BABYLON;
  84060. (function (BABYLON) {
  84061. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84062. get: function () {
  84063. if (!this._gamepadManager) {
  84064. this._gamepadManager = new BABYLON.GamepadManager(this);
  84065. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84066. if (!component) {
  84067. component = new GamepadSystemSceneComponent(this);
  84068. this._addComponent(component);
  84069. }
  84070. }
  84071. return this._gamepadManager;
  84072. },
  84073. enumerable: true,
  84074. configurable: true
  84075. });
  84076. /**
  84077. * Adds a gamepad to the free camera inputs manager
  84078. */
  84079. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84080. this.add(new BABYLON.FreeCameraGamepadInput());
  84081. return this;
  84082. };
  84083. /**
  84084. * Adds a gamepad to the arc rotate camera inputs manager
  84085. */
  84086. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84087. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84088. return this;
  84089. };
  84090. /**
  84091. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84092. */
  84093. var GamepadSystemSceneComponent = /** @class */ (function () {
  84094. /**
  84095. * Creates a new instance of the component for the given scene
  84096. * @param scene Defines the scene to register the component in
  84097. */
  84098. function GamepadSystemSceneComponent(scene) {
  84099. /**
  84100. * The component name helpfull to identify the component in the list of scene components.
  84101. */
  84102. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84103. this.scene = scene;
  84104. }
  84105. /**
  84106. * Registers the component in a given scene
  84107. */
  84108. GamepadSystemSceneComponent.prototype.register = function () {
  84109. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84110. };
  84111. /**
  84112. * Rebuilds the elements related to this component in case of
  84113. * context lost for instance.
  84114. */
  84115. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84116. // Nothing to do for gamepads
  84117. };
  84118. /**
  84119. * Disposes the component and the associated ressources
  84120. */
  84121. GamepadSystemSceneComponent.prototype.dispose = function () {
  84122. var gamepadManager = this.scene._gamepadManager;
  84123. if (gamepadManager) {
  84124. gamepadManager.dispose();
  84125. this.scene._gamepadManager = null;
  84126. }
  84127. };
  84128. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84129. var gamepadManager = this.scene._gamepadManager;
  84130. if (gamepadManager && gamepadManager._isMonitoring) {
  84131. gamepadManager._checkGamepadsStatus();
  84132. }
  84133. };
  84134. return GamepadSystemSceneComponent;
  84135. }());
  84136. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84137. })(BABYLON || (BABYLON = {}));
  84138. //# sourceMappingURL=gamepadSceneComponent.js.map
  84139. var BABYLON;
  84140. (function (BABYLON) {
  84141. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84142. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84143. });
  84144. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84145. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84146. });
  84147. /**
  84148. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84149. * an arc rotate version arcFollowCamera are available.
  84150. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84151. */
  84152. var FollowCamera = /** @class */ (function (_super) {
  84153. __extends(FollowCamera, _super);
  84154. /**
  84155. * Instantiates the follow camera.
  84156. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84157. * @param name Define the name of the camera in the scene
  84158. * @param position Define the position of the camera
  84159. * @param scene Define the scene the camera belong to
  84160. * @param lockedTarget Define the target of the camera
  84161. */
  84162. function FollowCamera(name, position, scene, lockedTarget) {
  84163. if (lockedTarget === void 0) { lockedTarget = null; }
  84164. var _this = _super.call(this, name, position, scene) || this;
  84165. /**
  84166. * Distance the follow camera should follow an object at
  84167. */
  84168. _this.radius = 12;
  84169. /**
  84170. * Define a rotation offset between the camera and the object it follows
  84171. */
  84172. _this.rotationOffset = 0;
  84173. /**
  84174. * Define a height offset between the camera and the object it follows.
  84175. * It can help following an object from the top (like a car chaing a plane)
  84176. */
  84177. _this.heightOffset = 4;
  84178. /**
  84179. * Define how fast the camera can accelerate to follow it s target.
  84180. */
  84181. _this.cameraAcceleration = 0.05;
  84182. /**
  84183. * Define the speed limit of the camera following an object.
  84184. */
  84185. _this.maxCameraSpeed = 20;
  84186. _this.lockedTarget = lockedTarget;
  84187. return _this;
  84188. }
  84189. FollowCamera.prototype._follow = function (cameraTarget) {
  84190. if (!cameraTarget) {
  84191. return;
  84192. }
  84193. var yRotation;
  84194. if (cameraTarget.rotationQuaternion) {
  84195. var rotMatrix = new BABYLON.Matrix();
  84196. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84197. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84198. }
  84199. else {
  84200. yRotation = cameraTarget.rotation.y;
  84201. }
  84202. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84203. var targetPosition = cameraTarget.getAbsolutePosition();
  84204. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84205. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84206. var dx = targetX - this.position.x;
  84207. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84208. var dz = (targetZ) - this.position.z;
  84209. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84210. var vy = dy * this.cameraAcceleration;
  84211. var vz = dz * this.cameraAcceleration * 2;
  84212. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84213. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84214. }
  84215. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84216. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84217. }
  84218. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84219. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84220. }
  84221. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84222. this.setTarget(targetPosition);
  84223. };
  84224. /** @hidden */
  84225. FollowCamera.prototype._checkInputs = function () {
  84226. _super.prototype._checkInputs.call(this);
  84227. if (this.lockedTarget) {
  84228. this._follow(this.lockedTarget);
  84229. }
  84230. };
  84231. /**
  84232. * Gets the camera class name.
  84233. * @returns the class name
  84234. */
  84235. FollowCamera.prototype.getClassName = function () {
  84236. return "FollowCamera";
  84237. };
  84238. __decorate([
  84239. BABYLON.serialize()
  84240. ], FollowCamera.prototype, "radius", void 0);
  84241. __decorate([
  84242. BABYLON.serialize()
  84243. ], FollowCamera.prototype, "rotationOffset", void 0);
  84244. __decorate([
  84245. BABYLON.serialize()
  84246. ], FollowCamera.prototype, "heightOffset", void 0);
  84247. __decorate([
  84248. BABYLON.serialize()
  84249. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84250. __decorate([
  84251. BABYLON.serialize()
  84252. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84253. __decorate([
  84254. BABYLON.serializeAsMeshReference("lockedTargetId")
  84255. ], FollowCamera.prototype, "lockedTarget", void 0);
  84256. return FollowCamera;
  84257. }(BABYLON.TargetCamera));
  84258. BABYLON.FollowCamera = FollowCamera;
  84259. /**
  84260. * Arc Rotate version of the follow camera.
  84261. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84262. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84263. */
  84264. var ArcFollowCamera = /** @class */ (function (_super) {
  84265. __extends(ArcFollowCamera, _super);
  84266. /**
  84267. * Instantiates a new ArcFollowCamera
  84268. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84269. * @param name Define the name of the camera
  84270. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84271. * @param beta Define the rotation angle of the camera around the elevation axis
  84272. * @param radius Define the radius of the camera from its target point
  84273. * @param target Define the target of the camera
  84274. * @param scene Define the scene the camera belongs to
  84275. */
  84276. function ArcFollowCamera(name,
  84277. /** The longitudinal angle of the camera */
  84278. alpha,
  84279. /** The latitudinal angle of the camera */
  84280. beta,
  84281. /** The radius of the camera from its target */
  84282. radius,
  84283. /** Define the camera target (the messh it should follow) */
  84284. target, scene) {
  84285. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84286. _this.alpha = alpha;
  84287. _this.beta = beta;
  84288. _this.radius = radius;
  84289. _this.target = target;
  84290. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84291. _this._follow();
  84292. return _this;
  84293. }
  84294. ArcFollowCamera.prototype._follow = function () {
  84295. if (!this.target) {
  84296. return;
  84297. }
  84298. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84299. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84300. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84301. var targetPosition = this.target.getAbsolutePosition();
  84302. this.position = targetPosition.add(this._cartesianCoordinates);
  84303. this.setTarget(targetPosition);
  84304. };
  84305. /** @hidden */
  84306. ArcFollowCamera.prototype._checkInputs = function () {
  84307. _super.prototype._checkInputs.call(this);
  84308. this._follow();
  84309. };
  84310. /**
  84311. * Returns the class name of the object.
  84312. * It is mostly used internally for serialization purposes.
  84313. */
  84314. ArcFollowCamera.prototype.getClassName = function () {
  84315. return "ArcFollowCamera";
  84316. };
  84317. return ArcFollowCamera;
  84318. }(BABYLON.TargetCamera));
  84319. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84320. })(BABYLON || (BABYLON = {}));
  84321. //# sourceMappingURL=followCamera.js.map
  84322. var BABYLON;
  84323. (function (BABYLON) {
  84324. /**
  84325. * 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,
  84326. * which still works and will still be found in many Playgrounds.
  84327. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84328. */
  84329. var UniversalCamera = /** @class */ (function (_super) {
  84330. __extends(UniversalCamera, _super);
  84331. /**
  84332. * 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,
  84333. * which still works and will still be found in many Playgrounds.
  84334. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84335. * @param name Define the name of the camera in the scene
  84336. * @param position Define the start position of the camera in the scene
  84337. * @param scene Define the scene the camera belongs to
  84338. */
  84339. function UniversalCamera(name, position, scene) {
  84340. var _this = _super.call(this, name, position, scene) || this;
  84341. _this.inputs.addGamepad();
  84342. return _this;
  84343. }
  84344. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84345. /**
  84346. * Defines the gamepad rotation sensiblity.
  84347. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84348. */
  84349. get: function () {
  84350. var gamepad = this.inputs.attached["gamepad"];
  84351. if (gamepad) {
  84352. return gamepad.gamepadAngularSensibility;
  84353. }
  84354. return 0;
  84355. },
  84356. set: function (value) {
  84357. var gamepad = this.inputs.attached["gamepad"];
  84358. if (gamepad) {
  84359. gamepad.gamepadAngularSensibility = value;
  84360. }
  84361. },
  84362. enumerable: true,
  84363. configurable: true
  84364. });
  84365. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84366. /**
  84367. * Defines the gamepad move sensiblity.
  84368. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84369. */
  84370. get: function () {
  84371. var gamepad = this.inputs.attached["gamepad"];
  84372. if (gamepad) {
  84373. return gamepad.gamepadMoveSensibility;
  84374. }
  84375. return 0;
  84376. },
  84377. set: function (value) {
  84378. var gamepad = this.inputs.attached["gamepad"];
  84379. if (gamepad) {
  84380. gamepad.gamepadMoveSensibility = value;
  84381. }
  84382. },
  84383. enumerable: true,
  84384. configurable: true
  84385. });
  84386. /**
  84387. * Gets the current object class name.
  84388. * @return the class name
  84389. */
  84390. UniversalCamera.prototype.getClassName = function () {
  84391. return "UniversalCamera";
  84392. };
  84393. return UniversalCamera;
  84394. }(BABYLON.TouchCamera));
  84395. BABYLON.UniversalCamera = UniversalCamera;
  84396. })(BABYLON || (BABYLON = {}));
  84397. //# sourceMappingURL=universalCamera.js.map
  84398. var BABYLON;
  84399. (function (BABYLON) {
  84400. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84401. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84402. });
  84403. /**
  84404. * This represents a FPS type of camera. This is only here for back compat purpose.
  84405. * Please use the UniversalCamera instead as both are identical.
  84406. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84407. */
  84408. var GamepadCamera = /** @class */ (function (_super) {
  84409. __extends(GamepadCamera, _super);
  84410. /**
  84411. * Instantiates a new Gamepad Camera
  84412. * This represents a FPS type of camera. This is only here for back compat purpose.
  84413. * Please use the UniversalCamera instead as both are identical.
  84414. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84415. * @param name Define the name of the camera in the scene
  84416. * @param position Define the start position of the camera in the scene
  84417. * @param scene Define the scene the camera belongs to
  84418. */
  84419. function GamepadCamera(name, position, scene) {
  84420. return _super.call(this, name, position, scene) || this;
  84421. }
  84422. /**
  84423. * Gets the current object class name.
  84424. * @return the class name
  84425. */
  84426. GamepadCamera.prototype.getClassName = function () {
  84427. return "GamepadCamera";
  84428. };
  84429. return GamepadCamera;
  84430. }(BABYLON.UniversalCamera));
  84431. BABYLON.GamepadCamera = GamepadCamera;
  84432. })(BABYLON || (BABYLON = {}));
  84433. //# sourceMappingURL=gamepadCamera.js.map
  84434. var BABYLON;
  84435. (function (BABYLON) {
  84436. /**
  84437. * PostProcessRenderPipelineManager class
  84438. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84439. */
  84440. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84441. /**
  84442. * Initializes a PostProcessRenderPipelineManager
  84443. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84444. */
  84445. function PostProcessRenderPipelineManager() {
  84446. this._renderPipelines = {};
  84447. }
  84448. /**
  84449. * Adds a pipeline to the manager
  84450. * @param renderPipeline The pipeline to add
  84451. */
  84452. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84453. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84454. };
  84455. /**
  84456. * Attaches a camera to the pipeline
  84457. * @param renderPipelineName The name of the pipeline to attach to
  84458. * @param cameras the camera to attach
  84459. * @param unique if the camera can be attached multiple times to the pipeline
  84460. */
  84461. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84462. if (unique === void 0) { unique = false; }
  84463. var renderPipeline = this._renderPipelines[renderPipelineName];
  84464. if (!renderPipeline) {
  84465. return;
  84466. }
  84467. renderPipeline._attachCameras(cameras, unique);
  84468. };
  84469. /**
  84470. * Detaches a camera from the pipeline
  84471. * @param renderPipelineName The name of the pipeline to detach from
  84472. * @param cameras the camera to detach
  84473. */
  84474. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84475. var renderPipeline = this._renderPipelines[renderPipelineName];
  84476. if (!renderPipeline) {
  84477. return;
  84478. }
  84479. renderPipeline._detachCameras(cameras);
  84480. };
  84481. /**
  84482. * Enables an effect by name on a pipeline
  84483. * @param renderPipelineName the name of the pipeline to enable the effect in
  84484. * @param renderEffectName the name of the effect to enable
  84485. * @param cameras the cameras that the effect should be enabled on
  84486. */
  84487. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84488. var renderPipeline = this._renderPipelines[renderPipelineName];
  84489. if (!renderPipeline) {
  84490. return;
  84491. }
  84492. renderPipeline._enableEffect(renderEffectName, cameras);
  84493. };
  84494. /**
  84495. * Disables an effect by name on a pipeline
  84496. * @param renderPipelineName the name of the pipeline to disable the effect in
  84497. * @param renderEffectName the name of the effect to disable
  84498. * @param cameras the cameras that the effect should be disabled on
  84499. */
  84500. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84501. var renderPipeline = this._renderPipelines[renderPipelineName];
  84502. if (!renderPipeline) {
  84503. return;
  84504. }
  84505. renderPipeline._disableEffect(renderEffectName, cameras);
  84506. };
  84507. /**
  84508. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84509. */
  84510. PostProcessRenderPipelineManager.prototype.update = function () {
  84511. for (var renderPipelineName in this._renderPipelines) {
  84512. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84513. var pipeline = this._renderPipelines[renderPipelineName];
  84514. if (!pipeline.isSupported) {
  84515. pipeline.dispose();
  84516. delete this._renderPipelines[renderPipelineName];
  84517. }
  84518. else {
  84519. pipeline._update();
  84520. }
  84521. }
  84522. }
  84523. };
  84524. /** @hidden */
  84525. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84526. for (var renderPipelineName in this._renderPipelines) {
  84527. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84528. var pipeline = this._renderPipelines[renderPipelineName];
  84529. pipeline._rebuild();
  84530. }
  84531. }
  84532. };
  84533. /**
  84534. * Disposes of the manager and pipelines
  84535. */
  84536. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84537. for (var renderPipelineName in this._renderPipelines) {
  84538. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84539. var pipeline = this._renderPipelines[renderPipelineName];
  84540. pipeline.dispose();
  84541. }
  84542. }
  84543. };
  84544. return PostProcessRenderPipelineManager;
  84545. }());
  84546. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84547. })(BABYLON || (BABYLON = {}));
  84548. //# sourceMappingURL=postProcessRenderPipelineManager.js.map
  84549. var BABYLON;
  84550. (function (BABYLON) {
  84551. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84552. get: function () {
  84553. if (!this._postProcessRenderPipelineManager) {
  84554. // Register the G Buffer component to the scene.
  84555. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84556. if (!component) {
  84557. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84558. this._addComponent(component);
  84559. }
  84560. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84561. }
  84562. return this._postProcessRenderPipelineManager;
  84563. },
  84564. enumerable: true,
  84565. configurable: true
  84566. });
  84567. /**
  84568. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84569. */
  84570. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84571. /**
  84572. * Creates a new instance of the component for the given scene
  84573. * @param scene Defines the scene to register the component in
  84574. */
  84575. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84576. /**
  84577. * The component name helpfull to identify the component in the list of scene components.
  84578. */
  84579. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84580. this.scene = scene;
  84581. }
  84582. /**
  84583. * Registers the component in a given scene
  84584. */
  84585. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84586. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84587. };
  84588. /**
  84589. * Rebuilds the elements related to this component in case of
  84590. * context lost for instance.
  84591. */
  84592. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84593. if (this.scene._postProcessRenderPipelineManager) {
  84594. this.scene._postProcessRenderPipelineManager._rebuild();
  84595. }
  84596. };
  84597. /**
  84598. * Disposes the component and the associated ressources
  84599. */
  84600. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84601. if (this.scene._postProcessRenderPipelineManager) {
  84602. this.scene._postProcessRenderPipelineManager.dispose();
  84603. }
  84604. };
  84605. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84606. if (this.scene._postProcessRenderPipelineManager) {
  84607. this.scene._postProcessRenderPipelineManager.update();
  84608. }
  84609. };
  84610. return PostProcessRenderPipelineManagerSceneComponent;
  84611. }());
  84612. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84613. })(BABYLON || (BABYLON = {}));
  84614. //# sourceMappingURL=postProcessRenderPipelineManagerSceneComponent.js.map
  84615. var BABYLON;
  84616. (function (BABYLON) {
  84617. /**
  84618. * This represents a set of one or more post processes in Babylon.
  84619. * A post process can be used to apply a shader to a texture after it is rendered.
  84620. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84621. */
  84622. var PostProcessRenderEffect = /** @class */ (function () {
  84623. /**
  84624. * Instantiates a post process render effect.
  84625. * A post process can be used to apply a shader to a texture after it is rendered.
  84626. * @param engine The engine the effect is tied to
  84627. * @param name The name of the effect
  84628. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84629. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84630. */
  84631. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84632. this._name = name;
  84633. this._singleInstance = singleInstance || true;
  84634. this._getPostProcesses = getPostProcesses;
  84635. this._cameras = {};
  84636. this._indicesForCamera = {};
  84637. this._postProcesses = {};
  84638. }
  84639. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84640. /**
  84641. * Checks if all the post processes in the effect are supported.
  84642. */
  84643. get: function () {
  84644. for (var index in this._postProcesses) {
  84645. if (this._postProcesses.hasOwnProperty(index)) {
  84646. var pps = this._postProcesses[index];
  84647. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84648. if (!pps[ppIndex].isSupported) {
  84649. return false;
  84650. }
  84651. }
  84652. }
  84653. }
  84654. return true;
  84655. },
  84656. enumerable: true,
  84657. configurable: true
  84658. });
  84659. /**
  84660. * Updates the current state of the effect
  84661. * @hidden
  84662. */
  84663. PostProcessRenderEffect.prototype._update = function () {
  84664. };
  84665. /**
  84666. * Attaches the effect on cameras
  84667. * @param cameras The camera to attach to.
  84668. * @hidden
  84669. */
  84670. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84671. var _this = this;
  84672. var cameraKey;
  84673. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84674. if (!cams) {
  84675. return;
  84676. }
  84677. for (var i = 0; i < cams.length; i++) {
  84678. var camera = cams[i];
  84679. var cameraName = camera.name;
  84680. if (this._singleInstance) {
  84681. cameraKey = 0;
  84682. }
  84683. else {
  84684. cameraKey = cameraName;
  84685. }
  84686. if (!this._postProcesses[cameraKey]) {
  84687. var postProcess = this._getPostProcesses();
  84688. if (postProcess) {
  84689. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84690. }
  84691. }
  84692. if (!this._indicesForCamera[cameraName]) {
  84693. this._indicesForCamera[cameraName] = [];
  84694. }
  84695. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84696. var index = camera.attachPostProcess(postProcess);
  84697. _this._indicesForCamera[cameraName].push(index);
  84698. });
  84699. if (!this._cameras[cameraName]) {
  84700. this._cameras[cameraName] = camera;
  84701. }
  84702. }
  84703. };
  84704. /**
  84705. * Detatches the effect on cameras
  84706. * @param cameras The camera to detatch from.
  84707. * @hidden
  84708. */
  84709. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84710. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84711. if (!cams) {
  84712. return;
  84713. }
  84714. for (var i = 0; i < cams.length; i++) {
  84715. var camera = cams[i];
  84716. var cameraName = camera.name;
  84717. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84718. if (postProcesses) {
  84719. postProcesses.forEach(function (postProcess) {
  84720. camera.detachPostProcess(postProcess);
  84721. });
  84722. }
  84723. if (this._cameras[cameraName]) {
  84724. this._cameras[cameraName] = null;
  84725. }
  84726. }
  84727. };
  84728. /**
  84729. * Enables the effect on given cameras
  84730. * @param cameras The camera to enable.
  84731. * @hidden
  84732. */
  84733. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84734. var _this = this;
  84735. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84736. if (!cams) {
  84737. return;
  84738. }
  84739. for (var i = 0; i < cams.length; i++) {
  84740. var camera = cams[i];
  84741. var cameraName = camera.name;
  84742. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84743. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84744. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84745. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84746. });
  84747. }
  84748. }
  84749. }
  84750. };
  84751. /**
  84752. * Disables the effect on the given cameras
  84753. * @param cameras The camera to disable.
  84754. * @hidden
  84755. */
  84756. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84757. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84758. if (!cams) {
  84759. return;
  84760. }
  84761. for (var i = 0; i < cams.length; i++) {
  84762. var camera = cams[i];
  84763. var cameraName = camera.name;
  84764. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84765. camera.detachPostProcess(postProcess);
  84766. });
  84767. }
  84768. };
  84769. /**
  84770. * Gets a list of the post processes contained in the effect.
  84771. * @param camera The camera to get the post processes on.
  84772. * @returns The list of the post processes in the effect.
  84773. */
  84774. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84775. if (this._singleInstance) {
  84776. return this._postProcesses[0];
  84777. }
  84778. else {
  84779. if (!camera) {
  84780. return null;
  84781. }
  84782. return this._postProcesses[camera.name];
  84783. }
  84784. };
  84785. return PostProcessRenderEffect;
  84786. }());
  84787. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84788. })(BABYLON || (BABYLON = {}));
  84789. //# sourceMappingURL=postProcessRenderEffect.js.map
  84790. var BABYLON;
  84791. (function (BABYLON) {
  84792. /**
  84793. * PostProcessRenderPipeline
  84794. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84795. */
  84796. var PostProcessRenderPipeline = /** @class */ (function () {
  84797. /**
  84798. * Initializes a PostProcessRenderPipeline
  84799. * @param engine engine to add the pipeline to
  84800. * @param name name of the pipeline
  84801. */
  84802. function PostProcessRenderPipeline(engine, name) {
  84803. this.engine = engine;
  84804. this._name = name;
  84805. this._renderEffects = {};
  84806. this._renderEffectsForIsolatedPass = new Array();
  84807. this._cameras = [];
  84808. }
  84809. /**
  84810. * "PostProcessRenderPipeline"
  84811. * @returns "PostProcessRenderPipeline"
  84812. */
  84813. PostProcessRenderPipeline.prototype.getClassName = function () {
  84814. return "PostProcessRenderPipeline";
  84815. };
  84816. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84817. /**
  84818. * If all the render effects in the pipeline are support
  84819. */
  84820. get: function () {
  84821. for (var renderEffectName in this._renderEffects) {
  84822. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84823. if (!this._renderEffects[renderEffectName].isSupported) {
  84824. return false;
  84825. }
  84826. }
  84827. }
  84828. return true;
  84829. },
  84830. enumerable: true,
  84831. configurable: true
  84832. });
  84833. /**
  84834. * Adds an effect to the pipeline
  84835. * @param renderEffect the effect to add
  84836. */
  84837. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84838. this._renderEffects[renderEffect._name] = renderEffect;
  84839. };
  84840. // private
  84841. /** @hidden */
  84842. PostProcessRenderPipeline.prototype._rebuild = function () {
  84843. };
  84844. /** @hidden */
  84845. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84846. var renderEffects = this._renderEffects[renderEffectName];
  84847. if (!renderEffects) {
  84848. return;
  84849. }
  84850. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84851. };
  84852. /** @hidden */
  84853. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84854. var renderEffects = this._renderEffects[renderEffectName];
  84855. if (!renderEffects) {
  84856. return;
  84857. }
  84858. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84859. };
  84860. /** @hidden */
  84861. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84862. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84863. if (!cams) {
  84864. return;
  84865. }
  84866. var indicesToDelete = [];
  84867. var i;
  84868. for (i = 0; i < cams.length; i++) {
  84869. var camera = cams[i];
  84870. var cameraName = camera.name;
  84871. if (this._cameras.indexOf(camera) === -1) {
  84872. this._cameras[cameraName] = camera;
  84873. }
  84874. else if (unique) {
  84875. indicesToDelete.push(i);
  84876. }
  84877. }
  84878. for (i = 0; i < indicesToDelete.length; i++) {
  84879. cameras.splice(indicesToDelete[i], 1);
  84880. }
  84881. for (var renderEffectName in this._renderEffects) {
  84882. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84883. this._renderEffects[renderEffectName]._attachCameras(cams);
  84884. }
  84885. }
  84886. };
  84887. /** @hidden */
  84888. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84889. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84890. if (!cams) {
  84891. return;
  84892. }
  84893. for (var renderEffectName in this._renderEffects) {
  84894. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84895. this._renderEffects[renderEffectName]._detachCameras(cams);
  84896. }
  84897. }
  84898. for (var i = 0; i < cams.length; i++) {
  84899. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84900. }
  84901. };
  84902. /** @hidden */
  84903. PostProcessRenderPipeline.prototype._update = function () {
  84904. for (var renderEffectName in this._renderEffects) {
  84905. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84906. this._renderEffects[renderEffectName]._update();
  84907. }
  84908. }
  84909. for (var i = 0; i < this._cameras.length; i++) {
  84910. var cameraName = this._cameras[i].name;
  84911. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84912. this._renderEffectsForIsolatedPass[cameraName]._update();
  84913. }
  84914. }
  84915. };
  84916. /** @hidden */
  84917. PostProcessRenderPipeline.prototype._reset = function () {
  84918. this._renderEffects = {};
  84919. this._renderEffectsForIsolatedPass = new Array();
  84920. };
  84921. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84922. // 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)
  84923. var effectKeys = Object.keys(this._renderEffects);
  84924. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84925. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84926. if (postProcesses) {
  84927. postProcesses[0].samples = sampleCount;
  84928. return true;
  84929. }
  84930. }
  84931. return false;
  84932. };
  84933. /**
  84934. * Disposes of the pipeline
  84935. */
  84936. PostProcessRenderPipeline.prototype.dispose = function () {
  84937. // Must be implemented by children
  84938. };
  84939. __decorate([
  84940. BABYLON.serialize()
  84941. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84942. return PostProcessRenderPipeline;
  84943. }());
  84944. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84945. })(BABYLON || (BABYLON = {}));
  84946. //# sourceMappingURL=postProcessRenderPipeline.js.map
  84947. var BABYLON;
  84948. (function (BABYLON) {
  84949. /**
  84950. * This represents a depth renderer in Babylon.
  84951. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84952. */
  84953. var DepthRenderer = /** @class */ (function () {
  84954. /**
  84955. * Instantiates a depth renderer
  84956. * @param scene The scene the renderer belongs to
  84957. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84958. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84959. */
  84960. function DepthRenderer(scene, type, camera) {
  84961. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84962. if (camera === void 0) { camera = null; }
  84963. var _this = this;
  84964. /**
  84965. * Specifiess that the depth renderer will only be used within
  84966. * the camera it is created for.
  84967. * This can help forcing its rendering during the camera processing.
  84968. */
  84969. this.useOnlyInActiveCamera = false;
  84970. this._scene = scene;
  84971. // Register the G Buffer component to the scene.
  84972. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84973. if (!component) {
  84974. component = new BABYLON.DepthRendererSceneComponent(scene);
  84975. scene._addComponent(component);
  84976. }
  84977. this._camera = camera;
  84978. var engine = scene.getEngine();
  84979. // Render target
  84980. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84981. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84982. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84983. this._depthMap.refreshRate = 1;
  84984. this._depthMap.renderParticles = false;
  84985. this._depthMap.renderList = null;
  84986. // Camera to get depth map from to support multiple concurrent cameras
  84987. this._depthMap.activeCamera = this._camera;
  84988. this._depthMap.ignoreCameraViewport = true;
  84989. this._depthMap.useCameraPostProcesses = false;
  84990. // set default depth value to 1.0 (far away)
  84991. this._depthMap.onClearObservable.add(function (engine) {
  84992. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84993. });
  84994. // Custom render function
  84995. var renderSubMesh = function (subMesh) {
  84996. var mesh = subMesh.getRenderingMesh();
  84997. var scene = _this._scene;
  84998. var engine = scene.getEngine();
  84999. var material = subMesh.getMaterial();
  85000. if (!material) {
  85001. return;
  85002. }
  85003. // Culling and reverse (right handed system)
  85004. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85005. // Managing instances
  85006. var batch = mesh._getInstancesRenderList(subMesh._id);
  85007. if (batch.mustReturn) {
  85008. return;
  85009. }
  85010. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85011. var camera = _this._camera || scene.activeCamera;
  85012. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85013. engine.enableEffect(_this._effect);
  85014. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85015. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85016. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85017. // Alpha test
  85018. if (material && material.needAlphaTesting()) {
  85019. var alphaTexture = material.getAlphaTestTexture();
  85020. if (alphaTexture) {
  85021. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85022. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85023. }
  85024. }
  85025. // Bones
  85026. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85027. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85028. }
  85029. // Draw
  85030. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85031. }
  85032. };
  85033. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85034. var index;
  85035. if (depthOnlySubMeshes.length) {
  85036. engine.setColorWrite(false);
  85037. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85038. renderSubMesh(depthOnlySubMeshes.data[index]);
  85039. }
  85040. engine.setColorWrite(true);
  85041. }
  85042. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85043. renderSubMesh(opaqueSubMeshes.data[index]);
  85044. }
  85045. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85046. renderSubMesh(alphaTestSubMeshes.data[index]);
  85047. }
  85048. };
  85049. }
  85050. /**
  85051. * Creates the depth rendering effect and checks if the effect is ready.
  85052. * @param subMesh The submesh to be used to render the depth map of
  85053. * @param useInstances If multiple world instances should be used
  85054. * @returns if the depth renderer is ready to render the depth map
  85055. */
  85056. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85057. var material = subMesh.getMaterial();
  85058. if (material.disableDepthWrite) {
  85059. return false;
  85060. }
  85061. var defines = [];
  85062. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85063. var mesh = subMesh.getMesh();
  85064. // Alpha test
  85065. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85066. defines.push("#define ALPHATEST");
  85067. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85068. attribs.push(BABYLON.VertexBuffer.UVKind);
  85069. defines.push("#define UV1");
  85070. }
  85071. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85072. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85073. defines.push("#define UV2");
  85074. }
  85075. }
  85076. // Bones
  85077. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85078. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85079. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85080. if (mesh.numBoneInfluencers > 4) {
  85081. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85082. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85083. }
  85084. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85085. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85086. }
  85087. else {
  85088. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85089. }
  85090. // Instances
  85091. if (useInstances) {
  85092. defines.push("#define INSTANCES");
  85093. attribs.push("world0");
  85094. attribs.push("world1");
  85095. attribs.push("world2");
  85096. attribs.push("world3");
  85097. }
  85098. // Get correct effect
  85099. var join = defines.join("\n");
  85100. if (this._cachedDefines !== join) {
  85101. this._cachedDefines = join;
  85102. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85103. }
  85104. return this._effect.isReady();
  85105. };
  85106. /**
  85107. * Gets the texture which the depth map will be written to.
  85108. * @returns The depth map texture
  85109. */
  85110. DepthRenderer.prototype.getDepthMap = function () {
  85111. return this._depthMap;
  85112. };
  85113. /**
  85114. * Disposes of the depth renderer.
  85115. */
  85116. DepthRenderer.prototype.dispose = function () {
  85117. this._depthMap.dispose();
  85118. };
  85119. return DepthRenderer;
  85120. }());
  85121. BABYLON.DepthRenderer = DepthRenderer;
  85122. })(BABYLON || (BABYLON = {}));
  85123. //# sourceMappingURL=depthRenderer.js.map
  85124. var BABYLON;
  85125. (function (BABYLON) {
  85126. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85127. camera = camera || this.activeCamera;
  85128. if (!camera) {
  85129. throw "No camera available to enable depth renderer";
  85130. }
  85131. if (!this._depthRenderer) {
  85132. this._depthRenderer = {};
  85133. }
  85134. if (!this._depthRenderer[camera.id]) {
  85135. var textureType = 0;
  85136. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85137. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85138. }
  85139. else if (this.getEngine().getCaps().textureFloatRender) {
  85140. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85141. }
  85142. else {
  85143. throw "Depth renderer does not support int texture type";
  85144. }
  85145. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85146. }
  85147. return this._depthRenderer[camera.id];
  85148. };
  85149. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85150. camera = camera || this.activeCamera;
  85151. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85152. return;
  85153. }
  85154. this._depthRenderer[camera.id].dispose();
  85155. delete this._depthRenderer[camera.id];
  85156. };
  85157. /**
  85158. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  85159. * in several rendering techniques.
  85160. */
  85161. var DepthRendererSceneComponent = /** @class */ (function () {
  85162. /**
  85163. * Creates a new instance of the component for the given scene
  85164. * @param scene Defines the scene to register the component in
  85165. */
  85166. function DepthRendererSceneComponent(scene) {
  85167. /**
  85168. * The component name helpfull to identify the component in the list of scene components.
  85169. */
  85170. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85171. this.scene = scene;
  85172. }
  85173. /**
  85174. * Registers the component in a given scene
  85175. */
  85176. DepthRendererSceneComponent.prototype.register = function () {
  85177. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85178. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85179. };
  85180. /**
  85181. * Rebuilds the elements related to this component in case of
  85182. * context lost for instance.
  85183. */
  85184. DepthRendererSceneComponent.prototype.rebuild = function () {
  85185. // Nothing to do for this component
  85186. };
  85187. /**
  85188. * Disposes the component and the associated ressources
  85189. */
  85190. DepthRendererSceneComponent.prototype.dispose = function () {
  85191. for (var key in this.scene._depthRenderer) {
  85192. this.scene._depthRenderer[key].dispose();
  85193. }
  85194. };
  85195. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85196. if (this.scene._depthRenderer) {
  85197. for (var key in this.scene._depthRenderer) {
  85198. var depthRenderer = this.scene._depthRenderer[key];
  85199. if (!depthRenderer.useOnlyInActiveCamera) {
  85200. renderTargets.push(depthRenderer.getDepthMap());
  85201. }
  85202. }
  85203. }
  85204. };
  85205. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85206. if (this.scene._depthRenderer) {
  85207. for (var key in this.scene._depthRenderer) {
  85208. var depthRenderer = this.scene._depthRenderer[key];
  85209. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85210. renderTargets.push(depthRenderer.getDepthMap());
  85211. }
  85212. }
  85213. }
  85214. };
  85215. return DepthRendererSceneComponent;
  85216. }());
  85217. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85218. })(BABYLON || (BABYLON = {}));
  85219. //# sourceMappingURL=depthRendererSceneComponent.js.map
  85220. var BABYLON;
  85221. (function (BABYLON) {
  85222. /**
  85223. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85224. */
  85225. var GeometryBufferRenderer = /** @class */ (function () {
  85226. /**
  85227. * Creates a new G Buffer for the scene
  85228. * @param scene The scene the buffer belongs to
  85229. * @param ratio How big is the buffer related to the main canvas.
  85230. */
  85231. function GeometryBufferRenderer(scene, ratio) {
  85232. if (ratio === void 0) { ratio = 1; }
  85233. /**
  85234. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85235. * in order to compute objects velocities when enableVelocity is set to "true"
  85236. * @hidden
  85237. */
  85238. this._previousTransformationMatrices = {};
  85239. this._enablePosition = false;
  85240. this._enableVelocity = false;
  85241. this._positionIndex = -1;
  85242. this._velocityIndex = -1;
  85243. this._scene = scene;
  85244. this._ratio = ratio;
  85245. // Register the G Buffer component to the scene.
  85246. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85247. if (!component) {
  85248. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85249. scene._addComponent(component);
  85250. }
  85251. // Render target
  85252. this._createRenderTargets();
  85253. }
  85254. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85255. /**
  85256. * Set the render list (meshes to be rendered) used in the G buffer.
  85257. */
  85258. set: function (meshes) {
  85259. this._multiRenderTarget.renderList = meshes;
  85260. },
  85261. enumerable: true,
  85262. configurable: true
  85263. });
  85264. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85265. /**
  85266. * Gets wether or not G buffer are supported by the running hardware.
  85267. * This requires draw buffer supports
  85268. */
  85269. get: function () {
  85270. return this._multiRenderTarget.isSupported;
  85271. },
  85272. enumerable: true,
  85273. configurable: true
  85274. });
  85275. /**
  85276. * Returns the index of the given texture type in the G-Buffer textures array
  85277. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85278. * @returns the index of the given texture type in the G-Buffer textures array
  85279. */
  85280. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85281. switch (textureType) {
  85282. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85283. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85284. default: return -1;
  85285. }
  85286. };
  85287. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85288. /**
  85289. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85290. */
  85291. get: function () {
  85292. return this._enablePosition;
  85293. },
  85294. /**
  85295. * Sets whether or not objects positions are enabled for the G buffer.
  85296. */
  85297. set: function (enable) {
  85298. this._enablePosition = enable;
  85299. this.dispose();
  85300. this._createRenderTargets();
  85301. },
  85302. enumerable: true,
  85303. configurable: true
  85304. });
  85305. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85306. /**
  85307. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85308. */
  85309. get: function () {
  85310. return this._enableVelocity;
  85311. },
  85312. /**
  85313. * Sets wether or not objects velocities are enabled for the G buffer.
  85314. */
  85315. set: function (enable) {
  85316. this._enableVelocity = enable;
  85317. this.dispose();
  85318. this._createRenderTargets();
  85319. },
  85320. enumerable: true,
  85321. configurable: true
  85322. });
  85323. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85324. /**
  85325. * Gets the scene associated with the buffer.
  85326. */
  85327. get: function () {
  85328. return this._scene;
  85329. },
  85330. enumerable: true,
  85331. configurable: true
  85332. });
  85333. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85334. /**
  85335. * Gets the ratio used by the buffer during its creation.
  85336. * How big is the buffer related to the main canvas.
  85337. */
  85338. get: function () {
  85339. return this._ratio;
  85340. },
  85341. enumerable: true,
  85342. configurable: true
  85343. });
  85344. /**
  85345. * Checks wether everything is ready to render a submesh to the G buffer.
  85346. * @param subMesh the submesh to check readiness for
  85347. * @param useInstances is the mesh drawn using instance or not
  85348. * @returns true if ready otherwise false
  85349. */
  85350. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85351. var material = subMesh.getMaterial();
  85352. if (material && material.disableDepthWrite) {
  85353. return false;
  85354. }
  85355. var defines = [];
  85356. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85357. var mesh = subMesh.getMesh();
  85358. // Alpha test
  85359. if (material && material.needAlphaTesting()) {
  85360. defines.push("#define ALPHATEST");
  85361. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85362. attribs.push(BABYLON.VertexBuffer.UVKind);
  85363. defines.push("#define UV1");
  85364. }
  85365. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85366. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85367. defines.push("#define UV2");
  85368. }
  85369. }
  85370. // Buffers
  85371. if (this._enablePosition) {
  85372. defines.push("#define POSITION");
  85373. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85374. }
  85375. if (this._enableVelocity) {
  85376. defines.push("#define VELOCITY");
  85377. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85378. }
  85379. // Bones
  85380. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85381. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85382. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85383. if (mesh.numBoneInfluencers > 4) {
  85384. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85385. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85386. }
  85387. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85388. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85389. }
  85390. else {
  85391. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85392. }
  85393. // Instances
  85394. if (useInstances) {
  85395. defines.push("#define INSTANCES");
  85396. attribs.push("world0");
  85397. attribs.push("world1");
  85398. attribs.push("world2");
  85399. attribs.push("world3");
  85400. }
  85401. // Setup textures count
  85402. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85403. // Get correct effect
  85404. var join = defines.join("\n");
  85405. if (this._cachedDefines !== join) {
  85406. this._cachedDefines = join;
  85407. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85408. }
  85409. return this._effect.isReady();
  85410. };
  85411. /**
  85412. * Gets the current underlying G Buffer.
  85413. * @returns the buffer
  85414. */
  85415. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85416. return this._multiRenderTarget;
  85417. };
  85418. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85419. /**
  85420. * Gets the number of samples used to render the buffer (anti aliasing).
  85421. */
  85422. get: function () {
  85423. return this._multiRenderTarget.samples;
  85424. },
  85425. /**
  85426. * Sets the number of samples used to render the buffer (anti aliasing).
  85427. */
  85428. set: function (value) {
  85429. this._multiRenderTarget.samples = value;
  85430. },
  85431. enumerable: true,
  85432. configurable: true
  85433. });
  85434. /**
  85435. * Disposes the renderer and frees up associated resources.
  85436. */
  85437. GeometryBufferRenderer.prototype.dispose = function () {
  85438. this.getGBuffer().dispose();
  85439. };
  85440. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85441. var _this = this;
  85442. var engine = this._scene.getEngine();
  85443. var count = 2;
  85444. if (this._enablePosition) {
  85445. this._positionIndex = count;
  85446. count++;
  85447. }
  85448. if (this._enableVelocity) {
  85449. this._velocityIndex = count;
  85450. count++;
  85451. }
  85452. 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 });
  85453. if (!this.isSupported) {
  85454. return;
  85455. }
  85456. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85457. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85458. this._multiRenderTarget.refreshRate = 1;
  85459. this._multiRenderTarget.renderParticles = false;
  85460. this._multiRenderTarget.renderList = null;
  85461. // set default depth value to 1.0 (far away)
  85462. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85463. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85464. });
  85465. // Custom render function
  85466. var renderSubMesh = function (subMesh) {
  85467. var mesh = subMesh.getRenderingMesh();
  85468. var scene = _this._scene;
  85469. var engine = scene.getEngine();
  85470. var material = subMesh.getMaterial();
  85471. if (!material) {
  85472. return;
  85473. }
  85474. // Velocity
  85475. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85476. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85477. }
  85478. // Culling
  85479. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85480. // Managing instances
  85481. var batch = mesh._getInstancesRenderList(subMesh._id);
  85482. if (batch.mustReturn) {
  85483. return;
  85484. }
  85485. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85486. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85487. engine.enableEffect(_this._effect);
  85488. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85489. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85490. _this._effect.setMatrix("view", scene.getViewMatrix());
  85491. // Alpha test
  85492. if (material && material.needAlphaTesting()) {
  85493. var alphaTexture = material.getAlphaTestTexture();
  85494. if (alphaTexture) {
  85495. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85496. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85497. }
  85498. }
  85499. // Bones
  85500. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85501. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85502. }
  85503. // Velocity
  85504. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85505. // Draw
  85506. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85507. }
  85508. // Velocity
  85509. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85510. };
  85511. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85512. var index;
  85513. if (depthOnlySubMeshes.length) {
  85514. engine.setColorWrite(false);
  85515. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85516. renderSubMesh(depthOnlySubMeshes.data[index]);
  85517. }
  85518. engine.setColorWrite(true);
  85519. }
  85520. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85521. renderSubMesh(opaqueSubMeshes.data[index]);
  85522. }
  85523. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85524. renderSubMesh(alphaTestSubMeshes.data[index]);
  85525. }
  85526. };
  85527. };
  85528. /**
  85529. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85530. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85531. */
  85532. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85533. /**
  85534. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85535. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85536. */
  85537. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85538. return GeometryBufferRenderer;
  85539. }());
  85540. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85541. })(BABYLON || (BABYLON = {}));
  85542. //# sourceMappingURL=geometryBufferRenderer.js.map
  85543. var BABYLON;
  85544. (function (BABYLON) {
  85545. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85546. get: function () {
  85547. this._geometryBufferRenderer;
  85548. },
  85549. set: function (value) {
  85550. if (value && value.isSupported) {
  85551. this._geometryBufferRenderer = value;
  85552. }
  85553. },
  85554. enumerable: true,
  85555. configurable: true
  85556. });
  85557. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85558. if (ratio === void 0) { ratio = 1; }
  85559. if (this._geometryBufferRenderer) {
  85560. return this._geometryBufferRenderer;
  85561. }
  85562. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85563. if (!this._geometryBufferRenderer.isSupported) {
  85564. this._geometryBufferRenderer = null;
  85565. }
  85566. return this._geometryBufferRenderer;
  85567. };
  85568. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85569. if (!this._geometryBufferRenderer) {
  85570. return;
  85571. }
  85572. this._geometryBufferRenderer.dispose();
  85573. this._geometryBufferRenderer = null;
  85574. };
  85575. /**
  85576. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85577. * in several rendering techniques.
  85578. */
  85579. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85580. /**
  85581. * Creates a new instance of the component for the given scene
  85582. * @param scene Defines the scene to register the component in
  85583. */
  85584. function GeometryBufferRendererSceneComponent(scene) {
  85585. /**
  85586. * The component name helpful to identify the component in the list of scene components.
  85587. */
  85588. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85589. this.scene = scene;
  85590. }
  85591. /**
  85592. * Registers the component in a given scene
  85593. */
  85594. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85595. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85596. };
  85597. /**
  85598. * Rebuilds the elements related to this component in case of
  85599. * context lost for instance.
  85600. */
  85601. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85602. // Nothing to do for this component
  85603. };
  85604. /**
  85605. * Disposes the component and the associated ressources
  85606. */
  85607. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85608. // Nothing to do for this component
  85609. };
  85610. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85611. if (this.scene._geometryBufferRenderer) {
  85612. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85613. }
  85614. };
  85615. return GeometryBufferRendererSceneComponent;
  85616. }());
  85617. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85618. })(BABYLON || (BABYLON = {}));
  85619. //# sourceMappingURL=geometryBufferRendererSceneComponent.js.map
  85620. var BABYLON;
  85621. (function (BABYLON) {
  85622. /**
  85623. * Render pipeline to produce ssao effect
  85624. */
  85625. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85626. __extends(SSAORenderingPipeline, _super);
  85627. /**
  85628. * @constructor
  85629. * @param name - The rendering pipeline name
  85630. * @param scene - The scene linked to this pipeline
  85631. * @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 }
  85632. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85633. */
  85634. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85635. var _this = _super.call(this, scene.getEngine(), name) || this;
  85636. // Members
  85637. /**
  85638. * @ignore
  85639. * The PassPostProcess id in the pipeline that contains the original scene color
  85640. */
  85641. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85642. /**
  85643. * @ignore
  85644. * The SSAO PostProcess id in the pipeline
  85645. */
  85646. _this.SSAORenderEffect = "SSAORenderEffect";
  85647. /**
  85648. * @ignore
  85649. * The horizontal blur PostProcess id in the pipeline
  85650. */
  85651. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85652. /**
  85653. * @ignore
  85654. * The vertical blur PostProcess id in the pipeline
  85655. */
  85656. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85657. /**
  85658. * @ignore
  85659. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85660. */
  85661. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85662. /**
  85663. * The output strength of the SSAO post-process. Default value is 1.0.
  85664. */
  85665. _this.totalStrength = 1.0;
  85666. /**
  85667. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85668. */
  85669. _this.radius = 0.0001;
  85670. /**
  85671. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85672. * Must not be equal to fallOff and superior to fallOff.
  85673. * Default value is 0.975
  85674. */
  85675. _this.area = 0.0075;
  85676. /**
  85677. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85678. * Must not be equal to area and inferior to area.
  85679. * Default value is 0.0
  85680. */
  85681. _this.fallOff = 0.000001;
  85682. /**
  85683. * The base color of the SSAO post-process
  85684. * The final result is "base + ssao" between [0, 1]
  85685. */
  85686. _this.base = 0.5;
  85687. _this._firstUpdate = true;
  85688. _this._scene = scene;
  85689. // Set up assets
  85690. _this._createRandomTexture();
  85691. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85692. var ssaoRatio = ratio.ssaoRatio || ratio;
  85693. var combineRatio = ratio.combineRatio || ratio;
  85694. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85695. _this._createSSAOPostProcess(ssaoRatio);
  85696. _this._createBlurPostProcess(ssaoRatio);
  85697. _this._createSSAOCombinePostProcess(combineRatio);
  85698. // Set up pipeline
  85699. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85700. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85701. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85702. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85703. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85704. // Finish
  85705. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85706. if (cameras) {
  85707. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85708. }
  85709. return _this;
  85710. }
  85711. // Public Methods
  85712. /**
  85713. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85714. */
  85715. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85716. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85717. for (var i = 0; i < this._scene.cameras.length; i++) {
  85718. var camera = this._scene.cameras[i];
  85719. this._originalColorPostProcess.dispose(camera);
  85720. this._ssaoPostProcess.dispose(camera);
  85721. this._blurHPostProcess.dispose(camera);
  85722. this._blurVPostProcess.dispose(camera);
  85723. this._ssaoCombinePostProcess.dispose(camera);
  85724. }
  85725. this._randomTexture.dispose();
  85726. if (disableDepthRender) {
  85727. this._scene.disableDepthRenderer();
  85728. }
  85729. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85730. _super.prototype.dispose.call(this);
  85731. };
  85732. // Private Methods
  85733. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85734. var _this = this;
  85735. var size = 16;
  85736. 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);
  85737. 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);
  85738. this._blurHPostProcess.onActivateObservable.add(function () {
  85739. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85740. _this._blurHPostProcess.kernel = size * dw;
  85741. });
  85742. this._blurVPostProcess.onActivateObservable.add(function () {
  85743. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85744. _this._blurVPostProcess.kernel = size * dw;
  85745. });
  85746. };
  85747. /** @hidden */
  85748. SSAORenderingPipeline.prototype._rebuild = function () {
  85749. this._firstUpdate = true;
  85750. _super.prototype._rebuild.call(this);
  85751. };
  85752. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85753. var _this = this;
  85754. var numSamples = 16;
  85755. var sampleSphere = [
  85756. 0.5381, 0.1856, -0.4319,
  85757. 0.1379, 0.2486, 0.4430,
  85758. 0.3371, 0.5679, -0.0057,
  85759. -0.6999, -0.0451, -0.0019,
  85760. 0.0689, -0.1598, -0.8547,
  85761. 0.0560, 0.0069, -0.1843,
  85762. -0.0146, 0.1402, 0.0762,
  85763. 0.0100, -0.1924, -0.0344,
  85764. -0.3577, -0.5301, -0.4358,
  85765. -0.3169, 0.1063, 0.0158,
  85766. 0.0103, -0.5869, 0.0046,
  85767. -0.0897, -0.4940, 0.3287,
  85768. 0.7119, -0.0154, -0.0918,
  85769. -0.0533, 0.0596, -0.5411,
  85770. 0.0352, -0.0631, 0.5460,
  85771. -0.4776, 0.2847, -0.0271
  85772. ];
  85773. var samplesFactor = 1.0 / numSamples;
  85774. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85775. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85776. "area", "fallOff", "base", "range", "viewport"
  85777. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85778. this._ssaoPostProcess.onApply = function (effect) {
  85779. if (_this._firstUpdate) {
  85780. effect.setArray3("sampleSphere", sampleSphere);
  85781. effect.setFloat("samplesFactor", samplesFactor);
  85782. effect.setFloat("randTextureTiles", 4.0);
  85783. }
  85784. effect.setFloat("totalStrength", _this.totalStrength);
  85785. effect.setFloat("radius", _this.radius);
  85786. effect.setFloat("area", _this.area);
  85787. effect.setFloat("fallOff", _this.fallOff);
  85788. effect.setFloat("base", _this.base);
  85789. effect.setTexture("textureSampler", _this._depthTexture);
  85790. effect.setTexture("randomSampler", _this._randomTexture);
  85791. };
  85792. };
  85793. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85794. var _this = this;
  85795. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85796. this._ssaoCombinePostProcess.onApply = function (effect) {
  85797. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85798. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85799. };
  85800. };
  85801. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85802. var size = 512;
  85803. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85804. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85805. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85806. var context = this._randomTexture.getContext();
  85807. var rand = function (min, max) {
  85808. return Math.random() * (max - min) + min;
  85809. };
  85810. var randVector = BABYLON.Vector3.Zero();
  85811. for (var x = 0; x < size; x++) {
  85812. for (var y = 0; y < size; y++) {
  85813. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85814. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85815. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85816. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85817. context.fillRect(x, y, 1, 1);
  85818. }
  85819. }
  85820. this._randomTexture.update(false);
  85821. };
  85822. __decorate([
  85823. BABYLON.serialize()
  85824. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85825. __decorate([
  85826. BABYLON.serialize()
  85827. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85828. __decorate([
  85829. BABYLON.serialize()
  85830. ], SSAORenderingPipeline.prototype, "area", void 0);
  85831. __decorate([
  85832. BABYLON.serialize()
  85833. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85834. __decorate([
  85835. BABYLON.serialize()
  85836. ], SSAORenderingPipeline.prototype, "base", void 0);
  85837. return SSAORenderingPipeline;
  85838. }(BABYLON.PostProcessRenderPipeline));
  85839. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85840. })(BABYLON || (BABYLON = {}));
  85841. //# sourceMappingURL=ssaoRenderingPipeline.js.map
  85842. var BABYLON;
  85843. (function (BABYLON) {
  85844. /**
  85845. * Render pipeline to produce ssao effect
  85846. */
  85847. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85848. __extends(SSAO2RenderingPipeline, _super);
  85849. /**
  85850. * @constructor
  85851. * @param name The rendering pipeline name
  85852. * @param scene The scene linked to this pipeline
  85853. * @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 }
  85854. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85855. */
  85856. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85857. var _this = _super.call(this, scene.getEngine(), name) || this;
  85858. // Members
  85859. /**
  85860. * @ignore
  85861. * The PassPostProcess id in the pipeline that contains the original scene color
  85862. */
  85863. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85864. /**
  85865. * @ignore
  85866. * The SSAO PostProcess id in the pipeline
  85867. */
  85868. _this.SSAORenderEffect = "SSAORenderEffect";
  85869. /**
  85870. * @ignore
  85871. * The horizontal blur PostProcess id in the pipeline
  85872. */
  85873. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85874. /**
  85875. * @ignore
  85876. * The vertical blur PostProcess id in the pipeline
  85877. */
  85878. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85879. /**
  85880. * @ignore
  85881. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85882. */
  85883. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85884. /**
  85885. * The output strength of the SSAO post-process. Default value is 1.0.
  85886. */
  85887. _this.totalStrength = 1.0;
  85888. /**
  85889. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85890. */
  85891. _this.maxZ = 100.0;
  85892. /**
  85893. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85894. */
  85895. _this.minZAspect = 0.2;
  85896. _this._samples = 8;
  85897. _this._textureSamples = 1;
  85898. _this._expensiveBlur = true;
  85899. /**
  85900. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85901. */
  85902. _this.radius = 2.0;
  85903. /**
  85904. * The base color of the SSAO post-process
  85905. * The final result is "base + ssao" between [0, 1]
  85906. */
  85907. _this.base = 0;
  85908. _this._firstUpdate = true;
  85909. _this._bits = new Uint32Array(1);
  85910. _this._scene = scene;
  85911. _this._ratio = ratio;
  85912. if (!_this.isSupported) {
  85913. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85914. return _this;
  85915. }
  85916. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85917. var blurRatio = _this._ratio.blurRatio || ratio;
  85918. // Set up assets
  85919. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85920. _this._createRandomTexture();
  85921. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85922. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85923. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85924. _this._originalColorPostProcess.samples = _this.textureSamples;
  85925. _this._createSSAOPostProcess(1.0);
  85926. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85927. _this._createSSAOCombinePostProcess(blurRatio);
  85928. // Set up pipeline
  85929. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85930. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85931. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85932. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85933. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85934. // Finish
  85935. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85936. if (cameras) {
  85937. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85938. }
  85939. return _this;
  85940. }
  85941. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85942. get: function () {
  85943. return this._samples;
  85944. },
  85945. /**
  85946. * Number of samples used for the SSAO calculations. Default value is 8
  85947. */
  85948. set: function (n) {
  85949. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85950. this._samples = n;
  85951. this._sampleSphere = this._generateHemisphere();
  85952. this._firstUpdate = true;
  85953. },
  85954. enumerable: true,
  85955. configurable: true
  85956. });
  85957. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85958. get: function () {
  85959. return this._textureSamples;
  85960. },
  85961. /**
  85962. * Number of samples to use for antialiasing
  85963. */
  85964. set: function (n) {
  85965. this._textureSamples = n;
  85966. this._originalColorPostProcess.samples = n;
  85967. this._blurHPostProcess.samples = n;
  85968. this._blurVPostProcess.samples = n;
  85969. this._ssaoPostProcess.samples = n;
  85970. this._ssaoCombinePostProcess.samples = n;
  85971. },
  85972. enumerable: true,
  85973. configurable: true
  85974. });
  85975. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85976. get: function () {
  85977. return this._expensiveBlur;
  85978. },
  85979. /**
  85980. * If bilateral blur should be used
  85981. */
  85982. set: function (b) {
  85983. 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"]);
  85984. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85985. this._expensiveBlur = b;
  85986. this._firstUpdate = true;
  85987. },
  85988. enumerable: true,
  85989. configurable: true
  85990. });
  85991. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85992. /**
  85993. * Support test.
  85994. */
  85995. get: function () {
  85996. var engine = BABYLON.Engine.LastCreatedEngine;
  85997. if (!engine) {
  85998. return false;
  85999. }
  86000. return engine.getCaps().drawBuffersExtension;
  86001. },
  86002. enumerable: true,
  86003. configurable: true
  86004. });
  86005. // Public Methods
  86006. /**
  86007. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86008. */
  86009. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86010. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86011. for (var i = 0; i < this._scene.cameras.length; i++) {
  86012. var camera = this._scene.cameras[i];
  86013. this._originalColorPostProcess.dispose(camera);
  86014. this._ssaoPostProcess.dispose(camera);
  86015. this._blurHPostProcess.dispose(camera);
  86016. this._blurVPostProcess.dispose(camera);
  86017. this._ssaoCombinePostProcess.dispose(camera);
  86018. }
  86019. this._randomTexture.dispose();
  86020. if (disableGeometryBufferRenderer) {
  86021. this._scene.disableGeometryBufferRenderer();
  86022. }
  86023. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86024. _super.prototype.dispose.call(this);
  86025. };
  86026. // Private Methods
  86027. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86028. var _this = this;
  86029. this._samplerOffsets = [];
  86030. var expensive = this.expensiveBlur;
  86031. for (var i = -8; i < 8; i++) {
  86032. this._samplerOffsets.push(i * 2 + 0.5);
  86033. }
  86034. 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");
  86035. this._blurHPostProcess.onApply = function (effect) {
  86036. if (!_this._scene.activeCamera) {
  86037. return;
  86038. }
  86039. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86040. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86041. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86042. effect.setFloat("radius", _this.radius);
  86043. effect.setTexture("depthSampler", _this._depthTexture);
  86044. if (_this._firstUpdate) {
  86045. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86046. }
  86047. };
  86048. 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");
  86049. this._blurVPostProcess.onApply = function (effect) {
  86050. if (!_this._scene.activeCamera) {
  86051. return;
  86052. }
  86053. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86054. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86055. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86056. effect.setFloat("radius", _this.radius);
  86057. effect.setTexture("depthSampler", _this._depthTexture);
  86058. if (_this._firstUpdate) {
  86059. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86060. _this._firstUpdate = false;
  86061. }
  86062. };
  86063. this._blurHPostProcess.samples = this.textureSamples;
  86064. this._blurVPostProcess.samples = this.textureSamples;
  86065. };
  86066. /** @hidden */
  86067. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86068. this._firstUpdate = true;
  86069. _super.prototype._rebuild.call(this);
  86070. };
  86071. //Van der Corput radical inverse
  86072. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86073. this._bits[0] = i;
  86074. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86075. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86076. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86077. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86078. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86079. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86080. };
  86081. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86082. return [i / n, this._radicalInverse_VdC(i)];
  86083. };
  86084. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86085. var phi = v * 2.0 * Math.PI;
  86086. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86087. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86088. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86089. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86090. };
  86091. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86092. var numSamples = this.samples;
  86093. var result = [];
  86094. var vector;
  86095. var i = 0;
  86096. while (i < numSamples) {
  86097. if (numSamples < 16) {
  86098. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86099. }
  86100. else {
  86101. var rand = this._hammersley(i, numSamples);
  86102. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86103. }
  86104. result.push(vector.x, vector.y, vector.z);
  86105. i++;
  86106. }
  86107. return result;
  86108. };
  86109. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86110. var _this = this;
  86111. var numSamples = this.samples;
  86112. this._sampleSphere = this._generateHemisphere();
  86113. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86114. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86115. "base", "range", "projection", "near", "far", "texelSize",
  86116. "xViewport", "yViewport", "maxZ", "minZAspect"
  86117. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86118. this._ssaoPostProcess.onApply = function (effect) {
  86119. if (_this._firstUpdate) {
  86120. effect.setArray3("sampleSphere", _this._sampleSphere);
  86121. effect.setFloat("randTextureTiles", 32.0);
  86122. }
  86123. if (!_this._scene.activeCamera) {
  86124. return;
  86125. }
  86126. effect.setFloat("samplesFactor", 1 / _this.samples);
  86127. effect.setFloat("totalStrength", _this.totalStrength);
  86128. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86129. effect.setFloat("radius", _this.radius);
  86130. effect.setFloat("maxZ", _this.maxZ);
  86131. effect.setFloat("minZAspect", _this.minZAspect);
  86132. effect.setFloat("base", _this.base);
  86133. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86134. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86135. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86136. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86137. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86138. effect.setTexture("textureSampler", _this._depthTexture);
  86139. effect.setTexture("normalSampler", _this._normalTexture);
  86140. effect.setTexture("randomSampler", _this._randomTexture);
  86141. };
  86142. this._ssaoPostProcess.samples = this.textureSamples;
  86143. };
  86144. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86145. var _this = this;
  86146. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86147. this._ssaoCombinePostProcess.onApply = function (effect) {
  86148. var viewport = _this._scene.activeCamera.viewport;
  86149. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86150. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86151. };
  86152. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86153. };
  86154. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86155. var size = 128;
  86156. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86157. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86158. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86159. var context = this._randomTexture.getContext();
  86160. var rand = function (min, max) {
  86161. return Math.random() * (max - min) + min;
  86162. };
  86163. var randVector = BABYLON.Vector3.Zero();
  86164. for (var x = 0; x < size; x++) {
  86165. for (var y = 0; y < size; y++) {
  86166. randVector.x = rand(0.0, 1.0);
  86167. randVector.y = rand(0.0, 1.0);
  86168. randVector.z = 0.0;
  86169. randVector.normalize();
  86170. randVector.scaleInPlace(255);
  86171. randVector.x = Math.floor(randVector.x);
  86172. randVector.y = Math.floor(randVector.y);
  86173. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86174. context.fillRect(x, y, 1, 1);
  86175. }
  86176. }
  86177. this._randomTexture.update(false);
  86178. };
  86179. /**
  86180. * Serialize the rendering pipeline (Used when exporting)
  86181. * @returns the serialized object
  86182. */
  86183. SSAO2RenderingPipeline.prototype.serialize = function () {
  86184. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86185. serializationObject.customType = "SSAO2RenderingPipeline";
  86186. return serializationObject;
  86187. };
  86188. /**
  86189. * Parse the serialized pipeline
  86190. * @param source Source pipeline.
  86191. * @param scene The scene to load the pipeline to.
  86192. * @param rootUrl The URL of the serialized pipeline.
  86193. * @returns An instantiated pipeline from the serialized object.
  86194. */
  86195. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86196. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86197. };
  86198. __decorate([
  86199. BABYLON.serialize()
  86200. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86201. __decorate([
  86202. BABYLON.serialize()
  86203. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86204. __decorate([
  86205. BABYLON.serialize()
  86206. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86207. __decorate([
  86208. BABYLON.serialize("samples")
  86209. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86210. __decorate([
  86211. BABYLON.serialize("textureSamples")
  86212. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86213. __decorate([
  86214. BABYLON.serialize()
  86215. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86216. __decorate([
  86217. BABYLON.serialize("expensiveBlur")
  86218. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86219. __decorate([
  86220. BABYLON.serialize()
  86221. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86222. __decorate([
  86223. BABYLON.serialize()
  86224. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86225. return SSAO2RenderingPipeline;
  86226. }(BABYLON.PostProcessRenderPipeline));
  86227. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86228. })(BABYLON || (BABYLON = {}));
  86229. //# sourceMappingURL=ssao2RenderingPipeline.js.map
  86230. var BABYLON;
  86231. (function (BABYLON) {
  86232. /**
  86233. * BABYLON.JS Chromatic Aberration GLSL Shader
  86234. * Author: Olivier Guyot
  86235. * Separates very slightly R, G and B colors on the edges of the screen
  86236. * Inspired by Francois Tarlier & Martins Upitis
  86237. */
  86238. var LensRenderingPipeline = /** @class */ (function (_super) {
  86239. __extends(LensRenderingPipeline, _super);
  86240. /**
  86241. * @constructor
  86242. *
  86243. * Effect parameters are as follow:
  86244. * {
  86245. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86246. * edge_blur: number; // from 0 to x (1 for realism)
  86247. * distortion: number; // from 0 to x (1 for realism)
  86248. * grain_amount: number; // from 0 to 1
  86249. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86250. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86251. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86252. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86253. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86254. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86255. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86256. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86257. * }
  86258. * Note: if an effect parameter is unset, effect is disabled
  86259. *
  86260. * @param name The rendering pipeline name
  86261. * @param parameters - An object containing all parameters (see above)
  86262. * @param scene The scene linked to this pipeline
  86263. * @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)
  86264. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86265. */
  86266. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86267. if (ratio === void 0) { ratio = 1.0; }
  86268. var _this = _super.call(this, scene.getEngine(), name) || this;
  86269. // Lens effects can be of the following:
  86270. // - chromatic aberration (slight shift of RGB colors)
  86271. // - blur on the edge of the lens
  86272. // - lens distortion
  86273. // - depth-of-field blur & highlights enhancing
  86274. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86275. // - grain effect (noise or custom texture)
  86276. // Two additional texture samplers are needed:
  86277. // - depth map (for depth-of-field)
  86278. // - grain texture
  86279. /**
  86280. * @ignore
  86281. * The chromatic aberration PostProcess id in the pipeline
  86282. */
  86283. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86284. /**
  86285. * @ignore
  86286. * The highlights enhancing PostProcess id in the pipeline
  86287. */
  86288. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86289. /**
  86290. * @ignore
  86291. * The depth-of-field PostProcess id in the pipeline
  86292. */
  86293. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86294. _this._scene = scene;
  86295. // Fetch texture samplers
  86296. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86297. if (parameters.grain_texture) {
  86298. _this._grainTexture = parameters.grain_texture;
  86299. }
  86300. else {
  86301. _this._createGrainTexture();
  86302. }
  86303. // save parameters
  86304. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86305. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86306. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86307. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86308. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86309. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86310. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86311. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86312. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86313. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86314. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86315. // Create effects
  86316. _this._createChromaticAberrationPostProcess(ratio);
  86317. _this._createHighlightsPostProcess(ratio);
  86318. _this._createDepthOfFieldPostProcess(ratio / 4);
  86319. // Set up pipeline
  86320. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86321. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86322. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86323. if (_this._highlightsGain === -1) {
  86324. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86325. }
  86326. // Finish
  86327. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86328. if (cameras) {
  86329. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86330. }
  86331. return _this;
  86332. }
  86333. // public methods (self explanatory)
  86334. /**
  86335. * Sets the amount of blur at the edges
  86336. * @param amount blur amount
  86337. */
  86338. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86339. /**
  86340. * Sets edge blur to 0
  86341. */
  86342. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86343. /**
  86344. * Sets the amout of grain
  86345. * @param amount Amount of grain
  86346. */
  86347. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86348. /**
  86349. * Set grain amount to 0
  86350. */
  86351. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86352. /**
  86353. * Sets the chromatic aberration amount
  86354. * @param amount amount of chromatic aberration
  86355. */
  86356. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86357. /**
  86358. * Sets chromatic aberration amount to 0
  86359. */
  86360. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86361. /**
  86362. * Sets the EdgeDistortion amount
  86363. * @param amount amount of EdgeDistortion
  86364. */
  86365. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86366. /**
  86367. * Sets edge distortion to 0
  86368. */
  86369. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86370. /**
  86371. * Sets the FocusDistance amount
  86372. * @param amount amount of FocusDistance
  86373. */
  86374. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86375. /**
  86376. * Disables depth of field
  86377. */
  86378. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86379. /**
  86380. * Sets the Aperture amount
  86381. * @param amount amount of Aperture
  86382. */
  86383. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86384. /**
  86385. * Sets the DarkenOutOfFocus amount
  86386. * @param amount amount of DarkenOutOfFocus
  86387. */
  86388. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86389. /**
  86390. * Creates a pentagon bokeh effect
  86391. */
  86392. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86393. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86394. };
  86395. /**
  86396. * Disables the pentagon bokeh effect
  86397. */
  86398. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86399. this._highlightsPostProcess.updateEffect();
  86400. };
  86401. /**
  86402. * Enables noise blur
  86403. */
  86404. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86405. /**
  86406. * Disables noise blur
  86407. */
  86408. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86409. /**
  86410. * Sets the HighlightsGain amount
  86411. * @param amount amount of HighlightsGain
  86412. */
  86413. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86414. this._highlightsGain = amount;
  86415. };
  86416. /**
  86417. * Sets the HighlightsThreshold amount
  86418. * @param amount amount of HighlightsThreshold
  86419. */
  86420. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86421. if (this._highlightsGain === -1) {
  86422. this._highlightsGain = 1.0;
  86423. }
  86424. this._highlightsThreshold = amount;
  86425. };
  86426. /**
  86427. * Disables highlights
  86428. */
  86429. LensRenderingPipeline.prototype.disableHighlights = function () {
  86430. this._highlightsGain = -1;
  86431. };
  86432. /**
  86433. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86434. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86435. */
  86436. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86437. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86438. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86439. this._chromaticAberrationPostProcess = null;
  86440. this._highlightsPostProcess = null;
  86441. this._depthOfFieldPostProcess = null;
  86442. this._grainTexture.dispose();
  86443. if (disableDepthRender) {
  86444. this._scene.disableDepthRenderer();
  86445. }
  86446. };
  86447. // colors shifting and distortion
  86448. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86449. var _this = this;
  86450. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86451. [], // samplers
  86452. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86453. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86454. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86455. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86456. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86457. effect.setFloat('radialIntensity', 1);
  86458. effect.setFloat2('direction', 17, 17);
  86459. effect.setFloat2('centerPosition', 0.5, 0.5);
  86460. };
  86461. };
  86462. // highlights enhancing
  86463. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86464. var _this = this;
  86465. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86466. [], // samplers
  86467. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86468. this._highlightsPostProcess.onApply = function (effect) {
  86469. effect.setFloat('gain', _this._highlightsGain);
  86470. effect.setFloat('threshold', _this._highlightsThreshold);
  86471. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86472. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86473. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86474. };
  86475. };
  86476. // colors shifting and distortion
  86477. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86478. var _this = this;
  86479. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86480. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86481. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86482. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86483. this._depthOfFieldPostProcess.onApply = function (effect) {
  86484. effect.setTexture("depthSampler", _this._depthTexture);
  86485. effect.setTexture("grainSampler", _this._grainTexture);
  86486. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86487. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86488. effect.setFloat('grain_amount', _this._grainAmount);
  86489. effect.setBool('blur_noise', _this._blurNoise);
  86490. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86491. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86492. effect.setFloat('distortion', _this._distortion);
  86493. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86494. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86495. effect.setFloat('aperture', _this._dofAperture);
  86496. effect.setFloat('darken', _this._dofDarken);
  86497. effect.setFloat('edge_blur', _this._edgeBlur);
  86498. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86499. if (_this._scene.activeCamera) {
  86500. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86501. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86502. }
  86503. };
  86504. };
  86505. // creates a black and white random noise texture, 512x512
  86506. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86507. var size = 512;
  86508. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86509. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86510. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86511. var context = this._grainTexture.getContext();
  86512. var rand = function (min, max) {
  86513. return Math.random() * (max - min) + min;
  86514. };
  86515. var value;
  86516. for (var x = 0; x < size; x++) {
  86517. for (var y = 0; y < size; y++) {
  86518. value = Math.floor(rand(0.42, 0.58) * 255);
  86519. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86520. context.fillRect(x, y, 1, 1);
  86521. }
  86522. }
  86523. this._grainTexture.update(false);
  86524. };
  86525. return LensRenderingPipeline;
  86526. }(BABYLON.PostProcessRenderPipeline));
  86527. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86528. })(BABYLON || (BABYLON = {}));
  86529. //# sourceMappingURL=lensRenderingPipeline.js.map
  86530. var BABYLON;
  86531. (function (BABYLON) {
  86532. /**
  86533. * Standard rendering pipeline
  86534. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86535. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86536. */
  86537. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86538. __extends(StandardRenderingPipeline, _super);
  86539. /**
  86540. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86541. * @constructor
  86542. * @param name The rendering pipeline name
  86543. * @param scene The scene linked to this pipeline
  86544. * @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)
  86545. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86546. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86547. */
  86548. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86549. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86550. var _this = _super.call(this, scene.getEngine(), name) || this;
  86551. /**
  86552. * Post-process used to down scale an image x4
  86553. */
  86554. _this.downSampleX4PostProcess = null;
  86555. /**
  86556. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86557. */
  86558. _this.brightPassPostProcess = null;
  86559. /**
  86560. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86561. */
  86562. _this.blurHPostProcesses = [];
  86563. /**
  86564. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86565. */
  86566. _this.blurVPostProcesses = [];
  86567. /**
  86568. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86569. */
  86570. _this.textureAdderPostProcess = null;
  86571. /**
  86572. * Post-process used to create volumetric lighting effect
  86573. */
  86574. _this.volumetricLightPostProcess = null;
  86575. /**
  86576. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86577. */
  86578. _this.volumetricLightSmoothXPostProcess = null;
  86579. /**
  86580. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86581. */
  86582. _this.volumetricLightSmoothYPostProcess = null;
  86583. /**
  86584. * Post-process used to merge the volumetric light effect and the real scene color
  86585. */
  86586. _this.volumetricLightMergePostProces = null;
  86587. /**
  86588. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86589. */
  86590. _this.volumetricLightFinalPostProcess = null;
  86591. /**
  86592. * Base post-process used to calculate the average luminance of the final image for HDR
  86593. */
  86594. _this.luminancePostProcess = null;
  86595. /**
  86596. * Post-processes used to create down sample post-processes in order to get
  86597. * the average luminance of the final image for HDR
  86598. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86599. */
  86600. _this.luminanceDownSamplePostProcesses = [];
  86601. /**
  86602. * Post-process used to create a HDR effect (light adaptation)
  86603. */
  86604. _this.hdrPostProcess = null;
  86605. /**
  86606. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86607. */
  86608. _this.textureAdderFinalPostProcess = null;
  86609. /**
  86610. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86611. */
  86612. _this.lensFlareFinalPostProcess = null;
  86613. /**
  86614. * Post-process used to merge the final HDR post-process and the real scene color
  86615. */
  86616. _this.hdrFinalPostProcess = null;
  86617. /**
  86618. * Post-process used to create a lens flare effect
  86619. */
  86620. _this.lensFlarePostProcess = null;
  86621. /**
  86622. * Post-process that merges the result of the lens flare post-process and the real scene color
  86623. */
  86624. _this.lensFlareComposePostProcess = null;
  86625. /**
  86626. * Post-process used to create a motion blur effect
  86627. */
  86628. _this.motionBlurPostProcess = null;
  86629. /**
  86630. * Post-process used to create a depth of field effect
  86631. */
  86632. _this.depthOfFieldPostProcess = null;
  86633. /**
  86634. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86635. */
  86636. _this.fxaaPostProcess = null;
  86637. // Values
  86638. /**
  86639. * Represents the brightness threshold in order to configure the illuminated surfaces
  86640. */
  86641. _this.brightThreshold = 1.0;
  86642. /**
  86643. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86644. */
  86645. _this.blurWidth = 512.0;
  86646. /**
  86647. * Sets if the blur for highlighted surfaces must be only horizontal
  86648. */
  86649. _this.horizontalBlur = false;
  86650. /**
  86651. * Sets the overall exposure used by the pipeline
  86652. */
  86653. _this.exposure = 1.0;
  86654. /**
  86655. * Texture used typically to simulate "dirty" on camera lens
  86656. */
  86657. _this.lensTexture = null;
  86658. /**
  86659. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86660. */
  86661. _this.volumetricLightCoefficient = 0.2;
  86662. /**
  86663. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86664. */
  86665. _this.volumetricLightPower = 4.0;
  86666. /**
  86667. * Used the set the blur intensity to smooth the volumetric lights
  86668. */
  86669. _this.volumetricLightBlurScale = 64.0;
  86670. /**
  86671. * Light (spot or directional) used to generate the volumetric lights rays
  86672. * The source light must have a shadow generate so the pipeline can get its
  86673. * depth map
  86674. */
  86675. _this.sourceLight = null;
  86676. /**
  86677. * For eye adaptation, represents the minimum luminance the eye can see
  86678. */
  86679. _this.hdrMinimumLuminance = 1.0;
  86680. /**
  86681. * For eye adaptation, represents the decrease luminance speed
  86682. */
  86683. _this.hdrDecreaseRate = 0.5;
  86684. /**
  86685. * For eye adaptation, represents the increase luminance speed
  86686. */
  86687. _this.hdrIncreaseRate = 0.5;
  86688. /**
  86689. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86690. */
  86691. _this.lensColorTexture = null;
  86692. /**
  86693. * The overall strengh for the lens flare effect
  86694. */
  86695. _this.lensFlareStrength = 20.0;
  86696. /**
  86697. * Dispersion coefficient for lens flare ghosts
  86698. */
  86699. _this.lensFlareGhostDispersal = 1.4;
  86700. /**
  86701. * Main lens flare halo width
  86702. */
  86703. _this.lensFlareHaloWidth = 0.7;
  86704. /**
  86705. * Based on the lens distortion effect, defines how much the lens flare result
  86706. * is distorted
  86707. */
  86708. _this.lensFlareDistortionStrength = 16.0;
  86709. /**
  86710. * Lens star texture must be used to simulate rays on the flares and is available
  86711. * in the documentation
  86712. */
  86713. _this.lensStarTexture = null;
  86714. /**
  86715. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86716. * flare effect by taking account of the dirt texture
  86717. */
  86718. _this.lensFlareDirtTexture = null;
  86719. /**
  86720. * Represents the focal length for the depth of field effect
  86721. */
  86722. _this.depthOfFieldDistance = 10.0;
  86723. /**
  86724. * Represents the blur intensity for the blurred part of the depth of field effect
  86725. */
  86726. _this.depthOfFieldBlurWidth = 64.0;
  86727. /**
  86728. * For motion blur, defines how much the image is blurred by the movement
  86729. */
  86730. _this.motionStrength = 1.0;
  86731. /**
  86732. * List of animations for the pipeline (IAnimatable implementation)
  86733. */
  86734. _this.animations = [];
  86735. _this._currentDepthOfFieldSource = null;
  86736. _this._hdrCurrentLuminance = 1.0;
  86737. // Getters and setters
  86738. _this._bloomEnabled = false;
  86739. _this._depthOfFieldEnabled = false;
  86740. _this._vlsEnabled = false;
  86741. _this._lensFlareEnabled = false;
  86742. _this._hdrEnabled = false;
  86743. _this._motionBlurEnabled = false;
  86744. _this._fxaaEnabled = false;
  86745. _this._motionBlurSamples = 64.0;
  86746. _this._volumetricLightStepsCount = 50.0;
  86747. _this._samples = 1;
  86748. _this._cameras = cameras || [];
  86749. // Initialize
  86750. _this._scene = scene;
  86751. _this._basePostProcess = originalPostProcess;
  86752. _this._ratio = ratio;
  86753. // Misc
  86754. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86755. // Finish
  86756. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86757. _this._buildPipeline();
  86758. return _this;
  86759. }
  86760. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86761. /**
  86762. * @ignore
  86763. * Specifies if the bloom pipeline is enabled
  86764. */
  86765. get: function () {
  86766. return this._bloomEnabled;
  86767. },
  86768. set: function (enabled) {
  86769. if (this._bloomEnabled === enabled) {
  86770. return;
  86771. }
  86772. this._bloomEnabled = enabled;
  86773. this._buildPipeline();
  86774. },
  86775. enumerable: true,
  86776. configurable: true
  86777. });
  86778. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86779. /**
  86780. * @ignore
  86781. * Specifies if the depth of field pipeline is enabed
  86782. */
  86783. get: function () {
  86784. return this._depthOfFieldEnabled;
  86785. },
  86786. set: function (enabled) {
  86787. if (this._depthOfFieldEnabled === enabled) {
  86788. return;
  86789. }
  86790. this._depthOfFieldEnabled = enabled;
  86791. this._buildPipeline();
  86792. },
  86793. enumerable: true,
  86794. configurable: true
  86795. });
  86796. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86797. /**
  86798. * @ignore
  86799. * Specifies if the lens flare pipeline is enabed
  86800. */
  86801. get: function () {
  86802. return this._lensFlareEnabled;
  86803. },
  86804. set: function (enabled) {
  86805. if (this._lensFlareEnabled === enabled) {
  86806. return;
  86807. }
  86808. this._lensFlareEnabled = enabled;
  86809. this._buildPipeline();
  86810. },
  86811. enumerable: true,
  86812. configurable: true
  86813. });
  86814. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86815. /**
  86816. * @ignore
  86817. * Specifies if the HDR pipeline is enabled
  86818. */
  86819. get: function () {
  86820. return this._hdrEnabled;
  86821. },
  86822. set: function (enabled) {
  86823. if (this._hdrEnabled === enabled) {
  86824. return;
  86825. }
  86826. this._hdrEnabled = enabled;
  86827. this._buildPipeline();
  86828. },
  86829. enumerable: true,
  86830. configurable: true
  86831. });
  86832. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86833. /**
  86834. * @ignore
  86835. * Specifies if the volumetric lights scattering effect is enabled
  86836. */
  86837. get: function () {
  86838. return this._vlsEnabled;
  86839. },
  86840. set: function (enabled) {
  86841. if (this._vlsEnabled === enabled) {
  86842. return;
  86843. }
  86844. if (enabled) {
  86845. var geometry = this._scene.enableGeometryBufferRenderer();
  86846. if (!geometry) {
  86847. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86848. return;
  86849. }
  86850. }
  86851. this._vlsEnabled = enabled;
  86852. this._buildPipeline();
  86853. },
  86854. enumerable: true,
  86855. configurable: true
  86856. });
  86857. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86858. /**
  86859. * @ignore
  86860. * Specifies if the motion blur effect is enabled
  86861. */
  86862. get: function () {
  86863. return this._motionBlurEnabled;
  86864. },
  86865. set: function (enabled) {
  86866. if (this._motionBlurEnabled === enabled) {
  86867. return;
  86868. }
  86869. this._motionBlurEnabled = enabled;
  86870. this._buildPipeline();
  86871. },
  86872. enumerable: true,
  86873. configurable: true
  86874. });
  86875. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86876. /**
  86877. * Specifies if anti-aliasing is enabled
  86878. */
  86879. get: function () {
  86880. return this._fxaaEnabled;
  86881. },
  86882. set: function (enabled) {
  86883. if (this._fxaaEnabled === enabled) {
  86884. return;
  86885. }
  86886. this._fxaaEnabled = enabled;
  86887. this._buildPipeline();
  86888. },
  86889. enumerable: true,
  86890. configurable: true
  86891. });
  86892. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86893. /**
  86894. * Specifies the number of steps used to calculate the volumetric lights
  86895. * Typically in interval [50, 200]
  86896. */
  86897. get: function () {
  86898. return this._volumetricLightStepsCount;
  86899. },
  86900. set: function (count) {
  86901. if (this.volumetricLightPostProcess) {
  86902. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86903. }
  86904. this._volumetricLightStepsCount = count;
  86905. },
  86906. enumerable: true,
  86907. configurable: true
  86908. });
  86909. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86910. /**
  86911. * Specifies the number of samples used for the motion blur effect
  86912. * Typically in interval [16, 64]
  86913. */
  86914. get: function () {
  86915. return this._motionBlurSamples;
  86916. },
  86917. set: function (samples) {
  86918. if (this.motionBlurPostProcess) {
  86919. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86920. }
  86921. this._motionBlurSamples = samples;
  86922. },
  86923. enumerable: true,
  86924. configurable: true
  86925. });
  86926. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86927. /**
  86928. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86929. */
  86930. get: function () {
  86931. return this._samples;
  86932. },
  86933. set: function (sampleCount) {
  86934. if (this._samples === sampleCount) {
  86935. return;
  86936. }
  86937. this._samples = sampleCount;
  86938. this._buildPipeline();
  86939. },
  86940. enumerable: true,
  86941. configurable: true
  86942. });
  86943. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86944. var _this = this;
  86945. var ratio = this._ratio;
  86946. var scene = this._scene;
  86947. this._disposePostProcesses();
  86948. this._reset();
  86949. // Create pass post-process
  86950. if (!this._basePostProcess) {
  86951. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86952. this.originalPostProcess.onApply = function (effect) {
  86953. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86954. };
  86955. }
  86956. else {
  86957. this.originalPostProcess = this._basePostProcess;
  86958. }
  86959. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86960. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86961. }
  86962. this._currentDepthOfFieldSource = this.originalPostProcess;
  86963. if (this._bloomEnabled) {
  86964. // Create down sample X4 post-process
  86965. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86966. // Create bright pass post-process
  86967. this._createBrightPassPostProcess(scene, ratio / 2);
  86968. // Create gaussian blur post-processes (down sampling blurs)
  86969. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86970. // Create texture adder post-process
  86971. this._createTextureAdderPostProcess(scene, ratio);
  86972. // Create depth-of-field source post-process
  86973. 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);
  86974. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86975. }
  86976. if (this._vlsEnabled) {
  86977. // Create volumetric light
  86978. this._createVolumetricLightPostProcess(scene, ratio);
  86979. // Create volumetric light final post-process
  86980. 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);
  86981. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86982. }
  86983. if (this._lensFlareEnabled) {
  86984. // Create lens flare post-process
  86985. this._createLensFlarePostProcess(scene, ratio);
  86986. // Create depth-of-field source post-process post lens-flare and disable it now
  86987. 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);
  86988. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86989. }
  86990. if (this._hdrEnabled) {
  86991. // Create luminance
  86992. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86993. // Create HDR
  86994. this._createHdrPostProcess(scene, ratio);
  86995. // Create depth-of-field source post-process post hdr and disable it now
  86996. 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);
  86997. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86998. }
  86999. if (this._depthOfFieldEnabled) {
  87000. // Create gaussian blur used by depth-of-field
  87001. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87002. // Create depth-of-field post-process
  87003. this._createDepthOfFieldPostProcess(scene, ratio);
  87004. }
  87005. if (this._motionBlurEnabled) {
  87006. // Create motion blur post-process
  87007. this._createMotionBlurPostProcess(scene, ratio);
  87008. }
  87009. if (this._fxaaEnabled) {
  87010. // Create fxaa post-process
  87011. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87012. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87013. }
  87014. if (this._cameras !== null) {
  87015. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87016. }
  87017. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87018. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87019. }
  87020. };
  87021. // Down Sample X4 Post-Processs
  87022. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87023. var _this = this;
  87024. var downSampleX4Offsets = new Array(32);
  87025. 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);
  87026. this.downSampleX4PostProcess.onApply = function (effect) {
  87027. var id = 0;
  87028. var width = _this.downSampleX4PostProcess.width;
  87029. var height = _this.downSampleX4PostProcess.height;
  87030. for (var i = -2; i < 2; i++) {
  87031. for (var j = -2; j < 2; j++) {
  87032. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87033. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87034. id += 2;
  87035. }
  87036. }
  87037. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87038. };
  87039. // Add to pipeline
  87040. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87041. };
  87042. // Brightpass Post-Process
  87043. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87044. var _this = this;
  87045. var brightOffsets = new Array(8);
  87046. 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);
  87047. this.brightPassPostProcess.onApply = function (effect) {
  87048. var sU = (1.0 / _this.brightPassPostProcess.width);
  87049. var sV = (1.0 / _this.brightPassPostProcess.height);
  87050. brightOffsets[0] = -0.5 * sU;
  87051. brightOffsets[1] = 0.5 * sV;
  87052. brightOffsets[2] = 0.5 * sU;
  87053. brightOffsets[3] = 0.5 * sV;
  87054. brightOffsets[4] = -0.5 * sU;
  87055. brightOffsets[5] = -0.5 * sV;
  87056. brightOffsets[6] = 0.5 * sU;
  87057. brightOffsets[7] = -0.5 * sV;
  87058. effect.setArray2("dsOffsets", brightOffsets);
  87059. effect.setFloat("brightThreshold", _this.brightThreshold);
  87060. };
  87061. // Add to pipeline
  87062. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87063. };
  87064. // Create blur H&V post-processes
  87065. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87066. var _this = this;
  87067. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87068. var engine = scene.getEngine();
  87069. 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);
  87070. 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);
  87071. blurX.onActivateObservable.add(function () {
  87072. var dw = blurX.width / engine.getRenderWidth();
  87073. blurX.kernel = _this[blurWidthKey] * dw;
  87074. });
  87075. blurY.onActivateObservable.add(function () {
  87076. var dw = blurY.height / engine.getRenderHeight();
  87077. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87078. });
  87079. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87080. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87081. this.blurHPostProcesses.push(blurX);
  87082. this.blurVPostProcesses.push(blurY);
  87083. };
  87084. // Create texture adder post-process
  87085. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87086. var _this = this;
  87087. 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);
  87088. this.textureAdderPostProcess.onApply = function (effect) {
  87089. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87090. effect.setTexture("lensSampler", _this.lensTexture);
  87091. effect.setFloat("exposure", _this.exposure);
  87092. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87093. };
  87094. // Add to pipeline
  87095. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87096. };
  87097. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87098. var _this = this;
  87099. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87100. geometryRenderer.enablePosition = true;
  87101. var geometry = geometryRenderer.getGBuffer();
  87102. // Base post-process
  87103. 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));
  87104. var depthValues = BABYLON.Vector2.Zero();
  87105. this.volumetricLightPostProcess.onApply = function (effect) {
  87106. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87107. var generator = _this.sourceLight.getShadowGenerator();
  87108. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87109. effect.setTexture("positionSampler", geometry.textures[2]);
  87110. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87111. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87112. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87113. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87114. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87115. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87116. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87117. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87118. effect.setVector2("depthValues", depthValues);
  87119. }
  87120. };
  87121. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87122. // Smooth
  87123. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87124. // Merge
  87125. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87126. this.volumetricLightMergePostProces.onApply = function (effect) {
  87127. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87128. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87129. };
  87130. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87131. };
  87132. // Create luminance
  87133. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87134. var _this = this;
  87135. // Create luminance
  87136. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87137. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87138. var offsets = [];
  87139. this.luminancePostProcess.onApply = function (effect) {
  87140. var sU = (1.0 / _this.luminancePostProcess.width);
  87141. var sV = (1.0 / _this.luminancePostProcess.height);
  87142. offsets[0] = -0.5 * sU;
  87143. offsets[1] = 0.5 * sV;
  87144. offsets[2] = 0.5 * sU;
  87145. offsets[3] = 0.5 * sV;
  87146. offsets[4] = -0.5 * sU;
  87147. offsets[5] = -0.5 * sV;
  87148. offsets[6] = 0.5 * sU;
  87149. offsets[7] = -0.5 * sV;
  87150. effect.setArray2("lumOffsets", offsets);
  87151. };
  87152. // Add to pipeline
  87153. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87154. // Create down sample luminance
  87155. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87156. var size = Math.pow(3, i);
  87157. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87158. if (i === 0) {
  87159. defines += "#define FINAL_DOWN_SAMPLER";
  87160. }
  87161. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87162. this.luminanceDownSamplePostProcesses.push(postProcess);
  87163. }
  87164. // Create callbacks and add effects
  87165. var lastLuminance = this.luminancePostProcess;
  87166. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87167. var downSampleOffsets = new Array(18);
  87168. pp.onApply = function (effect) {
  87169. if (!lastLuminance) {
  87170. return;
  87171. }
  87172. var id = 0;
  87173. for (var x = -1; x < 2; x++) {
  87174. for (var y = -1; y < 2; y++) {
  87175. downSampleOffsets[id] = x / lastLuminance.width;
  87176. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87177. id += 2;
  87178. }
  87179. }
  87180. effect.setArray2("dsOffsets", downSampleOffsets);
  87181. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87182. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87183. lastLuminance = _this.luminancePostProcess;
  87184. }
  87185. else {
  87186. lastLuminance = pp;
  87187. }
  87188. };
  87189. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87190. pp.onAfterRender = function (effect) {
  87191. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87192. 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);
  87193. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87194. };
  87195. }
  87196. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87197. });
  87198. };
  87199. // Create HDR post-process
  87200. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87201. var _this = this;
  87202. 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);
  87203. var outputLiminance = 1;
  87204. var time = 0;
  87205. var lastTime = 0;
  87206. this.hdrPostProcess.onApply = function (effect) {
  87207. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87208. time += scene.getEngine().getDeltaTime();
  87209. if (outputLiminance < 0) {
  87210. outputLiminance = _this._hdrCurrentLuminance;
  87211. }
  87212. else {
  87213. var dt = (lastTime - time) / 1000.0;
  87214. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87215. outputLiminance += _this.hdrDecreaseRate * dt;
  87216. }
  87217. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87218. outputLiminance -= _this.hdrIncreaseRate * dt;
  87219. }
  87220. else {
  87221. outputLiminance = _this._hdrCurrentLuminance;
  87222. }
  87223. }
  87224. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87225. effect.setFloat("averageLuminance", outputLiminance);
  87226. lastTime = time;
  87227. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87228. };
  87229. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87230. };
  87231. // Create lens flare post-process
  87232. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87233. var _this = this;
  87234. 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);
  87235. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87236. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87237. 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);
  87238. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87239. var resolution = new BABYLON.Vector2(0, 0);
  87240. // Lens flare
  87241. this.lensFlarePostProcess.onApply = function (effect) {
  87242. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87243. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87244. effect.setFloat("strength", _this.lensFlareStrength);
  87245. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87246. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87247. // Shift
  87248. resolution.x = _this.lensFlarePostProcess.width;
  87249. resolution.y = _this.lensFlarePostProcess.height;
  87250. effect.setVector2("resolution", resolution);
  87251. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87252. };
  87253. // Compose
  87254. 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);
  87255. 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);
  87256. this.lensFlareComposePostProcess.onApply = function (effect) {
  87257. if (!_this._scene.activeCamera) {
  87258. return;
  87259. }
  87260. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87261. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87262. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87263. // Lens start rotation matrix
  87264. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87265. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87266. 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));
  87267. camRot *= 4.0;
  87268. 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);
  87269. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87270. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87271. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87272. };
  87273. };
  87274. // Create depth-of-field post-process
  87275. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87276. var _this = this;
  87277. 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);
  87278. this.depthOfFieldPostProcess.onApply = function (effect) {
  87279. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87280. effect.setTexture("depthSampler", _this._getDepthTexture());
  87281. effect.setFloat("distance", _this.depthOfFieldDistance);
  87282. };
  87283. // Add to pipeline
  87284. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87285. };
  87286. // Create motion blur post-process
  87287. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87288. var _this = this;
  87289. 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);
  87290. var motionScale = 0;
  87291. var prevViewProjection = BABYLON.Matrix.Identity();
  87292. var invViewProjection = BABYLON.Matrix.Identity();
  87293. var viewProjection = BABYLON.Matrix.Identity();
  87294. var screenSize = BABYLON.Vector2.Zero();
  87295. this.motionBlurPostProcess.onApply = function (effect) {
  87296. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87297. viewProjection.invertToRef(invViewProjection);
  87298. effect.setMatrix("inverseViewProjection", invViewProjection);
  87299. effect.setMatrix("prevViewProjection", prevViewProjection);
  87300. prevViewProjection = viewProjection;
  87301. screenSize.x = _this.motionBlurPostProcess.width;
  87302. screenSize.y = _this.motionBlurPostProcess.height;
  87303. effect.setVector2("screenSize", screenSize);
  87304. motionScale = scene.getEngine().getFps() / 60.0;
  87305. effect.setFloat("motionScale", motionScale);
  87306. effect.setFloat("motionStrength", _this.motionStrength);
  87307. effect.setTexture("depthSampler", _this._getDepthTexture());
  87308. };
  87309. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87310. };
  87311. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87312. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87313. var renderer = this._scene.enableGeometryBufferRenderer();
  87314. return renderer.getGBuffer().textures[0];
  87315. }
  87316. return this._scene.enableDepthRenderer().getDepthMap();
  87317. };
  87318. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87319. for (var i = 0; i < this._cameras.length; i++) {
  87320. var camera = this._cameras[i];
  87321. if (this.originalPostProcess) {
  87322. this.originalPostProcess.dispose(camera);
  87323. }
  87324. if (this.downSampleX4PostProcess) {
  87325. this.downSampleX4PostProcess.dispose(camera);
  87326. }
  87327. if (this.brightPassPostProcess) {
  87328. this.brightPassPostProcess.dispose(camera);
  87329. }
  87330. if (this.textureAdderPostProcess) {
  87331. this.textureAdderPostProcess.dispose(camera);
  87332. }
  87333. if (this.textureAdderFinalPostProcess) {
  87334. this.textureAdderFinalPostProcess.dispose(camera);
  87335. }
  87336. if (this.volumetricLightPostProcess) {
  87337. this.volumetricLightPostProcess.dispose(camera);
  87338. }
  87339. if (this.volumetricLightSmoothXPostProcess) {
  87340. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87341. }
  87342. if (this.volumetricLightSmoothYPostProcess) {
  87343. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87344. }
  87345. if (this.volumetricLightMergePostProces) {
  87346. this.volumetricLightMergePostProces.dispose(camera);
  87347. }
  87348. if (this.volumetricLightFinalPostProcess) {
  87349. this.volumetricLightFinalPostProcess.dispose(camera);
  87350. }
  87351. if (this.lensFlarePostProcess) {
  87352. this.lensFlarePostProcess.dispose(camera);
  87353. }
  87354. if (this.lensFlareComposePostProcess) {
  87355. this.lensFlareComposePostProcess.dispose(camera);
  87356. }
  87357. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87358. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87359. }
  87360. if (this.luminancePostProcess) {
  87361. this.luminancePostProcess.dispose(camera);
  87362. }
  87363. if (this.hdrPostProcess) {
  87364. this.hdrPostProcess.dispose(camera);
  87365. }
  87366. if (this.hdrFinalPostProcess) {
  87367. this.hdrFinalPostProcess.dispose(camera);
  87368. }
  87369. if (this.depthOfFieldPostProcess) {
  87370. this.depthOfFieldPostProcess.dispose(camera);
  87371. }
  87372. if (this.motionBlurPostProcess) {
  87373. this.motionBlurPostProcess.dispose(camera);
  87374. }
  87375. if (this.fxaaPostProcess) {
  87376. this.fxaaPostProcess.dispose(camera);
  87377. }
  87378. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87379. this.blurHPostProcesses[j].dispose(camera);
  87380. }
  87381. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87382. this.blurVPostProcesses[j].dispose(camera);
  87383. }
  87384. }
  87385. this.originalPostProcess = null;
  87386. this.downSampleX4PostProcess = null;
  87387. this.brightPassPostProcess = null;
  87388. this.textureAdderPostProcess = null;
  87389. this.textureAdderFinalPostProcess = null;
  87390. this.volumetricLightPostProcess = null;
  87391. this.volumetricLightSmoothXPostProcess = null;
  87392. this.volumetricLightSmoothYPostProcess = null;
  87393. this.volumetricLightMergePostProces = null;
  87394. this.volumetricLightFinalPostProcess = null;
  87395. this.lensFlarePostProcess = null;
  87396. this.lensFlareComposePostProcess = null;
  87397. this.luminancePostProcess = null;
  87398. this.hdrPostProcess = null;
  87399. this.hdrFinalPostProcess = null;
  87400. this.depthOfFieldPostProcess = null;
  87401. this.motionBlurPostProcess = null;
  87402. this.fxaaPostProcess = null;
  87403. this.luminanceDownSamplePostProcesses = [];
  87404. this.blurHPostProcesses = [];
  87405. this.blurVPostProcesses = [];
  87406. };
  87407. /**
  87408. * Dispose of the pipeline and stop all post processes
  87409. */
  87410. StandardRenderingPipeline.prototype.dispose = function () {
  87411. this._disposePostProcesses();
  87412. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87413. _super.prototype.dispose.call(this);
  87414. };
  87415. /**
  87416. * Serialize the rendering pipeline (Used when exporting)
  87417. * @returns the serialized object
  87418. */
  87419. StandardRenderingPipeline.prototype.serialize = function () {
  87420. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87421. if (this.sourceLight) {
  87422. serializationObject.sourceLightId = this.sourceLight.id;
  87423. }
  87424. serializationObject.customType = "StandardRenderingPipeline";
  87425. return serializationObject;
  87426. };
  87427. /**
  87428. * Parse the serialized pipeline
  87429. * @param source Source pipeline.
  87430. * @param scene The scene to load the pipeline to.
  87431. * @param rootUrl The URL of the serialized pipeline.
  87432. * @returns An instantiated pipeline from the serialized object.
  87433. */
  87434. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87435. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87436. if (source.sourceLightId) {
  87437. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87438. }
  87439. return p;
  87440. };
  87441. /**
  87442. * Luminance steps
  87443. */
  87444. StandardRenderingPipeline.LuminanceSteps = 6;
  87445. __decorate([
  87446. BABYLON.serialize()
  87447. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87448. __decorate([
  87449. BABYLON.serialize()
  87450. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87451. __decorate([
  87452. BABYLON.serialize()
  87453. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87454. __decorate([
  87455. BABYLON.serialize()
  87456. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87457. __decorate([
  87458. BABYLON.serializeAsTexture("lensTexture")
  87459. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87460. __decorate([
  87461. BABYLON.serialize()
  87462. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87463. __decorate([
  87464. BABYLON.serialize()
  87465. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87466. __decorate([
  87467. BABYLON.serialize()
  87468. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87469. __decorate([
  87470. BABYLON.serialize()
  87471. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87472. __decorate([
  87473. BABYLON.serialize()
  87474. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87475. __decorate([
  87476. BABYLON.serialize()
  87477. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87478. __decorate([
  87479. BABYLON.serializeAsTexture("lensColorTexture")
  87480. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87481. __decorate([
  87482. BABYLON.serialize()
  87483. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87484. __decorate([
  87485. BABYLON.serialize()
  87486. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87487. __decorate([
  87488. BABYLON.serialize()
  87489. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87490. __decorate([
  87491. BABYLON.serialize()
  87492. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87493. __decorate([
  87494. BABYLON.serializeAsTexture("lensStarTexture")
  87495. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87496. __decorate([
  87497. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87498. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87499. __decorate([
  87500. BABYLON.serialize()
  87501. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87502. __decorate([
  87503. BABYLON.serialize()
  87504. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87505. __decorate([
  87506. BABYLON.serialize()
  87507. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87508. __decorate([
  87509. BABYLON.serialize()
  87510. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87511. __decorate([
  87512. BABYLON.serialize()
  87513. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87514. __decorate([
  87515. BABYLON.serialize()
  87516. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87517. __decorate([
  87518. BABYLON.serialize()
  87519. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87520. __decorate([
  87521. BABYLON.serialize()
  87522. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87523. __decorate([
  87524. BABYLON.serialize()
  87525. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87526. __decorate([
  87527. BABYLON.serialize()
  87528. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87529. __decorate([
  87530. BABYLON.serialize()
  87531. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87532. __decorate([
  87533. BABYLON.serialize()
  87534. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87535. __decorate([
  87536. BABYLON.serialize()
  87537. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87538. __decorate([
  87539. BABYLON.serialize()
  87540. ], StandardRenderingPipeline.prototype, "samples", null);
  87541. return StandardRenderingPipeline;
  87542. }(BABYLON.PostProcessRenderPipeline));
  87543. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87544. })(BABYLON || (BABYLON = {}));
  87545. //# sourceMappingURL=standardRenderingPipeline.js.map
  87546. var BABYLON;
  87547. (function (BABYLON) {
  87548. /**
  87549. * Fxaa post process
  87550. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87551. */
  87552. var FxaaPostProcess = /** @class */ (function (_super) {
  87553. __extends(FxaaPostProcess, _super);
  87554. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87555. if (camera === void 0) { camera = null; }
  87556. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87557. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87558. var defines = _this._getDefines();
  87559. _this.updateEffect(defines);
  87560. _this.onApplyObservable.add(function (effect) {
  87561. var texelSize = _this.texelSize;
  87562. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87563. });
  87564. return _this;
  87565. }
  87566. FxaaPostProcess.prototype._getDefines = function () {
  87567. var engine = this.getEngine();
  87568. if (!engine) {
  87569. return null;
  87570. }
  87571. var glInfo = engine.getGlInfo();
  87572. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87573. return "#define MALI 1\n";
  87574. }
  87575. return null;
  87576. };
  87577. return FxaaPostProcess;
  87578. }(BABYLON.PostProcess));
  87579. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87580. })(BABYLON || (BABYLON = {}));
  87581. //# sourceMappingURL=fxaaPostProcess.js.map
  87582. var BABYLON;
  87583. (function (BABYLON) {
  87584. /**
  87585. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87586. */
  87587. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87588. __extends(ChromaticAberrationPostProcess, _super);
  87589. /**
  87590. * Creates a new instance ChromaticAberrationPostProcess
  87591. * @param name The name of the effect.
  87592. * @param screenWidth The width of the screen to apply the effect on.
  87593. * @param screenHeight The height of the screen to apply the effect on.
  87594. * @param options The required width/height ratio to downsize to before computing the render pass.
  87595. * @param camera The camera to apply the render pass to.
  87596. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87597. * @param engine The engine which the post process will be applied. (default: current engine)
  87598. * @param reusable If the post process can be reused on the same frame. (default: false)
  87599. * @param textureType Type of textures used when performing the post process. (default: 0)
  87600. * @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)
  87601. */
  87602. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87603. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87604. if (blockCompilation === void 0) { blockCompilation = false; }
  87605. 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;
  87606. /**
  87607. * The amount of seperation of rgb channels (default: 30)
  87608. */
  87609. _this.aberrationAmount = 30;
  87610. /**
  87611. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87612. */
  87613. _this.radialIntensity = 0;
  87614. /**
  87615. * 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))
  87616. */
  87617. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87618. /**
  87619. * 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))
  87620. */
  87621. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87622. _this.onApplyObservable.add(function (effect) {
  87623. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87624. effect.setFloat('screen_width', screenWidth);
  87625. effect.setFloat('screen_height', screenHeight);
  87626. effect.setFloat('radialIntensity', _this.radialIntensity);
  87627. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87628. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87629. });
  87630. return _this;
  87631. }
  87632. return ChromaticAberrationPostProcess;
  87633. }(BABYLON.PostProcess));
  87634. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87635. })(BABYLON || (BABYLON = {}));
  87636. //# sourceMappingURL=chromaticAberrationPostProcess.js.map
  87637. var BABYLON;
  87638. (function (BABYLON) {
  87639. /**
  87640. * The GrainPostProcess adds noise to the image at mid luminance levels
  87641. */
  87642. var GrainPostProcess = /** @class */ (function (_super) {
  87643. __extends(GrainPostProcess, _super);
  87644. /**
  87645. * Creates a new instance of @see GrainPostProcess
  87646. * @param name The name of the effect.
  87647. * @param options The required width/height ratio to downsize to before computing the render pass.
  87648. * @param camera The camera to apply the render pass to.
  87649. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87650. * @param engine The engine which the post process will be applied. (default: current engine)
  87651. * @param reusable If the post process can be reused on the same frame. (default: false)
  87652. * @param textureType Type of textures used when performing the post process. (default: 0)
  87653. * @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)
  87654. */
  87655. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87656. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87657. if (blockCompilation === void 0) { blockCompilation = false; }
  87658. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87659. /**
  87660. * The intensity of the grain added (default: 30)
  87661. */
  87662. _this.intensity = 30;
  87663. /**
  87664. * If the grain should be randomized on every frame
  87665. */
  87666. _this.animated = false;
  87667. _this.onApplyObservable.add(function (effect) {
  87668. effect.setFloat('intensity', _this.intensity);
  87669. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87670. });
  87671. return _this;
  87672. }
  87673. return GrainPostProcess;
  87674. }(BABYLON.PostProcess));
  87675. BABYLON.GrainPostProcess = GrainPostProcess;
  87676. })(BABYLON || (BABYLON = {}));
  87677. //# sourceMappingURL=grainPostProcess.js.map
  87678. var BABYLON;
  87679. (function (BABYLON) {
  87680. /**
  87681. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87682. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87683. */
  87684. var SharpenPostProcess = /** @class */ (function (_super) {
  87685. __extends(SharpenPostProcess, _super);
  87686. /**
  87687. * Creates a new instance ConvolutionPostProcess
  87688. * @param name The name of the effect.
  87689. * @param options The required width/height ratio to downsize to before computing the render pass.
  87690. * @param camera The camera to apply the render pass to.
  87691. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87692. * @param engine The engine which the post process will be applied. (default: current engine)
  87693. * @param reusable If the post process can be reused on the same frame. (default: false)
  87694. * @param textureType Type of textures used when performing the post process. (default: 0)
  87695. * @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)
  87696. */
  87697. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87698. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87699. if (blockCompilation === void 0) { blockCompilation = false; }
  87700. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87701. /**
  87702. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87703. */
  87704. _this.colorAmount = 1.0;
  87705. /**
  87706. * How much sharpness should be applied (default: 0.3)
  87707. */
  87708. _this.edgeAmount = 0.3;
  87709. _this.onApply = function (effect) {
  87710. effect.setFloat2("screenSize", _this.width, _this.height);
  87711. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87712. };
  87713. return _this;
  87714. }
  87715. return SharpenPostProcess;
  87716. }(BABYLON.PostProcess));
  87717. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87718. })(BABYLON || (BABYLON = {}));
  87719. //# sourceMappingURL=sharpenPostProcess.js.map
  87720. var BABYLON;
  87721. (function (BABYLON) {
  87722. /**
  87723. * The Blur Post Process which blurs an image based on a kernel and direction.
  87724. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87725. */
  87726. var BlurPostProcess = /** @class */ (function (_super) {
  87727. __extends(BlurPostProcess, _super);
  87728. /**
  87729. * Creates a new instance BlurPostProcess
  87730. * @param name The name of the effect.
  87731. * @param direction The direction in which to blur the image.
  87732. * @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.
  87733. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87734. * @param camera The camera to apply the render pass to.
  87735. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87736. * @param engine The engine which the post process will be applied. (default: current engine)
  87737. * @param reusable If the post process can be reused on the same frame. (default: false)
  87738. * @param textureType Type of textures used when performing the post process. (default: 0)
  87739. * @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)
  87740. */
  87741. function BlurPostProcess(name,
  87742. /** The direction in which to blur the image. */
  87743. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87744. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87745. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87746. if (defines === void 0) { defines = ""; }
  87747. if (blockCompilation === void 0) { blockCompilation = false; }
  87748. 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;
  87749. _this.direction = direction;
  87750. _this.blockCompilation = blockCompilation;
  87751. _this._packedFloat = false;
  87752. _this._staticDefines = "";
  87753. _this._staticDefines = defines;
  87754. _this.onApplyObservable.add(function (effect) {
  87755. if (_this._outputTexture) {
  87756. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87757. }
  87758. else {
  87759. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87760. }
  87761. });
  87762. _this.kernel = kernel;
  87763. return _this;
  87764. }
  87765. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87766. /**
  87767. * Gets the length in pixels of the blur sample region
  87768. */
  87769. get: function () {
  87770. return this._idealKernel;
  87771. },
  87772. /**
  87773. * Sets the length in pixels of the blur sample region
  87774. */
  87775. set: function (v) {
  87776. if (this._idealKernel === v) {
  87777. return;
  87778. }
  87779. v = Math.max(v, 1);
  87780. this._idealKernel = v;
  87781. this._kernel = this._nearestBestKernel(v);
  87782. if (!this.blockCompilation) {
  87783. this._updateParameters();
  87784. }
  87785. },
  87786. enumerable: true,
  87787. configurable: true
  87788. });
  87789. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87790. /**
  87791. * Gets wether or not the blur is unpacking/repacking floats
  87792. */
  87793. get: function () {
  87794. return this._packedFloat;
  87795. },
  87796. /**
  87797. * Sets wether or not the blur needs to unpack/repack floats
  87798. */
  87799. set: function (v) {
  87800. if (this._packedFloat === v) {
  87801. return;
  87802. }
  87803. this._packedFloat = v;
  87804. if (!this.blockCompilation) {
  87805. this._updateParameters();
  87806. }
  87807. },
  87808. enumerable: true,
  87809. configurable: true
  87810. });
  87811. /**
  87812. * Updates the effect with the current post process compile time values and recompiles the shader.
  87813. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87814. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87815. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87816. * @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
  87817. * @param onCompiled Called when the shader has been compiled.
  87818. * @param onError Called if there is an error when compiling a shader.
  87819. */
  87820. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87821. if (defines === void 0) { defines = null; }
  87822. if (uniforms === void 0) { uniforms = null; }
  87823. if (samplers === void 0) { samplers = null; }
  87824. this._updateParameters(onCompiled, onError);
  87825. };
  87826. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87827. // Generate sampling offsets and weights
  87828. var N = this._kernel;
  87829. var centerIndex = (N - 1) / 2;
  87830. // Generate Gaussian sampling weights over kernel
  87831. var offsets = [];
  87832. var weights = [];
  87833. var totalWeight = 0;
  87834. for (var i = 0; i < N; i++) {
  87835. var u = i / (N - 1);
  87836. var w = this._gaussianWeight(u * 2.0 - 1);
  87837. offsets[i] = (i - centerIndex);
  87838. weights[i] = w;
  87839. totalWeight += w;
  87840. }
  87841. // Normalize weights
  87842. for (var i = 0; i < weights.length; i++) {
  87843. weights[i] /= totalWeight;
  87844. }
  87845. // Optimize: combine samples to take advantage of hardware linear sampling
  87846. // Walk from left to center, combining pairs (symmetrically)
  87847. var linearSamplingWeights = [];
  87848. var linearSamplingOffsets = [];
  87849. var linearSamplingMap = [];
  87850. for (var i = 0; i <= centerIndex; i += 2) {
  87851. var j = Math.min(i + 1, Math.floor(centerIndex));
  87852. var singleCenterSample = i === j;
  87853. if (singleCenterSample) {
  87854. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87855. }
  87856. else {
  87857. var sharedCell = j === centerIndex;
  87858. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87859. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87860. if (offsetLinear === 0) {
  87861. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87862. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87863. }
  87864. else {
  87865. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87866. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87867. }
  87868. }
  87869. }
  87870. for (var i = 0; i < linearSamplingMap.length; i++) {
  87871. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87872. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87873. }
  87874. // Replace with optimized
  87875. offsets = linearSamplingOffsets;
  87876. weights = linearSamplingWeights;
  87877. // Generate shaders
  87878. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87879. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87880. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87881. var defines = "";
  87882. defines += this._staticDefines;
  87883. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87884. if (this._staticDefines.indexOf("DOF") != -1) {
  87885. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87886. varyingCount--;
  87887. }
  87888. for (var i = 0; i < varyingCount; i++) {
  87889. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87890. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87891. }
  87892. var depCount = 0;
  87893. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87894. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87895. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87896. depCount++;
  87897. }
  87898. if (this.packedFloat) {
  87899. defines += "#define PACKEDFLOAT 1";
  87900. }
  87901. this.blockCompilation = false;
  87902. _super.prototype.updateEffect.call(this, defines, null, null, {
  87903. varyingCount: varyingCount,
  87904. depCount: depCount
  87905. }, onCompiled, onError);
  87906. };
  87907. /**
  87908. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87909. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87910. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87911. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87912. * The gaps between physical kernels are compensated for in the weighting of the samples
  87913. * @param idealKernel Ideal blur kernel.
  87914. * @return Nearest best kernel.
  87915. */
  87916. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87917. var v = Math.round(idealKernel);
  87918. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87919. var k = _a[_i];
  87920. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87921. return Math.max(k, 3);
  87922. }
  87923. }
  87924. return Math.max(v, 3);
  87925. };
  87926. /**
  87927. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87928. * @param x The point on the Gaussian distribution to sample.
  87929. * @return the value of the Gaussian function at x.
  87930. */
  87931. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87932. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87933. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87934. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87935. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87936. // truncated at around 1.3% of peak strength.
  87937. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87938. var sigma = (1 / 3);
  87939. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87940. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87941. var weight = (1.0 / denominator) * Math.exp(exponent);
  87942. return weight;
  87943. };
  87944. /**
  87945. * Generates a string that can be used as a floating point number in GLSL.
  87946. * @param x Value to print.
  87947. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87948. * @return GLSL float string.
  87949. */
  87950. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87951. if (decimalFigures === void 0) { decimalFigures = 8; }
  87952. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87953. };
  87954. return BlurPostProcess;
  87955. }(BABYLON.PostProcess));
  87956. BABYLON.BlurPostProcess = BlurPostProcess;
  87957. })(BABYLON || (BABYLON = {}));
  87958. //# sourceMappingURL=blurPostProcess.js.map
  87959. var BABYLON;
  87960. (function (BABYLON) {
  87961. /**
  87962. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87963. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87964. * based on samples that have a large difference in distance than the center pixel.
  87965. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87966. */
  87967. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87968. __extends(DepthOfFieldBlurPostProcess, _super);
  87969. /**
  87970. * Creates a new instance CircleOfConfusionPostProcess
  87971. * @param name The name of the effect.
  87972. * @param scene The scene the effect belongs to.
  87973. * @param direction The direction the blur should be applied.
  87974. * @param kernel The size of the kernel used to blur.
  87975. * @param options The required width/height ratio to downsize to before computing the render pass.
  87976. * @param camera The camera to apply the render pass to.
  87977. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87978. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87979. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87980. * @param engine The engine which the post process will be applied. (default: current engine)
  87981. * @param reusable If the post process can be reused on the same frame. (default: false)
  87982. * @param textureType Type of textures used when performing the post process. (default: 0)
  87983. * @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)
  87984. */
  87985. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87986. if (imageToBlur === void 0) { imageToBlur = null; }
  87987. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87988. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87989. if (blockCompilation === void 0) { blockCompilation = false; }
  87990. 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;
  87991. _this.direction = direction;
  87992. _this.onApplyObservable.add(function (effect) {
  87993. if (imageToBlur != null) {
  87994. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87995. }
  87996. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87997. if (scene.activeCamera) {
  87998. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87999. }
  88000. });
  88001. return _this;
  88002. }
  88003. return DepthOfFieldBlurPostProcess;
  88004. }(BABYLON.BlurPostProcess));
  88005. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88006. })(BABYLON || (BABYLON = {}));
  88007. //# sourceMappingURL=depthOfFieldBlurPostProcess.js.map
  88008. var BABYLON;
  88009. (function (BABYLON) {
  88010. /**
  88011. * Options to be set when merging outputs from the default pipeline.
  88012. */
  88013. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88014. function DepthOfFieldMergePostProcessOptions() {
  88015. }
  88016. return DepthOfFieldMergePostProcessOptions;
  88017. }());
  88018. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88019. /**
  88020. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88021. */
  88022. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88023. __extends(DepthOfFieldMergePostProcess, _super);
  88024. /**
  88025. * Creates a new instance of DepthOfFieldMergePostProcess
  88026. * @param name The name of the effect.
  88027. * @param originalFromInput Post process which's input will be used for the merge.
  88028. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88029. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88030. * @param options The required width/height ratio to downsize to before computing the render pass.
  88031. * @param camera The camera to apply the render pass to.
  88032. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88033. * @param engine The engine which the post process will be applied. (default: current engine)
  88034. * @param reusable If the post process can be reused on the same frame. (default: false)
  88035. * @param textureType Type of textures used when performing the post process. (default: 0)
  88036. * @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)
  88037. */
  88038. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88039. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88040. if (blockCompilation === void 0) { blockCompilation = false; }
  88041. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88042. _this.blurSteps = blurSteps;
  88043. _this.onApplyObservable.add(function (effect) {
  88044. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88045. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88046. blurSteps.forEach(function (step, index) {
  88047. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88048. });
  88049. });
  88050. if (!blockCompilation) {
  88051. _this.updateEffect();
  88052. }
  88053. return _this;
  88054. }
  88055. /**
  88056. * Updates the effect with the current post process compile time values and recompiles the shader.
  88057. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88058. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88059. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88060. * @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
  88061. * @param onCompiled Called when the shader has been compiled.
  88062. * @param onError Called if there is an error when compiling a shader.
  88063. */
  88064. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88065. if (defines === void 0) { defines = null; }
  88066. if (uniforms === void 0) { uniforms = null; }
  88067. if (samplers === void 0) { samplers = null; }
  88068. if (!defines) {
  88069. defines = "";
  88070. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88071. }
  88072. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88073. };
  88074. return DepthOfFieldMergePostProcess;
  88075. }(BABYLON.PostProcess));
  88076. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88077. })(BABYLON || (BABYLON = {}));
  88078. //# sourceMappingURL=depthOfFieldMergePostProcess.js.map
  88079. var BABYLON;
  88080. (function (BABYLON) {
  88081. /**
  88082. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88083. */
  88084. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88085. __extends(CircleOfConfusionPostProcess, _super);
  88086. /**
  88087. * Creates a new instance CircleOfConfusionPostProcess
  88088. * @param name The name of the effect.
  88089. * @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.
  88090. * @param options The required width/height ratio to downsize to before computing the render pass.
  88091. * @param camera The camera to apply the render pass to.
  88092. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88093. * @param engine The engine which the post process will be applied. (default: current engine)
  88094. * @param reusable If the post process can be reused on the same frame. (default: false)
  88095. * @param textureType Type of textures used when performing the post process. (default: 0)
  88096. * @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)
  88097. */
  88098. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88099. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88100. if (blockCompilation === void 0) { blockCompilation = false; }
  88101. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88102. /**
  88103. * 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.
  88104. */
  88105. _this.lensSize = 50;
  88106. /**
  88107. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88108. */
  88109. _this.fStop = 1.4;
  88110. /**
  88111. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88112. */
  88113. _this.focusDistance = 2000;
  88114. /**
  88115. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88116. */
  88117. _this.focalLength = 50;
  88118. _this._depthTexture = null;
  88119. _this._depthTexture = depthTexture;
  88120. _this.onApplyObservable.add(function (effect) {
  88121. if (!_this._depthTexture) {
  88122. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88123. return;
  88124. }
  88125. effect.setTexture("depthSampler", _this._depthTexture);
  88126. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88127. var aperture = _this.lensSize / _this.fStop;
  88128. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88129. effect.setFloat('focusDistance', _this.focusDistance);
  88130. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88131. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88132. });
  88133. return _this;
  88134. }
  88135. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88136. /**
  88137. * 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.
  88138. */
  88139. set: function (value) {
  88140. this._depthTexture = value;
  88141. },
  88142. enumerable: true,
  88143. configurable: true
  88144. });
  88145. return CircleOfConfusionPostProcess;
  88146. }(BABYLON.PostProcess));
  88147. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88148. })(BABYLON || (BABYLON = {}));
  88149. //# sourceMappingURL=circleOfConfusionPostProcess.js.map
  88150. var BABYLON;
  88151. (function (BABYLON) {
  88152. /**
  88153. * Specifies the level of max blur that should be applied when using the depth of field effect
  88154. */
  88155. var DepthOfFieldEffectBlurLevel;
  88156. (function (DepthOfFieldEffectBlurLevel) {
  88157. /**
  88158. * Subtle blur
  88159. */
  88160. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88161. /**
  88162. * Medium blur
  88163. */
  88164. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88165. /**
  88166. * Large blur
  88167. */
  88168. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88169. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88170. /**
  88171. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88172. */
  88173. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88174. __extends(DepthOfFieldEffect, _super);
  88175. /**
  88176. * Creates a new instance DepthOfFieldEffect
  88177. * @param scene The scene the effect belongs to.
  88178. * @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.
  88179. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88180. * @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)
  88181. */
  88182. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88183. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88184. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88185. if (blockCompilation === void 0) { blockCompilation = false; }
  88186. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88187. return _this._effects;
  88188. }, true) || this;
  88189. /**
  88190. * @hidden Internal post processes in depth of field effect
  88191. */
  88192. _this._effects = [];
  88193. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88194. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88195. // 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)
  88196. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88197. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88198. _this._depthOfFieldBlurY = [];
  88199. _this._depthOfFieldBlurX = [];
  88200. var blurCount = 1;
  88201. var kernelSize = 15;
  88202. switch (blurLevel) {
  88203. case DepthOfFieldEffectBlurLevel.High: {
  88204. blurCount = 3;
  88205. kernelSize = 51;
  88206. break;
  88207. }
  88208. case DepthOfFieldEffectBlurLevel.Medium: {
  88209. blurCount = 2;
  88210. kernelSize = 31;
  88211. break;
  88212. }
  88213. default: {
  88214. kernelSize = 15;
  88215. blurCount = 1;
  88216. break;
  88217. }
  88218. }
  88219. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88220. var ratio = 1.0;
  88221. for (var i = 0; i < blurCount; i++) {
  88222. 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);
  88223. blurY.autoClear = false;
  88224. ratio = 0.75 / Math.pow(2, i);
  88225. 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);
  88226. blurX.autoClear = false;
  88227. _this._depthOfFieldBlurY.push(blurY);
  88228. _this._depthOfFieldBlurX.push(blurX);
  88229. }
  88230. // Set all post processes on the effect.
  88231. _this._effects = [_this._circleOfConfusion];
  88232. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88233. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88234. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88235. }
  88236. // Merge blurred images with original image based on circleOfConfusion
  88237. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88238. _this._dofMerge.autoClear = false;
  88239. _this._effects.push(_this._dofMerge);
  88240. return _this;
  88241. }
  88242. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88243. get: function () {
  88244. return this._circleOfConfusion.focalLength;
  88245. },
  88246. /**
  88247. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88248. */
  88249. set: function (value) {
  88250. this._circleOfConfusion.focalLength = value;
  88251. },
  88252. enumerable: true,
  88253. configurable: true
  88254. });
  88255. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88256. get: function () {
  88257. return this._circleOfConfusion.fStop;
  88258. },
  88259. /**
  88260. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88261. */
  88262. set: function (value) {
  88263. this._circleOfConfusion.fStop = value;
  88264. },
  88265. enumerable: true,
  88266. configurable: true
  88267. });
  88268. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88269. get: function () {
  88270. return this._circleOfConfusion.focusDistance;
  88271. },
  88272. /**
  88273. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88274. */
  88275. set: function (value) {
  88276. this._circleOfConfusion.focusDistance = value;
  88277. },
  88278. enumerable: true,
  88279. configurable: true
  88280. });
  88281. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88282. get: function () {
  88283. return this._circleOfConfusion.lensSize;
  88284. },
  88285. /**
  88286. * 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.
  88287. */
  88288. set: function (value) {
  88289. this._circleOfConfusion.lensSize = value;
  88290. },
  88291. enumerable: true,
  88292. configurable: true
  88293. });
  88294. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88295. /**
  88296. * 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.
  88297. */
  88298. set: function (value) {
  88299. this._circleOfConfusion.depthTexture = value;
  88300. },
  88301. enumerable: true,
  88302. configurable: true
  88303. });
  88304. /**
  88305. * Disposes each of the internal effects for a given camera.
  88306. * @param camera The camera to dispose the effect on.
  88307. */
  88308. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88309. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88310. this._effects[effectIndex].dispose(camera);
  88311. }
  88312. };
  88313. /**
  88314. * @hidden Internal
  88315. */
  88316. DepthOfFieldEffect.prototype._updateEffects = function () {
  88317. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88318. this._effects[effectIndex].updateEffect();
  88319. }
  88320. };
  88321. /**
  88322. * Internal
  88323. * @returns if all the contained post processes are ready.
  88324. * @hidden
  88325. */
  88326. DepthOfFieldEffect.prototype._isReady = function () {
  88327. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88328. if (!this._effects[effectIndex].isReady()) {
  88329. return false;
  88330. }
  88331. }
  88332. return true;
  88333. };
  88334. return DepthOfFieldEffect;
  88335. }(BABYLON.PostProcessRenderEffect));
  88336. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88337. })(BABYLON || (BABYLON = {}));
  88338. //# sourceMappingURL=depthOfFieldEffect.js.map
  88339. var BABYLON;
  88340. (function (BABYLON) {
  88341. /**
  88342. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88343. */
  88344. var BloomMergePostProcess = /** @class */ (function (_super) {
  88345. __extends(BloomMergePostProcess, _super);
  88346. /**
  88347. * Creates a new instance of @see BloomMergePostProcess
  88348. * @param name The name of the effect.
  88349. * @param originalFromInput Post process which's input will be used for the merge.
  88350. * @param blurred Blurred highlights post process which's output will be used.
  88351. * @param weight Weight of the bloom to be added to the original input.
  88352. * @param options The required width/height ratio to downsize to before computing the render pass.
  88353. * @param camera The camera to apply the render pass to.
  88354. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88355. * @param engine The engine which the post process will be applied. (default: current engine)
  88356. * @param reusable If the post process can be reused on the same frame. (default: false)
  88357. * @param textureType Type of textures used when performing the post process. (default: 0)
  88358. * @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)
  88359. */
  88360. function BloomMergePostProcess(name, originalFromInput, blurred,
  88361. /** Weight of the bloom to be added to the original input. */
  88362. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88363. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88364. if (blockCompilation === void 0) { blockCompilation = false; }
  88365. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88366. _this.weight = weight;
  88367. _this.onApplyObservable.add(function (effect) {
  88368. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88369. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88370. effect.setFloat("bloomWeight", _this.weight);
  88371. });
  88372. if (!blockCompilation) {
  88373. _this.updateEffect();
  88374. }
  88375. return _this;
  88376. }
  88377. return BloomMergePostProcess;
  88378. }(BABYLON.PostProcess));
  88379. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88380. })(BABYLON || (BABYLON = {}));
  88381. //# sourceMappingURL=bloomMergePostProcess.js.map
  88382. var BABYLON;
  88383. (function (BABYLON) {
  88384. /**
  88385. * 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.
  88386. */
  88387. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88388. __extends(ExtractHighlightsPostProcess, _super);
  88389. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88390. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88391. if (blockCompilation === void 0) { blockCompilation = false; }
  88392. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88393. /**
  88394. * The luminance threshold, pixels below this value will be set to black.
  88395. */
  88396. _this.threshold = 0.9;
  88397. /** @hidden */
  88398. _this._exposure = 1;
  88399. /**
  88400. * Post process which has the input texture to be used when performing highlight extraction
  88401. * @hidden
  88402. */
  88403. _this._inputPostProcess = null;
  88404. _this.onApplyObservable.add(function (effect) {
  88405. if (_this._inputPostProcess) {
  88406. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88407. }
  88408. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88409. effect.setFloat('exposure', _this._exposure);
  88410. });
  88411. return _this;
  88412. }
  88413. return ExtractHighlightsPostProcess;
  88414. }(BABYLON.PostProcess));
  88415. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88416. })(BABYLON || (BABYLON = {}));
  88417. //# sourceMappingURL=extractHighlightsPostProcess.js.map
  88418. var BABYLON;
  88419. (function (BABYLON) {
  88420. /**
  88421. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88422. */
  88423. var BloomEffect = /** @class */ (function (_super) {
  88424. __extends(BloomEffect, _super);
  88425. /**
  88426. * Creates a new instance of @see BloomEffect
  88427. * @param scene The scene the effect belongs to.
  88428. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88429. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88430. * @param bloomWeight The the strength of bloom.
  88431. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88432. * @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)
  88433. */
  88434. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88435. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88436. if (blockCompilation === void 0) { blockCompilation = false; }
  88437. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88438. return _this._effects;
  88439. }, true) || this;
  88440. _this.bloomScale = bloomScale;
  88441. /**
  88442. * @hidden Internal
  88443. */
  88444. _this._effects = [];
  88445. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88446. _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);
  88447. _this._blurX.alwaysForcePOT = true;
  88448. _this._blurX.autoClear = false;
  88449. _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);
  88450. _this._blurY.alwaysForcePOT = true;
  88451. _this._blurY.autoClear = false;
  88452. _this.kernel = bloomKernel;
  88453. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88454. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88455. _this._merge.autoClear = false;
  88456. _this._effects.push(_this._merge);
  88457. return _this;
  88458. }
  88459. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88460. /**
  88461. * The luminance threshold to find bright areas of the image to bloom.
  88462. */
  88463. get: function () {
  88464. return this._downscale.threshold;
  88465. },
  88466. set: function (value) {
  88467. this._downscale.threshold = value;
  88468. },
  88469. enumerable: true,
  88470. configurable: true
  88471. });
  88472. Object.defineProperty(BloomEffect.prototype, "weight", {
  88473. /**
  88474. * The strength of the bloom.
  88475. */
  88476. get: function () {
  88477. return this._merge.weight;
  88478. },
  88479. set: function (value) {
  88480. this._merge.weight = value;
  88481. },
  88482. enumerable: true,
  88483. configurable: true
  88484. });
  88485. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88486. /**
  88487. * Specifies the size of the bloom blur kernel, relative to the final output size
  88488. */
  88489. get: function () {
  88490. return this._blurX.kernel / this.bloomScale;
  88491. },
  88492. set: function (value) {
  88493. this._blurX.kernel = value * this.bloomScale;
  88494. this._blurY.kernel = value * this.bloomScale;
  88495. },
  88496. enumerable: true,
  88497. configurable: true
  88498. });
  88499. /**
  88500. * Disposes each of the internal effects for a given camera.
  88501. * @param camera The camera to dispose the effect on.
  88502. */
  88503. BloomEffect.prototype.disposeEffects = function (camera) {
  88504. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88505. this._effects[effectIndex].dispose(camera);
  88506. }
  88507. };
  88508. /**
  88509. * @hidden Internal
  88510. */
  88511. BloomEffect.prototype._updateEffects = function () {
  88512. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88513. this._effects[effectIndex].updateEffect();
  88514. }
  88515. };
  88516. /**
  88517. * Internal
  88518. * @returns if all the contained post processes are ready.
  88519. * @hidden
  88520. */
  88521. BloomEffect.prototype._isReady = function () {
  88522. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88523. if (!this._effects[effectIndex].isReady()) {
  88524. return false;
  88525. }
  88526. }
  88527. return true;
  88528. };
  88529. return BloomEffect;
  88530. }(BABYLON.PostProcessRenderEffect));
  88531. BABYLON.BloomEffect = BloomEffect;
  88532. })(BABYLON || (BABYLON = {}));
  88533. //# sourceMappingURL=bloomEffect.js.map
  88534. var BABYLON;
  88535. (function (BABYLON) {
  88536. /**
  88537. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88538. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88539. */
  88540. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88541. __extends(DefaultRenderingPipeline, _super);
  88542. /**
  88543. * @constructor
  88544. * @param name - The rendering pipeline name (default: "")
  88545. * @param hdr - If high dynamic range textures should be used (default: true)
  88546. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88547. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88548. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88549. */
  88550. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88551. if (name === void 0) { name = ""; }
  88552. if (hdr === void 0) { hdr = true; }
  88553. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88554. if (automaticBuild === void 0) { automaticBuild = true; }
  88555. var _this = _super.call(this, scene.getEngine(), name) || this;
  88556. _this._camerasToBeAttached = [];
  88557. /**
  88558. * ID of the sharpen post process,
  88559. */
  88560. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88561. /**
  88562. * @ignore
  88563. * ID of the image processing post process;
  88564. */
  88565. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88566. /**
  88567. * @ignore
  88568. * ID of the Fast Approximate Anti-Aliasing post process;
  88569. */
  88570. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88571. /**
  88572. * ID of the chromatic aberration post process,
  88573. */
  88574. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88575. /**
  88576. * ID of the grain post process
  88577. */
  88578. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88579. /**
  88580. * Glow post process which adds a glow to emmisive areas of the image
  88581. */
  88582. _this._glowLayer = null;
  88583. /**
  88584. * Animations which can be used to tweak settings over a period of time
  88585. */
  88586. _this.animations = [];
  88587. _this._imageProcessingConfigurationObserver = null;
  88588. // Values
  88589. _this._sharpenEnabled = false;
  88590. _this._bloomEnabled = false;
  88591. _this._depthOfFieldEnabled = false;
  88592. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88593. _this._fxaaEnabled = false;
  88594. _this._imageProcessingEnabled = true;
  88595. _this._bloomScale = 0.5;
  88596. _this._chromaticAberrationEnabled = false;
  88597. _this._grainEnabled = false;
  88598. _this._buildAllowed = true;
  88599. _this._resizeObserver = null;
  88600. _this._hardwareScaleLevel = 1.0;
  88601. _this._bloomKernel = 64;
  88602. /**
  88603. * Specifies the weight of the bloom in the final rendering
  88604. */
  88605. _this._bloomWeight = 0.15;
  88606. /**
  88607. * Specifies the luma threshold for the area that will be blurred by the bloom
  88608. */
  88609. _this._bloomThreshold = 0.9;
  88610. _this._samples = 1;
  88611. _this._hasCleared = false;
  88612. _this._prevPostProcess = null;
  88613. _this._prevPrevPostProcess = null;
  88614. _this._depthOfFieldSceneObserver = null;
  88615. _this._cameras = cameras || scene.cameras;
  88616. _this._cameras = _this._cameras.slice();
  88617. _this._camerasToBeAttached = _this._cameras.slice();
  88618. _this._buildAllowed = automaticBuild;
  88619. // Initialize
  88620. _this._scene = scene;
  88621. var caps = _this._scene.getEngine().getCaps();
  88622. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88623. // Misc
  88624. if (_this._hdr) {
  88625. if (caps.textureHalfFloatRender) {
  88626. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88627. }
  88628. else if (caps.textureFloatRender) {
  88629. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88630. }
  88631. }
  88632. else {
  88633. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88634. }
  88635. // Attach
  88636. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88637. var engine = _this._scene.getEngine();
  88638. // Create post processes before hand so they can be modified before enabled.
  88639. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88640. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88641. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88642. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88643. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88644. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88645. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88646. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88647. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88648. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88649. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88650. _this.bloomKernel = _this.bloomKernel;
  88651. });
  88652. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88653. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88654. });
  88655. _this._buildPipeline();
  88656. return _this;
  88657. }
  88658. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88659. get: function () {
  88660. return this._sharpenEnabled;
  88661. },
  88662. /**
  88663. * Enable or disable the sharpen process from the pipeline
  88664. */
  88665. set: function (enabled) {
  88666. if (this._sharpenEnabled === enabled) {
  88667. return;
  88668. }
  88669. this._sharpenEnabled = enabled;
  88670. this._buildPipeline();
  88671. },
  88672. enumerable: true,
  88673. configurable: true
  88674. });
  88675. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88676. /**
  88677. * Specifies the size of the bloom blur kernel, relative to the final output size
  88678. */
  88679. get: function () {
  88680. return this._bloomKernel;
  88681. },
  88682. set: function (value) {
  88683. this._bloomKernel = value;
  88684. this.bloom.kernel = value / this._hardwareScaleLevel;
  88685. },
  88686. enumerable: true,
  88687. configurable: true
  88688. });
  88689. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88690. get: function () {
  88691. return this._bloomWeight;
  88692. },
  88693. /**
  88694. * The strength of the bloom.
  88695. */
  88696. set: function (value) {
  88697. if (this._bloomWeight === value) {
  88698. return;
  88699. }
  88700. this.bloom.weight = value;
  88701. this._bloomWeight = value;
  88702. },
  88703. enumerable: true,
  88704. configurable: true
  88705. });
  88706. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88707. get: function () {
  88708. return this._bloomThreshold;
  88709. },
  88710. /**
  88711. * The strength of the bloom.
  88712. */
  88713. set: function (value) {
  88714. if (this._bloomThreshold === value) {
  88715. return;
  88716. }
  88717. this.bloom.threshold = value;
  88718. this._bloomThreshold = value;
  88719. },
  88720. enumerable: true,
  88721. configurable: true
  88722. });
  88723. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88724. get: function () {
  88725. return this._bloomScale;
  88726. },
  88727. /**
  88728. * The scale of the bloom, lower value will provide better performance.
  88729. */
  88730. set: function (value) {
  88731. if (this._bloomScale === value) {
  88732. return;
  88733. }
  88734. this._bloomScale = value;
  88735. // recreate bloom and dispose old as this setting is not dynamic
  88736. this._rebuildBloom();
  88737. this._buildPipeline();
  88738. },
  88739. enumerable: true,
  88740. configurable: true
  88741. });
  88742. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88743. get: function () {
  88744. return this._bloomEnabled;
  88745. },
  88746. /**
  88747. * Enable or disable the bloom from the pipeline
  88748. */
  88749. set: function (enabled) {
  88750. if (this._bloomEnabled === enabled) {
  88751. return;
  88752. }
  88753. this._bloomEnabled = enabled;
  88754. this._buildPipeline();
  88755. },
  88756. enumerable: true,
  88757. configurable: true
  88758. });
  88759. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88760. // recreate bloom and dispose old as this setting is not dynamic
  88761. var oldBloom = this.bloom;
  88762. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88763. this.bloom.threshold = oldBloom.threshold;
  88764. for (var i = 0; i < this._cameras.length; i++) {
  88765. oldBloom.disposeEffects(this._cameras[i]);
  88766. }
  88767. };
  88768. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88769. /**
  88770. * If the depth of field is enabled.
  88771. */
  88772. get: function () {
  88773. return this._depthOfFieldEnabled;
  88774. },
  88775. set: function (enabled) {
  88776. if (this._depthOfFieldEnabled === enabled) {
  88777. return;
  88778. }
  88779. this._depthOfFieldEnabled = enabled;
  88780. this._buildPipeline();
  88781. },
  88782. enumerable: true,
  88783. configurable: true
  88784. });
  88785. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88786. /**
  88787. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88788. */
  88789. get: function () {
  88790. return this._depthOfFieldBlurLevel;
  88791. },
  88792. set: function (value) {
  88793. if (this._depthOfFieldBlurLevel === value) {
  88794. return;
  88795. }
  88796. this._depthOfFieldBlurLevel = value;
  88797. // recreate dof and dispose old as this setting is not dynamic
  88798. var oldDof = this.depthOfField;
  88799. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88800. this.depthOfField.focalLength = oldDof.focalLength;
  88801. this.depthOfField.focusDistance = oldDof.focusDistance;
  88802. this.depthOfField.fStop = oldDof.fStop;
  88803. this.depthOfField.lensSize = oldDof.lensSize;
  88804. for (var i = 0; i < this._cameras.length; i++) {
  88805. oldDof.disposeEffects(this._cameras[i]);
  88806. }
  88807. this._buildPipeline();
  88808. },
  88809. enumerable: true,
  88810. configurable: true
  88811. });
  88812. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88813. get: function () {
  88814. return this._fxaaEnabled;
  88815. },
  88816. /**
  88817. * If the anti aliasing is enabled.
  88818. */
  88819. set: function (enabled) {
  88820. if (this._fxaaEnabled === enabled) {
  88821. return;
  88822. }
  88823. this._fxaaEnabled = enabled;
  88824. this._buildPipeline();
  88825. },
  88826. enumerable: true,
  88827. configurable: true
  88828. });
  88829. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88830. get: function () {
  88831. return this._samples;
  88832. },
  88833. /**
  88834. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88835. */
  88836. set: function (sampleCount) {
  88837. if (this._samples === sampleCount) {
  88838. return;
  88839. }
  88840. this._samples = sampleCount;
  88841. this._buildPipeline();
  88842. },
  88843. enumerable: true,
  88844. configurable: true
  88845. });
  88846. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88847. get: function () {
  88848. return this._imageProcessingEnabled;
  88849. },
  88850. /**
  88851. * If image processing is enabled.
  88852. */
  88853. set: function (enabled) {
  88854. if (this._imageProcessingEnabled === enabled) {
  88855. return;
  88856. }
  88857. this._imageProcessingEnabled = enabled;
  88858. this._buildPipeline();
  88859. },
  88860. enumerable: true,
  88861. configurable: true
  88862. });
  88863. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88864. get: function () {
  88865. return this._glowLayer == null;
  88866. },
  88867. /**
  88868. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88869. */
  88870. set: function (enabled) {
  88871. if (enabled && !this._glowLayer) {
  88872. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88873. }
  88874. else if (!enabled && this._glowLayer) {
  88875. this._glowLayer.dispose();
  88876. this._glowLayer = null;
  88877. }
  88878. },
  88879. enumerable: true,
  88880. configurable: true
  88881. });
  88882. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88883. get: function () {
  88884. return this._chromaticAberrationEnabled;
  88885. },
  88886. /**
  88887. * Enable or disable the chromaticAberration process from the pipeline
  88888. */
  88889. set: function (enabled) {
  88890. if (this._chromaticAberrationEnabled === enabled) {
  88891. return;
  88892. }
  88893. this._chromaticAberrationEnabled = enabled;
  88894. this._buildPipeline();
  88895. },
  88896. enumerable: true,
  88897. configurable: true
  88898. });
  88899. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88900. get: function () {
  88901. return this._grainEnabled;
  88902. },
  88903. /**
  88904. * Enable or disable the grain process from the pipeline
  88905. */
  88906. set: function (enabled) {
  88907. if (this._grainEnabled === enabled) {
  88908. return;
  88909. }
  88910. this._grainEnabled = enabled;
  88911. this._buildPipeline();
  88912. },
  88913. enumerable: true,
  88914. configurable: true
  88915. });
  88916. /**
  88917. * Force the compilation of the entire pipeline.
  88918. */
  88919. DefaultRenderingPipeline.prototype.prepare = function () {
  88920. var previousState = this._buildAllowed;
  88921. this._buildAllowed = true;
  88922. this._buildPipeline();
  88923. this._buildAllowed = previousState;
  88924. };
  88925. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88926. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88927. if (this._hasCleared) {
  88928. postProcess.autoClear = false;
  88929. }
  88930. else {
  88931. postProcess.autoClear = true;
  88932. this._scene.autoClear = false;
  88933. this._hasCleared = true;
  88934. }
  88935. if (!skipTextureSharing) {
  88936. if (this._prevPrevPostProcess) {
  88937. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88938. }
  88939. else {
  88940. postProcess.useOwnOutput();
  88941. }
  88942. if (this._prevPostProcess) {
  88943. this._prevPrevPostProcess = this._prevPostProcess;
  88944. }
  88945. this._prevPostProcess = postProcess;
  88946. }
  88947. };
  88948. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88949. var _this = this;
  88950. if (!this._buildAllowed) {
  88951. return;
  88952. }
  88953. this._scene.autoClear = true;
  88954. var engine = this._scene.getEngine();
  88955. this._disposePostProcesses();
  88956. if (this._cameras !== null) {
  88957. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88958. // get back cameras to be used to reattach pipeline
  88959. this._cameras = this._camerasToBeAttached.slice();
  88960. }
  88961. this._reset();
  88962. this._prevPostProcess = null;
  88963. this._prevPrevPostProcess = null;
  88964. this._hasCleared = false;
  88965. if (this.depthOfFieldEnabled) {
  88966. // Multi camera suport
  88967. if (this._cameras.length > 1) {
  88968. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88969. var camera = _a[_i];
  88970. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88971. depthRenderer.useOnlyInActiveCamera = true;
  88972. }
  88973. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88974. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88975. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88976. }
  88977. });
  88978. }
  88979. else {
  88980. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88981. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88982. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88983. }
  88984. if (!this.depthOfField._isReady()) {
  88985. this.depthOfField._updateEffects();
  88986. }
  88987. this.addEffect(this.depthOfField);
  88988. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88989. }
  88990. else {
  88991. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88992. }
  88993. if (this.bloomEnabled) {
  88994. if (!this.bloom._isReady()) {
  88995. this.bloom._updateEffects();
  88996. }
  88997. this.addEffect(this.bloom);
  88998. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88999. }
  89000. if (this._imageProcessingEnabled) {
  89001. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89002. if (this._hdr) {
  89003. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89004. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89005. }
  89006. else {
  89007. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89008. }
  89009. }
  89010. if (this.sharpenEnabled) {
  89011. if (!this.sharpen.isReady()) {
  89012. this.sharpen.updateEffect();
  89013. }
  89014. this.addEffect(this._sharpenEffect);
  89015. this._setAutoClearAndTextureSharing(this.sharpen);
  89016. }
  89017. if (this.grainEnabled) {
  89018. if (!this.grain.isReady()) {
  89019. this.grain.updateEffect();
  89020. }
  89021. this.addEffect(this._grainEffect);
  89022. this._setAutoClearAndTextureSharing(this.grain);
  89023. }
  89024. if (this.chromaticAberrationEnabled) {
  89025. if (!this.chromaticAberration.isReady()) {
  89026. this.chromaticAberration.updateEffect();
  89027. }
  89028. this.addEffect(this._chromaticAberrationEffect);
  89029. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89030. }
  89031. if (this.fxaaEnabled) {
  89032. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89033. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89034. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89035. }
  89036. if (this._cameras !== null) {
  89037. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89038. }
  89039. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89040. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89041. }
  89042. };
  89043. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89044. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89045. for (var i = 0; i < this._cameras.length; i++) {
  89046. var camera = this._cameras[i];
  89047. if (this.imageProcessing) {
  89048. this.imageProcessing.dispose(camera);
  89049. }
  89050. if (this.fxaa) {
  89051. this.fxaa.dispose(camera);
  89052. }
  89053. // These are created in the constructor and should not be disposed on every pipeline change
  89054. if (disposeNonRecreated) {
  89055. if (this.sharpen) {
  89056. this.sharpen.dispose(camera);
  89057. }
  89058. if (this.depthOfField) {
  89059. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89060. this.depthOfField.disposeEffects(camera);
  89061. }
  89062. if (this.bloom) {
  89063. this.bloom.disposeEffects(camera);
  89064. }
  89065. if (this.chromaticAberration) {
  89066. this.chromaticAberration.dispose(camera);
  89067. }
  89068. if (this.grain) {
  89069. this.grain.dispose(camera);
  89070. }
  89071. if (this._glowLayer) {
  89072. this._glowLayer.dispose();
  89073. }
  89074. }
  89075. }
  89076. this.imageProcessing = null;
  89077. this.fxaa = null;
  89078. if (disposeNonRecreated) {
  89079. this.sharpen = null;
  89080. this._sharpenEffect = null;
  89081. this.depthOfField = null;
  89082. this.bloom = null;
  89083. this.chromaticAberration = null;
  89084. this._chromaticAberrationEffect = null;
  89085. this.grain = null;
  89086. this._grainEffect = null;
  89087. this._glowLayer = null;
  89088. }
  89089. };
  89090. /**
  89091. * Adds a camera to the pipeline
  89092. * @param camera the camera to be added
  89093. */
  89094. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89095. this._camerasToBeAttached.push(camera);
  89096. this._buildPipeline();
  89097. };
  89098. /**
  89099. * Removes a camera from the pipeline
  89100. * @param camera the camera to remove
  89101. */
  89102. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89103. var index = this._camerasToBeAttached.indexOf(camera);
  89104. this._camerasToBeAttached.splice(index, 1);
  89105. this._buildPipeline();
  89106. };
  89107. /**
  89108. * Dispose of the pipeline and stop all post processes
  89109. */
  89110. DefaultRenderingPipeline.prototype.dispose = function () {
  89111. this._disposePostProcesses(true);
  89112. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89113. this._scene.autoClear = true;
  89114. if (this._resizeObserver) {
  89115. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89116. this._resizeObserver = null;
  89117. }
  89118. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89119. _super.prototype.dispose.call(this);
  89120. };
  89121. /**
  89122. * Serialize the rendering pipeline (Used when exporting)
  89123. * @returns the serialized object
  89124. */
  89125. DefaultRenderingPipeline.prototype.serialize = function () {
  89126. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89127. serializationObject.customType = "DefaultRenderingPipeline";
  89128. return serializationObject;
  89129. };
  89130. /**
  89131. * Parse the serialized pipeline
  89132. * @param source Source pipeline.
  89133. * @param scene The scene to load the pipeline to.
  89134. * @param rootUrl The URL of the serialized pipeline.
  89135. * @returns An instantiated pipeline from the serialized object.
  89136. */
  89137. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89138. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89139. };
  89140. __decorate([
  89141. BABYLON.serialize()
  89142. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89143. __decorate([
  89144. BABYLON.serialize()
  89145. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89146. __decorate([
  89147. BABYLON.serialize()
  89148. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89149. __decorate([
  89150. BABYLON.serialize()
  89151. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89152. __decorate([
  89153. BABYLON.serialize()
  89154. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89155. __decorate([
  89156. BABYLON.serialize()
  89157. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89158. __decorate([
  89159. BABYLON.serialize()
  89160. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89161. __decorate([
  89162. BABYLON.serialize()
  89163. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89164. __decorate([
  89165. BABYLON.serialize()
  89166. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89167. __decorate([
  89168. BABYLON.serialize()
  89169. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89170. __decorate([
  89171. BABYLON.serialize()
  89172. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89173. __decorate([
  89174. BABYLON.serialize()
  89175. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89176. __decorate([
  89177. BABYLON.serialize()
  89178. ], DefaultRenderingPipeline.prototype, "samples", null);
  89179. __decorate([
  89180. BABYLON.serialize()
  89181. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89182. __decorate([
  89183. BABYLON.serialize()
  89184. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89185. __decorate([
  89186. BABYLON.serialize()
  89187. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89188. __decorate([
  89189. BABYLON.serialize()
  89190. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89191. return DefaultRenderingPipeline;
  89192. }(BABYLON.PostProcessRenderPipeline));
  89193. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89194. })(BABYLON || (BABYLON = {}));
  89195. //# sourceMappingURL=defaultRenderingPipeline.js.map
  89196. var BABYLON;
  89197. (function (BABYLON) {
  89198. /**
  89199. * @hidden
  89200. */
  89201. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89202. __extends(ImageProcessingConfigurationDefines, _super);
  89203. function ImageProcessingConfigurationDefines() {
  89204. var _this = _super.call(this) || this;
  89205. _this.IMAGEPROCESSING = false;
  89206. _this.VIGNETTE = false;
  89207. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89208. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89209. _this.TONEMAPPING = false;
  89210. _this.TONEMAPPING_ACES = false;
  89211. _this.CONTRAST = false;
  89212. _this.COLORCURVES = false;
  89213. _this.COLORGRADING = false;
  89214. _this.COLORGRADING3D = false;
  89215. _this.SAMPLER3DGREENDEPTH = false;
  89216. _this.SAMPLER3DBGRMAP = false;
  89217. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89218. _this.EXPOSURE = false;
  89219. _this.rebuild();
  89220. return _this;
  89221. }
  89222. return ImageProcessingConfigurationDefines;
  89223. }(BABYLON.MaterialDefines));
  89224. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89225. /**
  89226. * This groups together the common properties used for image processing either in direct forward pass
  89227. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89228. * or not.
  89229. */
  89230. var ImageProcessingConfiguration = /** @class */ (function () {
  89231. function ImageProcessingConfiguration() {
  89232. /**
  89233. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89234. */
  89235. this.colorCurves = new BABYLON.ColorCurves();
  89236. this._colorCurvesEnabled = false;
  89237. this._colorGradingEnabled = false;
  89238. this._colorGradingWithGreenDepth = true;
  89239. this._colorGradingBGR = true;
  89240. /** @hidden */
  89241. this._exposure = 1.0;
  89242. this._toneMappingEnabled = false;
  89243. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89244. this._contrast = 1.0;
  89245. /**
  89246. * Vignette stretch size.
  89247. */
  89248. this.vignetteStretch = 0;
  89249. /**
  89250. * Vignette centre X Offset.
  89251. */
  89252. this.vignetteCentreX = 0;
  89253. /**
  89254. * Vignette centre Y Offset.
  89255. */
  89256. this.vignetteCentreY = 0;
  89257. /**
  89258. * Vignette weight or intensity of the vignette effect.
  89259. */
  89260. this.vignetteWeight = 1.5;
  89261. /**
  89262. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89263. * if vignetteEnabled is set to true.
  89264. */
  89265. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89266. /**
  89267. * Camera field of view used by the Vignette effect.
  89268. */
  89269. this.vignetteCameraFov = 0.5;
  89270. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89271. this._vignetteEnabled = false;
  89272. this._applyByPostProcess = false;
  89273. this._isEnabled = true;
  89274. /**
  89275. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89276. */
  89277. this.onUpdateParameters = new BABYLON.Observable();
  89278. }
  89279. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89280. /**
  89281. * Gets wether the color curves effect is enabled.
  89282. */
  89283. get: function () {
  89284. return this._colorCurvesEnabled;
  89285. },
  89286. /**
  89287. * Sets wether the color curves effect is enabled.
  89288. */
  89289. set: function (value) {
  89290. if (this._colorCurvesEnabled === value) {
  89291. return;
  89292. }
  89293. this._colorCurvesEnabled = value;
  89294. this._updateParameters();
  89295. },
  89296. enumerable: true,
  89297. configurable: true
  89298. });
  89299. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89300. /**
  89301. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89302. */
  89303. get: function () {
  89304. return this._colorGradingTexture;
  89305. },
  89306. /**
  89307. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89308. */
  89309. set: function (value) {
  89310. if (this._colorGradingTexture === value) {
  89311. return;
  89312. }
  89313. this._colorGradingTexture = value;
  89314. this._updateParameters();
  89315. },
  89316. enumerable: true,
  89317. configurable: true
  89318. });
  89319. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89320. /**
  89321. * Gets wether the color grading effect is enabled.
  89322. */
  89323. get: function () {
  89324. return this._colorGradingEnabled;
  89325. },
  89326. /**
  89327. * Sets wether the color grading effect is enabled.
  89328. */
  89329. set: function (value) {
  89330. if (this._colorGradingEnabled === value) {
  89331. return;
  89332. }
  89333. this._colorGradingEnabled = value;
  89334. this._updateParameters();
  89335. },
  89336. enumerable: true,
  89337. configurable: true
  89338. });
  89339. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89340. /**
  89341. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89342. */
  89343. get: function () {
  89344. return this._colorGradingWithGreenDepth;
  89345. },
  89346. /**
  89347. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89348. */
  89349. set: function (value) {
  89350. if (this._colorGradingWithGreenDepth === value) {
  89351. return;
  89352. }
  89353. this._colorGradingWithGreenDepth = value;
  89354. this._updateParameters();
  89355. },
  89356. enumerable: true,
  89357. configurable: true
  89358. });
  89359. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89360. /**
  89361. * Gets wether the color grading texture contains BGR values.
  89362. */
  89363. get: function () {
  89364. return this._colorGradingBGR;
  89365. },
  89366. /**
  89367. * Sets wether the color grading texture contains BGR values.
  89368. */
  89369. set: function (value) {
  89370. if (this._colorGradingBGR === value) {
  89371. return;
  89372. }
  89373. this._colorGradingBGR = value;
  89374. this._updateParameters();
  89375. },
  89376. enumerable: true,
  89377. configurable: true
  89378. });
  89379. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89380. /**
  89381. * Gets the Exposure used in the effect.
  89382. */
  89383. get: function () {
  89384. return this._exposure;
  89385. },
  89386. /**
  89387. * Sets the Exposure used in the effect.
  89388. */
  89389. set: function (value) {
  89390. if (this._exposure === value) {
  89391. return;
  89392. }
  89393. this._exposure = value;
  89394. this._updateParameters();
  89395. },
  89396. enumerable: true,
  89397. configurable: true
  89398. });
  89399. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89400. /**
  89401. * Gets wether the tone mapping effect is enabled.
  89402. */
  89403. get: function () {
  89404. return this._toneMappingEnabled;
  89405. },
  89406. /**
  89407. * Sets wether the tone mapping effect is enabled.
  89408. */
  89409. set: function (value) {
  89410. if (this._toneMappingEnabled === value) {
  89411. return;
  89412. }
  89413. this._toneMappingEnabled = value;
  89414. this._updateParameters();
  89415. },
  89416. enumerable: true,
  89417. configurable: true
  89418. });
  89419. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89420. /**
  89421. * Gets the type of tone mapping effect.
  89422. */
  89423. get: function () {
  89424. return this._toneMappingType;
  89425. },
  89426. /**
  89427. * Sets the type of tone mapping effect used in BabylonJS.
  89428. */
  89429. set: function (value) {
  89430. if (this._toneMappingType === value) {
  89431. return;
  89432. }
  89433. this._toneMappingType = value;
  89434. this._updateParameters();
  89435. },
  89436. enumerable: true,
  89437. configurable: true
  89438. });
  89439. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89440. /**
  89441. * Gets the contrast used in the effect.
  89442. */
  89443. get: function () {
  89444. return this._contrast;
  89445. },
  89446. /**
  89447. * Sets the contrast used in the effect.
  89448. */
  89449. set: function (value) {
  89450. if (this._contrast === value) {
  89451. return;
  89452. }
  89453. this._contrast = value;
  89454. this._updateParameters();
  89455. },
  89456. enumerable: true,
  89457. configurable: true
  89458. });
  89459. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89460. /**
  89461. * Gets the vignette blend mode allowing different kind of effect.
  89462. */
  89463. get: function () {
  89464. return this._vignetteBlendMode;
  89465. },
  89466. /**
  89467. * Sets the vignette blend mode allowing different kind of effect.
  89468. */
  89469. set: function (value) {
  89470. if (this._vignetteBlendMode === value) {
  89471. return;
  89472. }
  89473. this._vignetteBlendMode = value;
  89474. this._updateParameters();
  89475. },
  89476. enumerable: true,
  89477. configurable: true
  89478. });
  89479. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89480. /**
  89481. * Gets wether the vignette effect is enabled.
  89482. */
  89483. get: function () {
  89484. return this._vignetteEnabled;
  89485. },
  89486. /**
  89487. * Sets wether the vignette effect is enabled.
  89488. */
  89489. set: function (value) {
  89490. if (this._vignetteEnabled === value) {
  89491. return;
  89492. }
  89493. this._vignetteEnabled = value;
  89494. this._updateParameters();
  89495. },
  89496. enumerable: true,
  89497. configurable: true
  89498. });
  89499. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89500. /**
  89501. * Gets wether the image processing is applied through a post process or not.
  89502. */
  89503. get: function () {
  89504. return this._applyByPostProcess;
  89505. },
  89506. /**
  89507. * Sets wether the image processing is applied through a post process or not.
  89508. */
  89509. set: function (value) {
  89510. if (this._applyByPostProcess === value) {
  89511. return;
  89512. }
  89513. this._applyByPostProcess = value;
  89514. this._updateParameters();
  89515. },
  89516. enumerable: true,
  89517. configurable: true
  89518. });
  89519. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89520. /**
  89521. * Gets wether the image processing is enabled or not.
  89522. */
  89523. get: function () {
  89524. return this._isEnabled;
  89525. },
  89526. /**
  89527. * Sets wether the image processing is enabled or not.
  89528. */
  89529. set: function (value) {
  89530. if (this._isEnabled === value) {
  89531. return;
  89532. }
  89533. this._isEnabled = value;
  89534. this._updateParameters();
  89535. },
  89536. enumerable: true,
  89537. configurable: true
  89538. });
  89539. /**
  89540. * Method called each time the image processing information changes requires to recompile the effect.
  89541. */
  89542. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89543. this.onUpdateParameters.notifyObservers(this);
  89544. };
  89545. /**
  89546. * Gets the current class name.
  89547. * @return "ImageProcessingConfiguration"
  89548. */
  89549. ImageProcessingConfiguration.prototype.getClassName = function () {
  89550. return "ImageProcessingConfiguration";
  89551. };
  89552. /**
  89553. * Prepare the list of uniforms associated with the Image Processing effects.
  89554. * @param uniforms The list of uniforms used in the effect
  89555. * @param defines the list of defines currently in use
  89556. */
  89557. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89558. if (defines.EXPOSURE) {
  89559. uniforms.push("exposureLinear");
  89560. }
  89561. if (defines.CONTRAST) {
  89562. uniforms.push("contrast");
  89563. }
  89564. if (defines.COLORGRADING) {
  89565. uniforms.push("colorTransformSettings");
  89566. }
  89567. if (defines.VIGNETTE) {
  89568. uniforms.push("vInverseScreenSize");
  89569. uniforms.push("vignetteSettings1");
  89570. uniforms.push("vignetteSettings2");
  89571. }
  89572. if (defines.COLORCURVES) {
  89573. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89574. }
  89575. };
  89576. /**
  89577. * Prepare the list of samplers associated with the Image Processing effects.
  89578. * @param samplersList The list of uniforms used in the effect
  89579. * @param defines the list of defines currently in use
  89580. */
  89581. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89582. if (defines.COLORGRADING) {
  89583. samplersList.push("txColorTransform");
  89584. }
  89585. };
  89586. /**
  89587. * Prepare the list of defines associated to the shader.
  89588. * @param defines the list of defines to complete
  89589. * @param forPostProcess Define if we are currently in post process mode or not
  89590. */
  89591. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89592. if (forPostProcess === void 0) { forPostProcess = false; }
  89593. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89594. defines.VIGNETTE = false;
  89595. defines.TONEMAPPING = false;
  89596. defines.TONEMAPPING_ACES = false;
  89597. defines.CONTRAST = false;
  89598. defines.EXPOSURE = false;
  89599. defines.COLORCURVES = false;
  89600. defines.COLORGRADING = false;
  89601. defines.COLORGRADING3D = false;
  89602. defines.IMAGEPROCESSING = false;
  89603. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89604. return;
  89605. }
  89606. defines.VIGNETTE = this.vignetteEnabled;
  89607. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89608. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89609. defines.TONEMAPPING = this.toneMappingEnabled;
  89610. switch (this._toneMappingType) {
  89611. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89612. defines.TONEMAPPING_ACES = true;
  89613. break;
  89614. }
  89615. defines.CONTRAST = (this.contrast !== 1.0);
  89616. defines.EXPOSURE = (this.exposure !== 1.0);
  89617. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89618. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89619. if (defines.COLORGRADING) {
  89620. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89621. }
  89622. else {
  89623. defines.COLORGRADING3D = false;
  89624. }
  89625. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89626. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89627. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89628. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89629. };
  89630. /**
  89631. * Returns true if all the image processing information are ready.
  89632. * @returns True if ready, otherwise, false
  89633. */
  89634. ImageProcessingConfiguration.prototype.isReady = function () {
  89635. // Color Grading texure can not be none blocking.
  89636. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89637. };
  89638. /**
  89639. * Binds the image processing to the shader.
  89640. * @param effect The effect to bind to
  89641. * @param aspectRatio Define the current aspect ratio of the effect
  89642. */
  89643. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89644. if (aspectRatio === void 0) { aspectRatio = 1; }
  89645. // Color Curves
  89646. if (this._colorCurvesEnabled && this.colorCurves) {
  89647. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89648. }
  89649. // Vignette
  89650. if (this._vignetteEnabled) {
  89651. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89652. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89653. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89654. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89655. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89656. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89657. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89658. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89659. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89660. var vignettePower = -2.0 * this.vignetteWeight;
  89661. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89662. }
  89663. // Exposure
  89664. effect.setFloat("exposureLinear", this.exposure);
  89665. // Contrast
  89666. effect.setFloat("contrast", this.contrast);
  89667. // Color transform settings
  89668. if (this.colorGradingTexture) {
  89669. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89670. var textureSize = this.colorGradingTexture.getSize().height;
  89671. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89672. 0.5 / textureSize, // textureOffset
  89673. textureSize, // textureSize
  89674. this.colorGradingTexture.level // weight
  89675. );
  89676. }
  89677. };
  89678. /**
  89679. * Clones the current image processing instance.
  89680. * @return The cloned image processing
  89681. */
  89682. ImageProcessingConfiguration.prototype.clone = function () {
  89683. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89684. };
  89685. /**
  89686. * Serializes the current image processing instance to a json representation.
  89687. * @return a JSON representation
  89688. */
  89689. ImageProcessingConfiguration.prototype.serialize = function () {
  89690. return BABYLON.SerializationHelper.Serialize(this);
  89691. };
  89692. /**
  89693. * Parses the image processing from a json representation.
  89694. * @param source the JSON source to parse
  89695. * @return The parsed image processing
  89696. */
  89697. ImageProcessingConfiguration.Parse = function (source) {
  89698. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89699. };
  89700. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89701. /**
  89702. * Used to apply the vignette as a mix with the pixel color.
  89703. */
  89704. get: function () {
  89705. return this._VIGNETTEMODE_MULTIPLY;
  89706. },
  89707. enumerable: true,
  89708. configurable: true
  89709. });
  89710. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89711. /**
  89712. * Used to apply the vignette as a replacement of the pixel color.
  89713. */
  89714. get: function () {
  89715. return this._VIGNETTEMODE_OPAQUE;
  89716. },
  89717. enumerable: true,
  89718. configurable: true
  89719. });
  89720. /**
  89721. * Default tone mapping applied in BabylonJS.
  89722. */
  89723. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89724. /**
  89725. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89726. * to other engines rendering to increase portability.
  89727. */
  89728. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89729. // Static constants associated to the image processing.
  89730. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89731. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89732. __decorate([
  89733. BABYLON.serializeAsColorCurves()
  89734. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89735. __decorate([
  89736. BABYLON.serialize()
  89737. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89738. __decorate([
  89739. BABYLON.serializeAsTexture("colorGradingTexture")
  89740. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89741. __decorate([
  89742. BABYLON.serialize()
  89743. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89744. __decorate([
  89745. BABYLON.serialize()
  89746. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89747. __decorate([
  89748. BABYLON.serialize()
  89749. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89750. __decorate([
  89751. BABYLON.serialize()
  89752. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89753. __decorate([
  89754. BABYLON.serialize()
  89755. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89756. __decorate([
  89757. BABYLON.serialize()
  89758. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89759. __decorate([
  89760. BABYLON.serialize()
  89761. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89762. __decorate([
  89763. BABYLON.serialize()
  89764. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89765. __decorate([
  89766. BABYLON.serialize()
  89767. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89768. __decorate([
  89769. BABYLON.serialize()
  89770. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89771. __decorate([
  89772. BABYLON.serialize()
  89773. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89774. __decorate([
  89775. BABYLON.serializeAsColor4()
  89776. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89777. __decorate([
  89778. BABYLON.serialize()
  89779. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89780. __decorate([
  89781. BABYLON.serialize()
  89782. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89783. __decorate([
  89784. BABYLON.serialize()
  89785. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89786. __decorate([
  89787. BABYLON.serialize()
  89788. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89789. __decorate([
  89790. BABYLON.serialize()
  89791. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89792. return ImageProcessingConfiguration;
  89793. }());
  89794. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89795. })(BABYLON || (BABYLON = {}));
  89796. //# sourceMappingURL=imageProcessingConfiguration.js.map
  89797. var BABYLON;
  89798. (function (BABYLON) {
  89799. /**
  89800. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89801. * It can help converting any input color in a desired output one. This can then be used to create effects
  89802. * from sepia, black and white to sixties or futuristic rendering...
  89803. *
  89804. * The only supported format is currently 3dl.
  89805. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89806. */
  89807. var ColorGradingTexture = /** @class */ (function (_super) {
  89808. __extends(ColorGradingTexture, _super);
  89809. /**
  89810. * Instantiates a ColorGradingTexture from the following parameters.
  89811. *
  89812. * @param url The location of the color gradind data (currently only supporting 3dl)
  89813. * @param scene The scene the texture will be used in
  89814. */
  89815. function ColorGradingTexture(url, scene) {
  89816. var _this = _super.call(this, scene) || this;
  89817. if (!url) {
  89818. return _this;
  89819. }
  89820. _this._engine = scene.getEngine();
  89821. _this._textureMatrix = BABYLON.Matrix.Identity();
  89822. _this.name = url;
  89823. _this.url = url;
  89824. _this.hasAlpha = false;
  89825. _this.isCube = false;
  89826. _this.is3D = _this._engine.webGLVersion > 1;
  89827. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89828. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89829. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89830. _this.anisotropicFilteringLevel = 1;
  89831. _this._texture = _this._getFromCache(url, true);
  89832. if (!_this._texture) {
  89833. if (!scene.useDelayedTextureLoading) {
  89834. _this.loadTexture();
  89835. }
  89836. else {
  89837. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89838. }
  89839. }
  89840. return _this;
  89841. }
  89842. /**
  89843. * Returns the texture matrix used in most of the material.
  89844. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89845. */
  89846. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89847. return this._textureMatrix;
  89848. };
  89849. /**
  89850. * Occurs when the file being loaded is a .3dl LUT file.
  89851. */
  89852. ColorGradingTexture.prototype.load3dlTexture = function () {
  89853. var engine = this._engine;
  89854. var texture;
  89855. if (engine.webGLVersion === 1) {
  89856. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89857. }
  89858. else {
  89859. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89860. }
  89861. this._texture = texture;
  89862. var callback = function (text) {
  89863. if (typeof text !== "string") {
  89864. return;
  89865. }
  89866. var data = null;
  89867. var tempData = null;
  89868. var line;
  89869. var lines = text.split('\n');
  89870. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89871. var maxColor = 0;
  89872. for (var i = 0; i < lines.length; i++) {
  89873. line = lines[i];
  89874. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89875. continue;
  89876. }
  89877. if (line.indexOf('#') === 0) {
  89878. continue;
  89879. }
  89880. var words = line.split(" ");
  89881. if (size === 0) {
  89882. // Number of space + one
  89883. size = words.length;
  89884. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89885. tempData = new Float32Array(size * size * size * 4);
  89886. continue;
  89887. }
  89888. if (size != 0) {
  89889. var r = Math.max(parseInt(words[0]), 0);
  89890. var g = Math.max(parseInt(words[1]), 0);
  89891. var b = Math.max(parseInt(words[2]), 0);
  89892. maxColor = Math.max(r, maxColor);
  89893. maxColor = Math.max(g, maxColor);
  89894. maxColor = Math.max(b, maxColor);
  89895. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89896. if (tempData) {
  89897. tempData[pixelStorageIndex + 0] = r;
  89898. tempData[pixelStorageIndex + 1] = g;
  89899. tempData[pixelStorageIndex + 2] = b;
  89900. }
  89901. // Keep for reference in case of back compat problems.
  89902. // pixelIndexSlice++;
  89903. // if (pixelIndexSlice % size == 0) {
  89904. // pixelIndexH++;
  89905. // pixelIndexSlice = 0;
  89906. // if (pixelIndexH % size == 0) {
  89907. // pixelIndexW++;
  89908. // pixelIndexH = 0;
  89909. // }
  89910. // }
  89911. pixelIndexH++;
  89912. if (pixelIndexH % size == 0) {
  89913. pixelIndexSlice++;
  89914. pixelIndexH = 0;
  89915. if (pixelIndexSlice % size == 0) {
  89916. pixelIndexW++;
  89917. pixelIndexSlice = 0;
  89918. }
  89919. }
  89920. }
  89921. }
  89922. if (tempData && data) {
  89923. for (var i = 0; i < tempData.length; i++) {
  89924. if (i > 0 && (i + 1) % 4 === 0) {
  89925. data[i] = 255;
  89926. }
  89927. else {
  89928. var value = tempData[i];
  89929. data[i] = (value / maxColor * 255);
  89930. }
  89931. }
  89932. }
  89933. if (texture.is3D) {
  89934. texture.updateSize(size, size, size);
  89935. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89936. }
  89937. else {
  89938. texture.updateSize(size * size, size);
  89939. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89940. }
  89941. };
  89942. var scene = this.getScene();
  89943. if (scene) {
  89944. scene._loadFile(this.url, callback);
  89945. }
  89946. else {
  89947. this._engine._loadFile(this.url, callback);
  89948. }
  89949. return this._texture;
  89950. };
  89951. /**
  89952. * Starts the loading process of the texture.
  89953. */
  89954. ColorGradingTexture.prototype.loadTexture = function () {
  89955. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89956. this.load3dlTexture();
  89957. }
  89958. };
  89959. /**
  89960. * Clones the color gradind texture.
  89961. */
  89962. ColorGradingTexture.prototype.clone = function () {
  89963. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89964. // Base texture
  89965. newTexture.level = this.level;
  89966. return newTexture;
  89967. };
  89968. /**
  89969. * Called during delayed load for textures.
  89970. */
  89971. ColorGradingTexture.prototype.delayLoad = function () {
  89972. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89973. return;
  89974. }
  89975. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89976. this._texture = this._getFromCache(this.url, true);
  89977. if (!this._texture) {
  89978. this.loadTexture();
  89979. }
  89980. };
  89981. /**
  89982. * Parses a color grading texture serialized by Babylon.
  89983. * @param parsedTexture The texture information being parsedTexture
  89984. * @param scene The scene to load the texture in
  89985. * @param rootUrl The root url of the data assets to load
  89986. * @return A color gradind texture
  89987. */
  89988. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89989. var texture = null;
  89990. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89991. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89992. texture.name = parsedTexture.name;
  89993. texture.level = parsedTexture.level;
  89994. }
  89995. return texture;
  89996. };
  89997. /**
  89998. * Serializes the LUT texture to json format.
  89999. */
  90000. ColorGradingTexture.prototype.serialize = function () {
  90001. if (!this.name) {
  90002. return null;
  90003. }
  90004. var serializationObject = {};
  90005. serializationObject.name = this.name;
  90006. serializationObject.level = this.level;
  90007. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90008. return serializationObject;
  90009. };
  90010. /**
  90011. * Empty line regex stored for GC.
  90012. */
  90013. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90014. return ColorGradingTexture;
  90015. }(BABYLON.BaseTexture));
  90016. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90017. })(BABYLON || (BABYLON = {}));
  90018. //# sourceMappingURL=colorGradingTexture.js.map
  90019. var BABYLON;
  90020. (function (BABYLON) {
  90021. /**
  90022. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90023. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90024. * 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;
  90025. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90026. */
  90027. var ColorCurves = /** @class */ (function () {
  90028. function ColorCurves() {
  90029. this._dirty = true;
  90030. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90031. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90032. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90033. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90034. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90035. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90036. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90037. this._globalHue = 30;
  90038. this._globalDensity = 0;
  90039. this._globalSaturation = 0;
  90040. this._globalExposure = 0;
  90041. this._highlightsHue = 30;
  90042. this._highlightsDensity = 0;
  90043. this._highlightsSaturation = 0;
  90044. this._highlightsExposure = 0;
  90045. this._midtonesHue = 30;
  90046. this._midtonesDensity = 0;
  90047. this._midtonesSaturation = 0;
  90048. this._midtonesExposure = 0;
  90049. this._shadowsHue = 30;
  90050. this._shadowsDensity = 0;
  90051. this._shadowsSaturation = 0;
  90052. this._shadowsExposure = 0;
  90053. }
  90054. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90055. /**
  90056. * Gets the global Hue value.
  90057. * 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).
  90058. */
  90059. get: function () {
  90060. return this._globalHue;
  90061. },
  90062. /**
  90063. * Sets the global Hue value.
  90064. * 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).
  90065. */
  90066. set: function (value) {
  90067. this._globalHue = value;
  90068. this._dirty = true;
  90069. },
  90070. enumerable: true,
  90071. configurable: true
  90072. });
  90073. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90074. /**
  90075. * Gets the global Density value.
  90076. * 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.
  90077. * Values less than zero provide a filter of opposite hue.
  90078. */
  90079. get: function () {
  90080. return this._globalDensity;
  90081. },
  90082. /**
  90083. * Sets the global Density value.
  90084. * 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.
  90085. * Values less than zero provide a filter of opposite hue.
  90086. */
  90087. set: function (value) {
  90088. this._globalDensity = value;
  90089. this._dirty = true;
  90090. },
  90091. enumerable: true,
  90092. configurable: true
  90093. });
  90094. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90095. /**
  90096. * Gets the global Saturation value.
  90097. * 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.
  90098. */
  90099. get: function () {
  90100. return this._globalSaturation;
  90101. },
  90102. /**
  90103. * Sets the global Saturation value.
  90104. * 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.
  90105. */
  90106. set: function (value) {
  90107. this._globalSaturation = value;
  90108. this._dirty = true;
  90109. },
  90110. enumerable: true,
  90111. configurable: true
  90112. });
  90113. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90114. /**
  90115. * Gets the global Exposure value.
  90116. * 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.
  90117. */
  90118. get: function () {
  90119. return this._globalExposure;
  90120. },
  90121. /**
  90122. * Sets the global Exposure value.
  90123. * 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.
  90124. */
  90125. set: function (value) {
  90126. this._globalExposure = value;
  90127. this._dirty = true;
  90128. },
  90129. enumerable: true,
  90130. configurable: true
  90131. });
  90132. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90133. /**
  90134. * Gets the highlights Hue value.
  90135. * 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).
  90136. */
  90137. get: function () {
  90138. return this._highlightsHue;
  90139. },
  90140. /**
  90141. * Sets the highlights Hue value.
  90142. * 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).
  90143. */
  90144. set: function (value) {
  90145. this._highlightsHue = value;
  90146. this._dirty = true;
  90147. },
  90148. enumerable: true,
  90149. configurable: true
  90150. });
  90151. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90152. /**
  90153. * Gets the highlights Density value.
  90154. * 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.
  90155. * Values less than zero provide a filter of opposite hue.
  90156. */
  90157. get: function () {
  90158. return this._highlightsDensity;
  90159. },
  90160. /**
  90161. * Sets the highlights Density value.
  90162. * 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.
  90163. * Values less than zero provide a filter of opposite hue.
  90164. */
  90165. set: function (value) {
  90166. this._highlightsDensity = value;
  90167. this._dirty = true;
  90168. },
  90169. enumerable: true,
  90170. configurable: true
  90171. });
  90172. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90173. /**
  90174. * Gets the highlights Saturation value.
  90175. * 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.
  90176. */
  90177. get: function () {
  90178. return this._highlightsSaturation;
  90179. },
  90180. /**
  90181. * Sets the highlights Saturation value.
  90182. * 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.
  90183. */
  90184. set: function (value) {
  90185. this._highlightsSaturation = value;
  90186. this._dirty = true;
  90187. },
  90188. enumerable: true,
  90189. configurable: true
  90190. });
  90191. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90192. /**
  90193. * Gets the highlights Exposure value.
  90194. * 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.
  90195. */
  90196. get: function () {
  90197. return this._highlightsExposure;
  90198. },
  90199. /**
  90200. * Sets the highlights Exposure value.
  90201. * 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.
  90202. */
  90203. set: function (value) {
  90204. this._highlightsExposure = value;
  90205. this._dirty = true;
  90206. },
  90207. enumerable: true,
  90208. configurable: true
  90209. });
  90210. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90211. /**
  90212. * Gets the midtones Hue value.
  90213. * 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).
  90214. */
  90215. get: function () {
  90216. return this._midtonesHue;
  90217. },
  90218. /**
  90219. * Sets the midtones Hue value.
  90220. * 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).
  90221. */
  90222. set: function (value) {
  90223. this._midtonesHue = value;
  90224. this._dirty = true;
  90225. },
  90226. enumerable: true,
  90227. configurable: true
  90228. });
  90229. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90230. /**
  90231. * Gets the midtones Density value.
  90232. * 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.
  90233. * Values less than zero provide a filter of opposite hue.
  90234. */
  90235. get: function () {
  90236. return this._midtonesDensity;
  90237. },
  90238. /**
  90239. * Sets the midtones Density value.
  90240. * 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.
  90241. * Values less than zero provide a filter of opposite hue.
  90242. */
  90243. set: function (value) {
  90244. this._midtonesDensity = value;
  90245. this._dirty = true;
  90246. },
  90247. enumerable: true,
  90248. configurable: true
  90249. });
  90250. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90251. /**
  90252. * Gets the midtones Saturation value.
  90253. * 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.
  90254. */
  90255. get: function () {
  90256. return this._midtonesSaturation;
  90257. },
  90258. /**
  90259. * Sets the midtones Saturation value.
  90260. * 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.
  90261. */
  90262. set: function (value) {
  90263. this._midtonesSaturation = value;
  90264. this._dirty = true;
  90265. },
  90266. enumerable: true,
  90267. configurable: true
  90268. });
  90269. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90270. /**
  90271. * Gets the midtones Exposure value.
  90272. * 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.
  90273. */
  90274. get: function () {
  90275. return this._midtonesExposure;
  90276. },
  90277. /**
  90278. * Sets the midtones Exposure value.
  90279. * 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.
  90280. */
  90281. set: function (value) {
  90282. this._midtonesExposure = value;
  90283. this._dirty = true;
  90284. },
  90285. enumerable: true,
  90286. configurable: true
  90287. });
  90288. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90289. /**
  90290. * Gets the shadows Hue value.
  90291. * 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).
  90292. */
  90293. get: function () {
  90294. return this._shadowsHue;
  90295. },
  90296. /**
  90297. * Sets the shadows Hue value.
  90298. * 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).
  90299. */
  90300. set: function (value) {
  90301. this._shadowsHue = value;
  90302. this._dirty = true;
  90303. },
  90304. enumerable: true,
  90305. configurable: true
  90306. });
  90307. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90308. /**
  90309. * Gets the shadows Density value.
  90310. * 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.
  90311. * Values less than zero provide a filter of opposite hue.
  90312. */
  90313. get: function () {
  90314. return this._shadowsDensity;
  90315. },
  90316. /**
  90317. * Sets the shadows Density value.
  90318. * 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.
  90319. * Values less than zero provide a filter of opposite hue.
  90320. */
  90321. set: function (value) {
  90322. this._shadowsDensity = value;
  90323. this._dirty = true;
  90324. },
  90325. enumerable: true,
  90326. configurable: true
  90327. });
  90328. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90329. /**
  90330. * Gets the shadows Saturation value.
  90331. * 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.
  90332. */
  90333. get: function () {
  90334. return this._shadowsSaturation;
  90335. },
  90336. /**
  90337. * Sets the shadows Saturation value.
  90338. * 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.
  90339. */
  90340. set: function (value) {
  90341. this._shadowsSaturation = value;
  90342. this._dirty = true;
  90343. },
  90344. enumerable: true,
  90345. configurable: true
  90346. });
  90347. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90348. /**
  90349. * Gets the shadows Exposure value.
  90350. * 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.
  90351. */
  90352. get: function () {
  90353. return this._shadowsExposure;
  90354. },
  90355. /**
  90356. * Sets the shadows Exposure value.
  90357. * 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.
  90358. */
  90359. set: function (value) {
  90360. this._shadowsExposure = value;
  90361. this._dirty = true;
  90362. },
  90363. enumerable: true,
  90364. configurable: true
  90365. });
  90366. /**
  90367. * Returns the class name
  90368. * @returns The class name
  90369. */
  90370. ColorCurves.prototype.getClassName = function () {
  90371. return "ColorCurves";
  90372. };
  90373. /**
  90374. * Binds the color curves to the shader.
  90375. * @param colorCurves The color curve to bind
  90376. * @param effect The effect to bind to
  90377. * @param positiveUniform The positive uniform shader parameter
  90378. * @param neutralUniform The neutral uniform shader parameter
  90379. * @param negativeUniform The negative uniform shader parameter
  90380. */
  90381. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90382. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90383. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90384. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90385. if (colorCurves._dirty) {
  90386. colorCurves._dirty = false;
  90387. // Fill in global info.
  90388. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90389. // Compute highlights info.
  90390. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90391. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90392. // Compute midtones info.
  90393. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90394. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90395. // Compute shadows info.
  90396. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90397. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90398. // Compute deltas (neutral is midtones).
  90399. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90400. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90401. }
  90402. if (effect) {
  90403. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90404. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90405. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90406. }
  90407. };
  90408. /**
  90409. * Prepare the list of uniforms associated with the ColorCurves effects.
  90410. * @param uniformsList The list of uniforms used in the effect
  90411. */
  90412. ColorCurves.PrepareUniforms = function (uniformsList) {
  90413. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90414. };
  90415. /**
  90416. * Returns color grading data based on a hue, density, saturation and exposure value.
  90417. * @param filterHue The hue of the color filter.
  90418. * @param filterDensity The density of the color filter.
  90419. * @param saturation The saturation.
  90420. * @param exposure The exposure.
  90421. * @param result The result data container.
  90422. */
  90423. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90424. if (hue == null) {
  90425. return;
  90426. }
  90427. hue = ColorCurves.clamp(hue, 0, 360);
  90428. density = ColorCurves.clamp(density, -100, 100);
  90429. saturation = ColorCurves.clamp(saturation, -100, 100);
  90430. exposure = ColorCurves.clamp(exposure, -100, 100);
  90431. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90432. // so that the maximum filter density is only 50% control. This provides fine control
  90433. // for small values and reasonable range.
  90434. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90435. density *= 0.5;
  90436. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90437. if (density < 0) {
  90438. density *= -1;
  90439. hue = (hue + 180) % 360;
  90440. }
  90441. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90442. result.scaleToRef(2, result);
  90443. result.a = 1 + 0.01 * saturation;
  90444. };
  90445. /**
  90446. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90447. * @param value The input slider value in range [-100,100].
  90448. * @returns Adjusted value.
  90449. */
  90450. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90451. value /= 100;
  90452. var x = Math.abs(value);
  90453. x = Math.pow(x, 2);
  90454. if (value < 0) {
  90455. x *= -1;
  90456. }
  90457. x *= 100;
  90458. return x;
  90459. };
  90460. /**
  90461. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90462. * @param hue The hue (H) input.
  90463. * @param saturation The saturation (S) input.
  90464. * @param brightness The brightness (B) input.
  90465. * @result An RGBA color represented as Vector4.
  90466. */
  90467. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90468. var h = ColorCurves.clamp(hue, 0, 360);
  90469. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90470. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90471. if (s === 0) {
  90472. result.r = v;
  90473. result.g = v;
  90474. result.b = v;
  90475. }
  90476. else {
  90477. // sector 0 to 5
  90478. h /= 60;
  90479. var i = Math.floor(h);
  90480. // fractional part of h
  90481. var f = h - i;
  90482. var p = v * (1 - s);
  90483. var q = v * (1 - s * f);
  90484. var t = v * (1 - s * (1 - f));
  90485. switch (i) {
  90486. case 0:
  90487. result.r = v;
  90488. result.g = t;
  90489. result.b = p;
  90490. break;
  90491. case 1:
  90492. result.r = q;
  90493. result.g = v;
  90494. result.b = p;
  90495. break;
  90496. case 2:
  90497. result.r = p;
  90498. result.g = v;
  90499. result.b = t;
  90500. break;
  90501. case 3:
  90502. result.r = p;
  90503. result.g = q;
  90504. result.b = v;
  90505. break;
  90506. case 4:
  90507. result.r = t;
  90508. result.g = p;
  90509. result.b = v;
  90510. break;
  90511. default: // case 5:
  90512. result.r = v;
  90513. result.g = p;
  90514. result.b = q;
  90515. break;
  90516. }
  90517. }
  90518. result.a = 1;
  90519. };
  90520. /**
  90521. * Returns a value clamped between min and max
  90522. * @param value The value to clamp
  90523. * @param min The minimum of value
  90524. * @param max The maximum of value
  90525. * @returns The clamped value.
  90526. */
  90527. ColorCurves.clamp = function (value, min, max) {
  90528. return Math.min(Math.max(value, min), max);
  90529. };
  90530. /**
  90531. * Clones the current color curve instance.
  90532. * @return The cloned curves
  90533. */
  90534. ColorCurves.prototype.clone = function () {
  90535. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90536. };
  90537. /**
  90538. * Serializes the current color curve instance to a json representation.
  90539. * @return a JSON representation
  90540. */
  90541. ColorCurves.prototype.serialize = function () {
  90542. return BABYLON.SerializationHelper.Serialize(this);
  90543. };
  90544. /**
  90545. * Parses the color curve from a json representation.
  90546. * @param source the JSON source to parse
  90547. * @return The parsed curves
  90548. */
  90549. ColorCurves.Parse = function (source) {
  90550. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90551. };
  90552. __decorate([
  90553. BABYLON.serialize()
  90554. ], ColorCurves.prototype, "_globalHue", void 0);
  90555. __decorate([
  90556. BABYLON.serialize()
  90557. ], ColorCurves.prototype, "_globalDensity", void 0);
  90558. __decorate([
  90559. BABYLON.serialize()
  90560. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90561. __decorate([
  90562. BABYLON.serialize()
  90563. ], ColorCurves.prototype, "_globalExposure", void 0);
  90564. __decorate([
  90565. BABYLON.serialize()
  90566. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90567. __decorate([
  90568. BABYLON.serialize()
  90569. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90570. __decorate([
  90571. BABYLON.serialize()
  90572. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90573. __decorate([
  90574. BABYLON.serialize()
  90575. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90576. __decorate([
  90577. BABYLON.serialize()
  90578. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90579. __decorate([
  90580. BABYLON.serialize()
  90581. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90582. __decorate([
  90583. BABYLON.serialize()
  90584. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90585. __decorate([
  90586. BABYLON.serialize()
  90587. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90588. return ColorCurves;
  90589. }());
  90590. BABYLON.ColorCurves = ColorCurves;
  90591. })(BABYLON || (BABYLON = {}));
  90592. //# sourceMappingURL=colorCurves.js.map
  90593. var BABYLON;
  90594. (function (BABYLON) {
  90595. /**
  90596. * Post process which applies a refractin texture
  90597. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90598. */
  90599. var RefractionPostProcess = /** @class */ (function (_super) {
  90600. __extends(RefractionPostProcess, _super);
  90601. /**
  90602. * Initializes the RefractionPostProcess
  90603. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90604. * @param name The name of the effect.
  90605. * @param refractionTextureUrl Url of the refraction texture to use
  90606. * @param color the base color of the refraction (used to taint the rendering)
  90607. * @param depth simulated refraction depth
  90608. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90609. * @param camera The camera to apply the render pass to.
  90610. * @param options The required width/height ratio to downsize to before computing the render pass.
  90611. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90612. * @param engine The engine which the post process will be applied. (default: current engine)
  90613. * @param reusable If the post process can be reused on the same frame. (default: false)
  90614. */
  90615. function RefractionPostProcess(name, refractionTextureUrl,
  90616. /** the base color of the refraction (used to taint the rendering) */
  90617. color,
  90618. /** simulated refraction depth */
  90619. depth,
  90620. /** the coefficient of the base color (0 to remove base color tainting) */
  90621. colorLevel, options, camera, samplingMode, engine, reusable) {
  90622. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90623. _this.color = color;
  90624. _this.depth = depth;
  90625. _this.colorLevel = colorLevel;
  90626. _this._ownRefractionTexture = true;
  90627. _this.onActivateObservable.add(function (cam) {
  90628. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90629. });
  90630. _this.onApplyObservable.add(function (effect) {
  90631. effect.setColor3("baseColor", _this.color);
  90632. effect.setFloat("depth", _this.depth);
  90633. effect.setFloat("colorLevel", _this.colorLevel);
  90634. effect.setTexture("refractionSampler", _this._refTexture);
  90635. });
  90636. return _this;
  90637. }
  90638. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90639. /**
  90640. * Gets or sets the refraction texture
  90641. * Please note that you are responsible for disposing the texture if you set it manually
  90642. */
  90643. get: function () {
  90644. return this._refTexture;
  90645. },
  90646. set: function (value) {
  90647. if (this._refTexture && this._ownRefractionTexture) {
  90648. this._refTexture.dispose();
  90649. }
  90650. this._refTexture = value;
  90651. this._ownRefractionTexture = false;
  90652. },
  90653. enumerable: true,
  90654. configurable: true
  90655. });
  90656. // Methods
  90657. /**
  90658. * Disposes of the post process
  90659. * @param camera Camera to dispose post process on
  90660. */
  90661. RefractionPostProcess.prototype.dispose = function (camera) {
  90662. if (this._refTexture && this._ownRefractionTexture) {
  90663. this._refTexture.dispose();
  90664. this._refTexture = null;
  90665. }
  90666. _super.prototype.dispose.call(this, camera);
  90667. };
  90668. return RefractionPostProcess;
  90669. }(BABYLON.PostProcess));
  90670. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90671. })(BABYLON || (BABYLON = {}));
  90672. //# sourceMappingURL=refractionPostProcess.js.map
  90673. var BABYLON;
  90674. (function (BABYLON) {
  90675. /**
  90676. * Post process used to render in black and white
  90677. */
  90678. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90679. __extends(BlackAndWhitePostProcess, _super);
  90680. /**
  90681. * Creates a black and white post process
  90682. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90683. * @param name The name of the effect.
  90684. * @param options The required width/height ratio to downsize to before computing the render pass.
  90685. * @param camera The camera to apply the render pass to.
  90686. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90687. * @param engine The engine which the post process will be applied. (default: current engine)
  90688. * @param reusable If the post process can be reused on the same frame. (default: false)
  90689. */
  90690. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90691. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90692. /**
  90693. * Linear about to convert he result to black and white (default: 1)
  90694. */
  90695. _this.degree = 1;
  90696. _this.onApplyObservable.add(function (effect) {
  90697. effect.setFloat("degree", _this.degree);
  90698. });
  90699. return _this;
  90700. }
  90701. return BlackAndWhitePostProcess;
  90702. }(BABYLON.PostProcess));
  90703. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90704. })(BABYLON || (BABYLON = {}));
  90705. //# sourceMappingURL=blackAndWhitePostProcess.js.map
  90706. var BABYLON;
  90707. (function (BABYLON) {
  90708. /**
  90709. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90710. * input texture to perform effects such as edge detection or sharpening
  90711. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90712. */
  90713. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90714. __extends(ConvolutionPostProcess, _super);
  90715. /**
  90716. * Creates a new instance ConvolutionPostProcess
  90717. * @param name The name of the effect.
  90718. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90719. * @param options The required width/height ratio to downsize to before computing the render pass.
  90720. * @param camera The camera to apply the render pass to.
  90721. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90722. * @param engine The engine which the post process will be applied. (default: current engine)
  90723. * @param reusable If the post process can be reused on the same frame. (default: false)
  90724. * @param textureType Type of textures used when performing the post process. (default: 0)
  90725. */
  90726. function ConvolutionPostProcess(name,
  90727. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90728. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90729. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90730. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90731. _this.kernel = kernel;
  90732. _this.onApply = function (effect) {
  90733. effect.setFloat2("screenSize", _this.width, _this.height);
  90734. effect.setArray("kernel", _this.kernel);
  90735. };
  90736. return _this;
  90737. }
  90738. // Statics
  90739. /**
  90740. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90741. */
  90742. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90743. /**
  90744. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90745. */
  90746. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90747. /**
  90748. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90749. */
  90750. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90751. /**
  90752. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90753. */
  90754. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90755. /**
  90756. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90757. */
  90758. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90759. /**
  90760. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90761. */
  90762. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90763. return ConvolutionPostProcess;
  90764. }(BABYLON.PostProcess));
  90765. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90766. })(BABYLON || (BABYLON = {}));
  90767. //# sourceMappingURL=convolutionPostProcess.js.map
  90768. var BABYLON;
  90769. (function (BABYLON) {
  90770. /**
  90771. * Applies a kernel filter to the image
  90772. */
  90773. var FilterPostProcess = /** @class */ (function (_super) {
  90774. __extends(FilterPostProcess, _super);
  90775. /**
  90776. *
  90777. * @param name The name of the effect.
  90778. * @param kernelMatrix The matrix to be applied to the image
  90779. * @param options The required width/height ratio to downsize to before computing the render pass.
  90780. * @param camera The camera to apply the render pass to.
  90781. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90782. * @param engine The engine which the post process will be applied. (default: current engine)
  90783. * @param reusable If the post process can be reused on the same frame. (default: false)
  90784. */
  90785. function FilterPostProcess(name,
  90786. /** The matrix to be applied to the image */
  90787. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90788. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90789. _this.kernelMatrix = kernelMatrix;
  90790. _this.onApply = function (effect) {
  90791. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90792. };
  90793. return _this;
  90794. }
  90795. return FilterPostProcess;
  90796. }(BABYLON.PostProcess));
  90797. BABYLON.FilterPostProcess = FilterPostProcess;
  90798. })(BABYLON || (BABYLON = {}));
  90799. //# sourceMappingURL=filterPostProcess.js.map
  90800. var BABYLON;
  90801. (function (BABYLON) {
  90802. /**
  90803. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90804. */
  90805. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90806. __extends(VolumetricLightScatteringPostProcess, _super);
  90807. /**
  90808. * @constructor
  90809. * @param name The post-process name
  90810. * @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)
  90811. * @param camera The camera that the post-process will be attached to
  90812. * @param mesh The mesh used to create the light scattering
  90813. * @param samples The post-process quality, default 100
  90814. * @param samplingModeThe post-process filtering mode
  90815. * @param engine The babylon engine
  90816. * @param reusable If the post-process is reusable
  90817. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90818. */
  90819. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90820. if (samples === void 0) { samples = 100; }
  90821. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90822. 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;
  90823. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90824. /**
  90825. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90826. */
  90827. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90828. /**
  90829. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90830. */
  90831. _this.useCustomMeshPosition = false;
  90832. /**
  90833. * If the post-process should inverse the light scattering direction
  90834. */
  90835. _this.invert = true;
  90836. /**
  90837. * Array containing the excluded meshes not rendered in the internal pass
  90838. */
  90839. _this.excludedMeshes = new Array();
  90840. /**
  90841. * Controls the overall intensity of the post-process
  90842. */
  90843. _this.exposure = 0.3;
  90844. /**
  90845. * Dissipates each sample's contribution in range [0, 1]
  90846. */
  90847. _this.decay = 0.96815;
  90848. /**
  90849. * Controls the overall intensity of each sample
  90850. */
  90851. _this.weight = 0.58767;
  90852. /**
  90853. * Controls the density of each sample
  90854. */
  90855. _this.density = 0.926;
  90856. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90857. engine = scene.getEngine();
  90858. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90859. // Configure mesh
  90860. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90861. // Configure
  90862. _this._createPass(scene, ratio.passRatio || ratio);
  90863. _this.onActivate = function (camera) {
  90864. if (!_this.isSupported) {
  90865. _this.dispose(camera);
  90866. }
  90867. _this.onActivate = null;
  90868. };
  90869. _this.onApplyObservable.add(function (effect) {
  90870. _this._updateMeshScreenCoordinates(scene);
  90871. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90872. effect.setFloat("exposure", _this.exposure);
  90873. effect.setFloat("decay", _this.decay);
  90874. effect.setFloat("weight", _this.weight);
  90875. effect.setFloat("density", _this.density);
  90876. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90877. });
  90878. return _this;
  90879. }
  90880. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90881. /**
  90882. * @hidden
  90883. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90884. */
  90885. get: function () {
  90886. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90887. return false;
  90888. },
  90889. set: function (useDiffuseColor) {
  90890. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90891. },
  90892. enumerable: true,
  90893. configurable: true
  90894. });
  90895. /**
  90896. * Returns the string "VolumetricLightScatteringPostProcess"
  90897. * @returns "VolumetricLightScatteringPostProcess"
  90898. */
  90899. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90900. return "VolumetricLightScatteringPostProcess";
  90901. };
  90902. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90903. var mesh = subMesh.getMesh();
  90904. // Render this.mesh as default
  90905. if (mesh === this.mesh && mesh.material) {
  90906. return mesh.material.isReady(mesh);
  90907. }
  90908. var defines = [];
  90909. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90910. var material = subMesh.getMaterial();
  90911. // Alpha test
  90912. if (material) {
  90913. if (material.needAlphaTesting()) {
  90914. defines.push("#define ALPHATEST");
  90915. }
  90916. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90917. attribs.push(BABYLON.VertexBuffer.UVKind);
  90918. defines.push("#define UV1");
  90919. }
  90920. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90921. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90922. defines.push("#define UV2");
  90923. }
  90924. }
  90925. // Bones
  90926. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90927. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90928. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90929. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90930. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90931. }
  90932. else {
  90933. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90934. }
  90935. // Instances
  90936. if (useInstances) {
  90937. defines.push("#define INSTANCES");
  90938. attribs.push("world0");
  90939. attribs.push("world1");
  90940. attribs.push("world2");
  90941. attribs.push("world3");
  90942. }
  90943. // Get correct effect
  90944. var join = defines.join("\n");
  90945. if (this._cachedDefines !== join) {
  90946. this._cachedDefines = join;
  90947. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90948. }
  90949. return this._volumetricLightScatteringPass.isReady();
  90950. };
  90951. /**
  90952. * Sets the new light position for light scattering effect
  90953. * @param position The new custom light position
  90954. */
  90955. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90956. this.customMeshPosition = position;
  90957. };
  90958. /**
  90959. * Returns the light position for light scattering effect
  90960. * @return Vector3 The custom light position
  90961. */
  90962. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90963. return this.customMeshPosition;
  90964. };
  90965. /**
  90966. * Disposes the internal assets and detaches the post-process from the camera
  90967. */
  90968. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90969. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90970. if (rttIndex !== -1) {
  90971. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90972. }
  90973. this._volumetricLightScatteringRTT.dispose();
  90974. _super.prototype.dispose.call(this, camera);
  90975. };
  90976. /**
  90977. * Returns the render target texture used by the post-process
  90978. * @return the render target texture used by the post-process
  90979. */
  90980. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90981. return this._volumetricLightScatteringRTT;
  90982. };
  90983. // Private methods
  90984. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90985. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90986. return true;
  90987. }
  90988. return false;
  90989. };
  90990. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90991. var _this = this;
  90992. var engine = scene.getEngine();
  90993. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90994. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90995. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90996. this._volumetricLightScatteringRTT.renderList = null;
  90997. this._volumetricLightScatteringRTT.renderParticles = false;
  90998. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90999. var camera = this.getCamera();
  91000. if (camera) {
  91001. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91002. }
  91003. else {
  91004. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91005. }
  91006. // Custom render function for submeshes
  91007. var renderSubMesh = function (subMesh) {
  91008. var mesh = subMesh.getRenderingMesh();
  91009. if (_this._meshExcluded(mesh)) {
  91010. return;
  91011. }
  91012. var material = subMesh.getMaterial();
  91013. if (!material) {
  91014. return;
  91015. }
  91016. var scene = mesh.getScene();
  91017. var engine = scene.getEngine();
  91018. // Culling
  91019. engine.setState(material.backFaceCulling);
  91020. // Managing instances
  91021. var batch = mesh._getInstancesRenderList(subMesh._id);
  91022. if (batch.mustReturn) {
  91023. return;
  91024. }
  91025. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91026. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91027. var effect = _this._volumetricLightScatteringPass;
  91028. if (mesh === _this.mesh) {
  91029. if (subMesh.effect) {
  91030. effect = subMesh.effect;
  91031. }
  91032. else {
  91033. effect = material.getEffect();
  91034. }
  91035. }
  91036. engine.enableEffect(effect);
  91037. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91038. if (mesh === _this.mesh) {
  91039. material.bind(mesh.getWorldMatrix(), mesh);
  91040. }
  91041. else {
  91042. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91043. // Alpha test
  91044. if (material && material.needAlphaTesting()) {
  91045. var alphaTexture = material.getAlphaTestTexture();
  91046. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91047. if (alphaTexture) {
  91048. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91049. }
  91050. }
  91051. // Bones
  91052. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91053. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91054. }
  91055. }
  91056. // Draw
  91057. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91058. }
  91059. };
  91060. // Render target texture callbacks
  91061. var savedSceneClearColor;
  91062. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91063. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91064. savedSceneClearColor = scene.clearColor;
  91065. scene.clearColor = sceneClearColor;
  91066. });
  91067. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91068. scene.clearColor = savedSceneClearColor;
  91069. });
  91070. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91071. var engine = scene.getEngine();
  91072. var index;
  91073. if (depthOnlySubMeshes.length) {
  91074. engine.setColorWrite(false);
  91075. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91076. renderSubMesh(depthOnlySubMeshes.data[index]);
  91077. }
  91078. engine.setColorWrite(true);
  91079. }
  91080. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91081. renderSubMesh(opaqueSubMeshes.data[index]);
  91082. }
  91083. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91084. renderSubMesh(alphaTestSubMeshes.data[index]);
  91085. }
  91086. if (transparentSubMeshes.length) {
  91087. // Sort sub meshes
  91088. for (index = 0; index < transparentSubMeshes.length; index++) {
  91089. var submesh = transparentSubMeshes.data[index];
  91090. var boundingInfo = submesh.getBoundingInfo();
  91091. if (boundingInfo && scene.activeCamera) {
  91092. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91093. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91094. }
  91095. }
  91096. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91097. sortedArray.sort(function (a, b) {
  91098. // Alpha index first
  91099. if (a._alphaIndex > b._alphaIndex) {
  91100. return 1;
  91101. }
  91102. if (a._alphaIndex < b._alphaIndex) {
  91103. return -1;
  91104. }
  91105. // Then distance to camera
  91106. if (a._distanceToCamera < b._distanceToCamera) {
  91107. return 1;
  91108. }
  91109. if (a._distanceToCamera > b._distanceToCamera) {
  91110. return -1;
  91111. }
  91112. return 0;
  91113. });
  91114. // Render sub meshes
  91115. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91116. for (index = 0; index < sortedArray.length; index++) {
  91117. renderSubMesh(sortedArray[index]);
  91118. }
  91119. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91120. }
  91121. };
  91122. };
  91123. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91124. var transform = scene.getTransformMatrix();
  91125. var meshPosition;
  91126. if (this.useCustomMeshPosition) {
  91127. meshPosition = this.customMeshPosition;
  91128. }
  91129. else if (this.attachedNode) {
  91130. meshPosition = this.attachedNode.position;
  91131. }
  91132. else {
  91133. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91134. }
  91135. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91136. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91137. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91138. if (this.invert) {
  91139. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91140. }
  91141. };
  91142. // Static methods
  91143. /**
  91144. * Creates a default mesh for the Volumeric Light Scattering post-process
  91145. * @param name The mesh name
  91146. * @param scene The scene where to create the mesh
  91147. * @return the default mesh
  91148. */
  91149. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91150. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91151. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91152. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91153. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91154. mesh.material = material;
  91155. return mesh;
  91156. };
  91157. __decorate([
  91158. BABYLON.serializeAsVector3()
  91159. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91160. __decorate([
  91161. BABYLON.serialize()
  91162. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91163. __decorate([
  91164. BABYLON.serialize()
  91165. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91166. __decorate([
  91167. BABYLON.serializeAsMeshReference()
  91168. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91169. __decorate([
  91170. BABYLON.serialize()
  91171. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91172. __decorate([
  91173. BABYLON.serialize()
  91174. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91175. __decorate([
  91176. BABYLON.serialize()
  91177. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91178. __decorate([
  91179. BABYLON.serialize()
  91180. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91181. __decorate([
  91182. BABYLON.serialize()
  91183. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91184. return VolumetricLightScatteringPostProcess;
  91185. }(BABYLON.PostProcess));
  91186. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91187. })(BABYLON || (BABYLON = {}));
  91188. //# sourceMappingURL=volumetricLightScatteringPostProcess.js.map
  91189. var BABYLON;
  91190. (function (BABYLON) {
  91191. /**
  91192. *
  91193. * This post-process allows the modification of rendered colors by using
  91194. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91195. *
  91196. * The object needs to be provided an url to a texture containing the color
  91197. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91198. * Use an image editing software to tweak the LUT to match your needs.
  91199. *
  91200. * For an example of a color LUT, see here:
  91201. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91202. * For explanations on color grading, see here:
  91203. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91204. *
  91205. */
  91206. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91207. __extends(ColorCorrectionPostProcess, _super);
  91208. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91209. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91210. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91211. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91212. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91213. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91214. _this.onApply = function (effect) {
  91215. effect.setTexture("colorTable", _this._colorTableTexture);
  91216. };
  91217. return _this;
  91218. }
  91219. return ColorCorrectionPostProcess;
  91220. }(BABYLON.PostProcess));
  91221. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91222. })(BABYLON || (BABYLON = {}));
  91223. //# sourceMappingURL=colorCorrectionPostProcess.js.map
  91224. var BABYLON;
  91225. (function (BABYLON) {
  91226. /** Defines operator used for tonemapping */
  91227. var TonemappingOperator;
  91228. (function (TonemappingOperator) {
  91229. /** Hable */
  91230. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91231. /** Reinhard */
  91232. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91233. /** HejiDawson */
  91234. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91235. /** Photographic */
  91236. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91237. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91238. /**
  91239. * Defines a post process to apply tone mapping
  91240. */
  91241. var TonemapPostProcess = /** @class */ (function (_super) {
  91242. __extends(TonemapPostProcess, _super);
  91243. /**
  91244. * Creates a new TonemapPostProcess
  91245. * @param name defines the name of the postprocess
  91246. * @param _operator defines the operator to use
  91247. * @param exposureAdjustment defines the required exposure adjustement
  91248. * @param camera defines the camera to use (can be null)
  91249. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91250. * @param engine defines the hosting engine (can be ignore if camera is set)
  91251. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91252. */
  91253. function TonemapPostProcess(name, _operator,
  91254. /** Defines the required exposure adjustement */
  91255. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91256. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91257. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91258. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91259. _this._operator = _operator;
  91260. _this.exposureAdjustment = exposureAdjustment;
  91261. var defines = "#define ";
  91262. if (_this._operator === TonemappingOperator.Hable) {
  91263. defines += "HABLE_TONEMAPPING";
  91264. }
  91265. else if (_this._operator === TonemappingOperator.Reinhard) {
  91266. defines += "REINHARD_TONEMAPPING";
  91267. }
  91268. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91269. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91270. }
  91271. else if (_this._operator === TonemappingOperator.Photographic) {
  91272. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91273. }
  91274. //sadly a second call to create the effect.
  91275. _this.updateEffect(defines);
  91276. _this.onApply = function (effect) {
  91277. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91278. };
  91279. return _this;
  91280. }
  91281. return TonemapPostProcess;
  91282. }(BABYLON.PostProcess));
  91283. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91284. })(BABYLON || (BABYLON = {}));
  91285. //# sourceMappingURL=tonemapPostProcess.js.map
  91286. var BABYLON;
  91287. (function (BABYLON) {
  91288. /**
  91289. * DisplayPassPostProcess which produces an output the same as it's input
  91290. */
  91291. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91292. __extends(DisplayPassPostProcess, _super);
  91293. /**
  91294. * Creates the DisplayPassPostProcess
  91295. * @param name The name of the effect.
  91296. * @param options The required width/height ratio to downsize to before computing the render pass.
  91297. * @param camera The camera to apply the render pass to.
  91298. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91299. * @param engine The engine which the post process will be applied. (default: current engine)
  91300. * @param reusable If the post process can be reused on the same frame. (default: false)
  91301. */
  91302. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91303. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91304. }
  91305. return DisplayPassPostProcess;
  91306. }(BABYLON.PostProcess));
  91307. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91308. })(BABYLON || (BABYLON = {}));
  91309. //# sourceMappingURL=displayPassPostProcess.js.map
  91310. var BABYLON;
  91311. (function (BABYLON) {
  91312. /**
  91313. * Extracts highlights from the image
  91314. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91315. */
  91316. var HighlightsPostProcess = /** @class */ (function (_super) {
  91317. __extends(HighlightsPostProcess, _super);
  91318. /**
  91319. * Extracts highlights from the image
  91320. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91321. * @param name The name of the effect.
  91322. * @param options The required width/height ratio to downsize to before computing the render pass.
  91323. * @param camera The camera to apply the render pass to.
  91324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91325. * @param engine The engine which the post process will be applied. (default: current engine)
  91326. * @param reusable If the post process can be reused on the same frame. (default: false)
  91327. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91328. */
  91329. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91330. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91331. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91332. }
  91333. return HighlightsPostProcess;
  91334. }(BABYLON.PostProcess));
  91335. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91336. })(BABYLON || (BABYLON = {}));
  91337. //# sourceMappingURL=highlightsPostProcess.js.map
  91338. var BABYLON;
  91339. (function (BABYLON) {
  91340. /**
  91341. * ImageProcessingPostProcess
  91342. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91343. */
  91344. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91345. __extends(ImageProcessingPostProcess, _super);
  91346. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91347. if (camera === void 0) { camera = null; }
  91348. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91349. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91350. _this._fromLinearSpace = true;
  91351. /**
  91352. * Defines cache preventing GC.
  91353. */
  91354. _this._defines = {
  91355. IMAGEPROCESSING: false,
  91356. VIGNETTE: false,
  91357. VIGNETTEBLENDMODEMULTIPLY: false,
  91358. VIGNETTEBLENDMODEOPAQUE: false,
  91359. TONEMAPPING: false,
  91360. TONEMAPPING_ACES: false,
  91361. CONTRAST: false,
  91362. COLORCURVES: false,
  91363. COLORGRADING: false,
  91364. COLORGRADING3D: false,
  91365. FROMLINEARSPACE: false,
  91366. SAMPLER3DGREENDEPTH: false,
  91367. SAMPLER3DBGRMAP: false,
  91368. IMAGEPROCESSINGPOSTPROCESS: false,
  91369. EXPOSURE: false,
  91370. };
  91371. // Setup the configuration as forced by the constructor. This would then not force the
  91372. // scene materials output in linear space and let untouched the default forward pass.
  91373. if (imageProcessingConfiguration) {
  91374. imageProcessingConfiguration.applyByPostProcess = true;
  91375. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91376. // This will cause the shader to be compiled
  91377. _this.fromLinearSpace = false;
  91378. }
  91379. // Setup the default processing configuration to the scene.
  91380. else {
  91381. _this._attachImageProcessingConfiguration(null, true);
  91382. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91383. }
  91384. _this.onApply = function (effect) {
  91385. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91386. };
  91387. return _this;
  91388. }
  91389. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91390. /**
  91391. * Gets the image processing configuration used either in this material.
  91392. */
  91393. get: function () {
  91394. return this._imageProcessingConfiguration;
  91395. },
  91396. /**
  91397. * Sets the Default image processing configuration used either in the this material.
  91398. *
  91399. * If sets to null, the scene one is in use.
  91400. */
  91401. set: function (value) {
  91402. this._attachImageProcessingConfiguration(value);
  91403. },
  91404. enumerable: true,
  91405. configurable: true
  91406. });
  91407. /**
  91408. * Attaches a new image processing configuration to the PBR Material.
  91409. * @param configuration
  91410. */
  91411. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91412. var _this = this;
  91413. if (doNotBuild === void 0) { doNotBuild = false; }
  91414. if (configuration === this._imageProcessingConfiguration) {
  91415. return;
  91416. }
  91417. // Detaches observer.
  91418. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91419. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91420. }
  91421. // Pick the scene configuration if needed.
  91422. if (!configuration) {
  91423. var scene = null;
  91424. var engine = this.getEngine();
  91425. var camera = this.getCamera();
  91426. if (camera) {
  91427. scene = camera.getScene();
  91428. }
  91429. else if (engine && engine.scenes) {
  91430. var scenes = engine.scenes;
  91431. scene = scenes[scenes.length - 1];
  91432. }
  91433. else {
  91434. scene = BABYLON.Engine.LastCreatedScene;
  91435. }
  91436. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91437. }
  91438. else {
  91439. this._imageProcessingConfiguration = configuration;
  91440. }
  91441. // Attaches observer.
  91442. if (this._imageProcessingConfiguration) {
  91443. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91444. _this._updateParameters();
  91445. });
  91446. }
  91447. // Ensure the effect will be rebuilt.
  91448. if (!doNotBuild) {
  91449. this._updateParameters();
  91450. }
  91451. };
  91452. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91453. /**
  91454. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91455. */
  91456. get: function () {
  91457. return this.imageProcessingConfiguration.colorCurves;
  91458. },
  91459. /**
  91460. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91461. */
  91462. set: function (value) {
  91463. this.imageProcessingConfiguration.colorCurves = value;
  91464. },
  91465. enumerable: true,
  91466. configurable: true
  91467. });
  91468. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91469. /**
  91470. * Gets wether the color curves effect is enabled.
  91471. */
  91472. get: function () {
  91473. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91474. },
  91475. /**
  91476. * Sets wether the color curves effect is enabled.
  91477. */
  91478. set: function (value) {
  91479. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91480. },
  91481. enumerable: true,
  91482. configurable: true
  91483. });
  91484. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91485. /**
  91486. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91487. */
  91488. get: function () {
  91489. return this.imageProcessingConfiguration.colorGradingTexture;
  91490. },
  91491. /**
  91492. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91493. */
  91494. set: function (value) {
  91495. this.imageProcessingConfiguration.colorGradingTexture = value;
  91496. },
  91497. enumerable: true,
  91498. configurable: true
  91499. });
  91500. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91501. /**
  91502. * Gets wether the color grading effect is enabled.
  91503. */
  91504. get: function () {
  91505. return this.imageProcessingConfiguration.colorGradingEnabled;
  91506. },
  91507. /**
  91508. * Gets wether the color grading effect is enabled.
  91509. */
  91510. set: function (value) {
  91511. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91512. },
  91513. enumerable: true,
  91514. configurable: true
  91515. });
  91516. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91517. /**
  91518. * Gets exposure used in the effect.
  91519. */
  91520. get: function () {
  91521. return this.imageProcessingConfiguration.exposure;
  91522. },
  91523. /**
  91524. * Sets exposure used in the effect.
  91525. */
  91526. set: function (value) {
  91527. this.imageProcessingConfiguration.exposure = value;
  91528. },
  91529. enumerable: true,
  91530. configurable: true
  91531. });
  91532. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91533. /**
  91534. * Gets wether tonemapping is enabled or not.
  91535. */
  91536. get: function () {
  91537. return this._imageProcessingConfiguration.toneMappingEnabled;
  91538. },
  91539. /**
  91540. * Sets wether tonemapping is enabled or not
  91541. */
  91542. set: function (value) {
  91543. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91544. },
  91545. enumerable: true,
  91546. configurable: true
  91547. });
  91548. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91549. /**
  91550. * Gets contrast used in the effect.
  91551. */
  91552. get: function () {
  91553. return this.imageProcessingConfiguration.contrast;
  91554. },
  91555. /**
  91556. * Sets contrast used in the effect.
  91557. */
  91558. set: function (value) {
  91559. this.imageProcessingConfiguration.contrast = value;
  91560. },
  91561. enumerable: true,
  91562. configurable: true
  91563. });
  91564. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91565. /**
  91566. * Gets Vignette stretch size.
  91567. */
  91568. get: function () {
  91569. return this.imageProcessingConfiguration.vignetteStretch;
  91570. },
  91571. /**
  91572. * Sets Vignette stretch size.
  91573. */
  91574. set: function (value) {
  91575. this.imageProcessingConfiguration.vignetteStretch = value;
  91576. },
  91577. enumerable: true,
  91578. configurable: true
  91579. });
  91580. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91581. /**
  91582. * Gets Vignette centre X Offset.
  91583. */
  91584. get: function () {
  91585. return this.imageProcessingConfiguration.vignetteCentreX;
  91586. },
  91587. /**
  91588. * Sets Vignette centre X Offset.
  91589. */
  91590. set: function (value) {
  91591. this.imageProcessingConfiguration.vignetteCentreX = value;
  91592. },
  91593. enumerable: true,
  91594. configurable: true
  91595. });
  91596. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91597. /**
  91598. * Gets Vignette centre Y Offset.
  91599. */
  91600. get: function () {
  91601. return this.imageProcessingConfiguration.vignetteCentreY;
  91602. },
  91603. /**
  91604. * Sets Vignette centre Y Offset.
  91605. */
  91606. set: function (value) {
  91607. this.imageProcessingConfiguration.vignetteCentreY = value;
  91608. },
  91609. enumerable: true,
  91610. configurable: true
  91611. });
  91612. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91613. /**
  91614. * Gets Vignette weight or intensity of the vignette effect.
  91615. */
  91616. get: function () {
  91617. return this.imageProcessingConfiguration.vignetteWeight;
  91618. },
  91619. /**
  91620. * Sets Vignette weight or intensity of the vignette effect.
  91621. */
  91622. set: function (value) {
  91623. this.imageProcessingConfiguration.vignetteWeight = value;
  91624. },
  91625. enumerable: true,
  91626. configurable: true
  91627. });
  91628. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91629. /**
  91630. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91631. * if vignetteEnabled is set to true.
  91632. */
  91633. get: function () {
  91634. return this.imageProcessingConfiguration.vignetteColor;
  91635. },
  91636. /**
  91637. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91638. * if vignetteEnabled is set to true.
  91639. */
  91640. set: function (value) {
  91641. this.imageProcessingConfiguration.vignetteColor = value;
  91642. },
  91643. enumerable: true,
  91644. configurable: true
  91645. });
  91646. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91647. /**
  91648. * Gets Camera field of view used by the Vignette effect.
  91649. */
  91650. get: function () {
  91651. return this.imageProcessingConfiguration.vignetteCameraFov;
  91652. },
  91653. /**
  91654. * Sets Camera field of view used by the Vignette effect.
  91655. */
  91656. set: function (value) {
  91657. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91658. },
  91659. enumerable: true,
  91660. configurable: true
  91661. });
  91662. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91663. /**
  91664. * Gets the vignette blend mode allowing different kind of effect.
  91665. */
  91666. get: function () {
  91667. return this.imageProcessingConfiguration.vignetteBlendMode;
  91668. },
  91669. /**
  91670. * Sets the vignette blend mode allowing different kind of effect.
  91671. */
  91672. set: function (value) {
  91673. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91674. },
  91675. enumerable: true,
  91676. configurable: true
  91677. });
  91678. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91679. /**
  91680. * Gets wether the vignette effect is enabled.
  91681. */
  91682. get: function () {
  91683. return this.imageProcessingConfiguration.vignetteEnabled;
  91684. },
  91685. /**
  91686. * Sets wether the vignette effect is enabled.
  91687. */
  91688. set: function (value) {
  91689. this.imageProcessingConfiguration.vignetteEnabled = value;
  91690. },
  91691. enumerable: true,
  91692. configurable: true
  91693. });
  91694. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91695. /**
  91696. * Gets wether the input of the processing is in Gamma or Linear Space.
  91697. */
  91698. get: function () {
  91699. return this._fromLinearSpace;
  91700. },
  91701. /**
  91702. * Sets wether the input of the processing is in Gamma or Linear Space.
  91703. */
  91704. set: function (value) {
  91705. if (this._fromLinearSpace === value) {
  91706. return;
  91707. }
  91708. this._fromLinearSpace = value;
  91709. this._updateParameters();
  91710. },
  91711. enumerable: true,
  91712. configurable: true
  91713. });
  91714. /**
  91715. * "ImageProcessingPostProcess"
  91716. * @returns "ImageProcessingPostProcess"
  91717. */
  91718. ImageProcessingPostProcess.prototype.getClassName = function () {
  91719. return "ImageProcessingPostProcess";
  91720. };
  91721. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91722. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91723. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91724. var defines = "";
  91725. for (var define in this._defines) {
  91726. if (this._defines[define]) {
  91727. defines += "#define " + define + ";\r\n";
  91728. }
  91729. }
  91730. var samplers = ["textureSampler"];
  91731. var uniforms = ["scale"];
  91732. if (BABYLON.ImageProcessingConfiguration) {
  91733. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91734. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91735. }
  91736. this.updateEffect(defines, uniforms, samplers);
  91737. };
  91738. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91739. _super.prototype.dispose.call(this, camera);
  91740. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91741. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91742. }
  91743. if (this._imageProcessingConfiguration) {
  91744. this.imageProcessingConfiguration.applyByPostProcess = false;
  91745. }
  91746. };
  91747. __decorate([
  91748. BABYLON.serialize()
  91749. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91750. return ImageProcessingPostProcess;
  91751. }(BABYLON.PostProcess));
  91752. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91753. })(BABYLON || (BABYLON = {}));
  91754. //# sourceMappingURL=imageProcessingPostProcess.js.map
  91755. var BABYLON;
  91756. (function (BABYLON) {
  91757. /**
  91758. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91759. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91760. * As an example, all you have to do is to create the post-process:
  91761. * var mb = new BABYLON.MotionBlurPostProcess(
  91762. * 'mb', // The name of the effect.
  91763. * scene, // The scene containing the objects to blur according to their velocity.
  91764. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91765. * camera // The camera to apply the render pass to.
  91766. * );
  91767. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91768. */
  91769. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91770. __extends(MotionBlurPostProcess, _super);
  91771. /**
  91772. * Creates a new instance MotionBlurPostProcess
  91773. * @param name The name of the effect.
  91774. * @param scene The scene containing the objects to blur according to their velocity.
  91775. * @param options The required width/height ratio to downsize to before computing the render pass.
  91776. * @param camera The camera to apply the render pass to.
  91777. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91778. * @param engine The engine which the post process will be applied. (default: current engine)
  91779. * @param reusable If the post process can be reused on the same frame. (default: false)
  91780. * @param textureType Type of textures used when performing the post process. (default: 0)
  91781. * @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)
  91782. */
  91783. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91784. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91785. if (blockCompilation === void 0) { blockCompilation = false; }
  91786. 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;
  91787. /**
  91788. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91789. */
  91790. _this.motionStrength = 1;
  91791. _this._motionBlurSamples = 32;
  91792. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91793. if (!_this._geometryBufferRenderer) {
  91794. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91795. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91796. _this.updateEffect();
  91797. }
  91798. else {
  91799. // Geometry buffer renderer is supported.
  91800. _this._geometryBufferRenderer.enableVelocity = true;
  91801. _this.onApply = function (effect) {
  91802. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91803. effect.setFloat("motionScale", scene.getAnimationRatio());
  91804. effect.setFloat("motionStrength", _this.motionStrength);
  91805. if (_this._geometryBufferRenderer) {
  91806. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91807. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91808. }
  91809. };
  91810. }
  91811. return _this;
  91812. }
  91813. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91814. /**
  91815. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91816. */
  91817. get: function () {
  91818. return this._motionBlurSamples;
  91819. },
  91820. /**
  91821. * Sets the number of iterations to be used for motion blur quality
  91822. */
  91823. set: function (samples) {
  91824. this._motionBlurSamples = samples;
  91825. if (this._geometryBufferRenderer) {
  91826. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91827. }
  91828. },
  91829. enumerable: true,
  91830. configurable: true
  91831. });
  91832. /**
  91833. * Disposes the post process.
  91834. * @param camera The camera to dispose the post process on.
  91835. */
  91836. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91837. if (this._geometryBufferRenderer) {
  91838. // Clear previous transformation matrices dictionary used to compute objects velocities
  91839. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91840. }
  91841. _super.prototype.dispose.call(this, camera);
  91842. };
  91843. return MotionBlurPostProcess;
  91844. }(BABYLON.PostProcess));
  91845. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91846. })(BABYLON || (BABYLON = {}));
  91847. //# sourceMappingURL=motionBlurPostProcess.js.map
  91848. var BABYLON;
  91849. (function (BABYLON) {
  91850. /**
  91851. * Class used to store bone information
  91852. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91853. */
  91854. var Bone = /** @class */ (function (_super) {
  91855. __extends(Bone, _super);
  91856. /**
  91857. * Create a new bone
  91858. * @param name defines the bone name
  91859. * @param skeleton defines the parent skeleton
  91860. * @param parentBone defines the parent (can be null if the bone is the root)
  91861. * @param localMatrix defines the local matrix
  91862. * @param restPose defines the rest pose matrix
  91863. * @param baseMatrix defines the base matrix
  91864. * @param index defines index of the bone in the hiearchy
  91865. */
  91866. function Bone(
  91867. /**
  91868. * defines the bone name
  91869. */
  91870. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91871. if (parentBone === void 0) { parentBone = null; }
  91872. if (localMatrix === void 0) { localMatrix = null; }
  91873. if (restPose === void 0) { restPose = null; }
  91874. if (baseMatrix === void 0) { baseMatrix = null; }
  91875. if (index === void 0) { index = null; }
  91876. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  91877. _this.name = name;
  91878. /**
  91879. * Gets the list of child bones
  91880. */
  91881. _this.children = new Array();
  91882. /** Gets the animations associated with this bone */
  91883. _this.animations = new Array();
  91884. /**
  91885. * @hidden Internal only
  91886. * Set this value to map this bone to a different index in the transform matrices
  91887. * Set this value to -1 to exclude the bone from the transform matrices
  91888. */
  91889. _this._index = null;
  91890. _this._absoluteTransform = new BABYLON.Matrix();
  91891. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91892. _this._scalingDeterminant = 1;
  91893. _this._worldTransform = new BABYLON.Matrix();
  91894. _this._needToDecompose = true;
  91895. _this._needToCompose = false;
  91896. _this._skeleton = skeleton;
  91897. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91898. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91899. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91900. _this._index = index;
  91901. skeleton.bones.push(_this);
  91902. _this.setParent(parentBone, false);
  91903. if (baseMatrix || localMatrix) {
  91904. _this._updateDifferenceMatrix();
  91905. }
  91906. return _this;
  91907. }
  91908. Object.defineProperty(Bone.prototype, "_matrix", {
  91909. /** @hidden */
  91910. get: function () {
  91911. this._compose();
  91912. return this._localMatrix;
  91913. },
  91914. /** @hidden */
  91915. set: function (value) {
  91916. this._localMatrix.copyFrom(value);
  91917. this._needToDecompose = true;
  91918. },
  91919. enumerable: true,
  91920. configurable: true
  91921. });
  91922. // Members
  91923. /**
  91924. * Gets the parent skeleton
  91925. * @returns a skeleton
  91926. */
  91927. Bone.prototype.getSkeleton = function () {
  91928. return this._skeleton;
  91929. };
  91930. /**
  91931. * Gets parent bone
  91932. * @returns a bone or null if the bone is the root of the bone hierarchy
  91933. */
  91934. Bone.prototype.getParent = function () {
  91935. return this._parent;
  91936. };
  91937. /**
  91938. * Sets the parent bone
  91939. * @param parent defines the parent (can be null if the bone is the root)
  91940. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91941. */
  91942. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91943. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91944. if (this._parent === parent) {
  91945. return;
  91946. }
  91947. if (this._parent) {
  91948. var index = this._parent.children.indexOf(this);
  91949. if (index !== -1) {
  91950. this._parent.children.splice(index, 1);
  91951. }
  91952. }
  91953. this._parent = parent;
  91954. if (this._parent) {
  91955. this._parent.children.push(this);
  91956. }
  91957. if (updateDifferenceMatrix) {
  91958. this._updateDifferenceMatrix();
  91959. }
  91960. this.markAsDirty();
  91961. };
  91962. /**
  91963. * Gets the local matrix
  91964. * @returns a matrix
  91965. */
  91966. Bone.prototype.getLocalMatrix = function () {
  91967. this._compose();
  91968. return this._localMatrix;
  91969. };
  91970. /**
  91971. * Gets the base matrix (initial matrix which remains unchanged)
  91972. * @returns a matrix
  91973. */
  91974. Bone.prototype.getBaseMatrix = function () {
  91975. return this._baseMatrix;
  91976. };
  91977. /**
  91978. * Gets the rest pose matrix
  91979. * @returns a matrix
  91980. */
  91981. Bone.prototype.getRestPose = function () {
  91982. return this._restPose;
  91983. };
  91984. /**
  91985. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91986. */
  91987. Bone.prototype.getWorldMatrix = function () {
  91988. return this._worldTransform;
  91989. };
  91990. /**
  91991. * Sets the local matrix to rest pose matrix
  91992. */
  91993. Bone.prototype.returnToRest = function () {
  91994. this.updateMatrix(this._restPose.clone());
  91995. };
  91996. /**
  91997. * Gets the inverse of the absolute transform matrix.
  91998. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91999. * @returns a matrix
  92000. */
  92001. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92002. return this._invertedAbsoluteTransform;
  92003. };
  92004. /**
  92005. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92006. * @returns a matrix
  92007. */
  92008. Bone.prototype.getAbsoluteTransform = function () {
  92009. return this._absoluteTransform;
  92010. };
  92011. Object.defineProperty(Bone.prototype, "position", {
  92012. // Properties (matches AbstractMesh properties)
  92013. /** Gets or sets current position (in local space) */
  92014. get: function () {
  92015. this._decompose();
  92016. return this._localPosition;
  92017. },
  92018. set: function (newPosition) {
  92019. this._decompose();
  92020. this._localPosition.copyFrom(newPosition);
  92021. this._markAsDirtyAndCompose();
  92022. },
  92023. enumerable: true,
  92024. configurable: true
  92025. });
  92026. Object.defineProperty(Bone.prototype, "rotation", {
  92027. /** Gets or sets current rotation (in local space) */
  92028. get: function () {
  92029. return this.getRotation();
  92030. },
  92031. set: function (newRotation) {
  92032. this.setRotation(newRotation);
  92033. },
  92034. enumerable: true,
  92035. configurable: true
  92036. });
  92037. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92038. /** Gets or sets current rotation quaternion (in local space) */
  92039. get: function () {
  92040. this._decompose();
  92041. return this._localRotation;
  92042. },
  92043. set: function (newRotation) {
  92044. this.setRotationQuaternion(newRotation);
  92045. },
  92046. enumerable: true,
  92047. configurable: true
  92048. });
  92049. Object.defineProperty(Bone.prototype, "scaling", {
  92050. /** Gets or sets current scaling (in local space) */
  92051. get: function () {
  92052. return this.getScale();
  92053. },
  92054. set: function (newScaling) {
  92055. this.setScale(newScaling);
  92056. },
  92057. enumerable: true,
  92058. configurable: true
  92059. });
  92060. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92061. /**
  92062. * Gets the animation properties override
  92063. */
  92064. get: function () {
  92065. return this._skeleton.animationPropertiesOverride;
  92066. },
  92067. enumerable: true,
  92068. configurable: true
  92069. });
  92070. // Methods
  92071. Bone.prototype._decompose = function () {
  92072. if (!this._needToDecompose) {
  92073. return;
  92074. }
  92075. this._needToDecompose = false;
  92076. if (!this._localScaling) {
  92077. this._localScaling = BABYLON.Vector3.Zero();
  92078. this._localRotation = BABYLON.Quaternion.Zero();
  92079. this._localPosition = BABYLON.Vector3.Zero();
  92080. }
  92081. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92082. };
  92083. Bone.prototype._compose = function () {
  92084. if (!this._needToCompose) {
  92085. return;
  92086. }
  92087. this._needToCompose = false;
  92088. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92089. };
  92090. /**
  92091. * Update the base and local matrices
  92092. * @param matrix defines the new base or local matrix
  92093. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92094. * @param updateLocalMatrix defines if the local matrix should be updated
  92095. */
  92096. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92097. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92098. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92099. this._baseMatrix.copyFrom(matrix);
  92100. if (updateDifferenceMatrix) {
  92101. this._updateDifferenceMatrix();
  92102. }
  92103. if (updateLocalMatrix) {
  92104. this._localMatrix.copyFrom(matrix);
  92105. this._markAsDirtyAndDecompose();
  92106. }
  92107. else {
  92108. this.markAsDirty();
  92109. }
  92110. };
  92111. /** @hidden */
  92112. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92113. if (updateChildren === void 0) { updateChildren = true; }
  92114. if (!rootMatrix) {
  92115. rootMatrix = this._baseMatrix;
  92116. }
  92117. if (this._parent) {
  92118. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92119. }
  92120. else {
  92121. this._absoluteTransform.copyFrom(rootMatrix);
  92122. }
  92123. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92124. if (updateChildren) {
  92125. for (var index = 0; index < this.children.length; index++) {
  92126. this.children[index]._updateDifferenceMatrix();
  92127. }
  92128. }
  92129. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92130. };
  92131. /**
  92132. * Flag the bone as dirty (Forcing it to update everything)
  92133. */
  92134. Bone.prototype.markAsDirty = function () {
  92135. this._currentRenderId++;
  92136. this._childRenderId++;
  92137. this._skeleton._markAsDirty();
  92138. };
  92139. Bone.prototype._markAsDirtyAndCompose = function () {
  92140. this.markAsDirty();
  92141. this._needToCompose = true;
  92142. };
  92143. Bone.prototype._markAsDirtyAndDecompose = function () {
  92144. this.markAsDirty();
  92145. this._needToDecompose = true;
  92146. };
  92147. /**
  92148. * Copy an animation range from another bone
  92149. * @param source defines the source bone
  92150. * @param rangeName defines the range name to copy
  92151. * @param frameOffset defines the frame offset
  92152. * @param rescaleAsRequired defines if rescaling must be applied if required
  92153. * @param skelDimensionsRatio defines the scaling ratio
  92154. * @returns true if operation was successful
  92155. */
  92156. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92157. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92158. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92159. // all animation may be coming from a library skeleton, so may need to create animation
  92160. if (this.animations.length === 0) {
  92161. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92162. this.animations[0].setKeys([]);
  92163. }
  92164. // get animation info / verify there is such a range from the source bone
  92165. var sourceRange = source.animations[0].getRange(rangeName);
  92166. if (!sourceRange) {
  92167. return false;
  92168. }
  92169. var from = sourceRange.from;
  92170. var to = sourceRange.to;
  92171. var sourceKeys = source.animations[0].getKeys();
  92172. // rescaling prep
  92173. var sourceBoneLength = source.length;
  92174. var sourceParent = source.getParent();
  92175. var parent = this.getParent();
  92176. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92177. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92178. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92179. var destKeys = this.animations[0].getKeys();
  92180. // loop vars declaration
  92181. var orig;
  92182. var origTranslation;
  92183. var mat;
  92184. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92185. orig = sourceKeys[key];
  92186. if (orig.frame >= from && orig.frame <= to) {
  92187. if (rescaleAsRequired) {
  92188. mat = orig.value.clone();
  92189. // scale based on parent ratio, when bone has parent
  92190. if (parentScalingReqd) {
  92191. origTranslation = mat.getTranslation();
  92192. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92193. // scale based on skeleton dimension ratio when root bone, and value is passed
  92194. }
  92195. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92196. origTranslation = mat.getTranslation();
  92197. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92198. // use original when root bone, and no data for skelDimensionsRatio
  92199. }
  92200. else {
  92201. mat = orig.value;
  92202. }
  92203. }
  92204. else {
  92205. mat = orig.value;
  92206. }
  92207. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92208. }
  92209. }
  92210. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92211. return true;
  92212. };
  92213. /**
  92214. * Translate the bone in local or world space
  92215. * @param vec The amount to translate the bone
  92216. * @param space The space that the translation is in
  92217. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92218. */
  92219. Bone.prototype.translate = function (vec, space, mesh) {
  92220. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92221. var lm = this.getLocalMatrix();
  92222. if (space == BABYLON.Space.LOCAL) {
  92223. lm.addAtIndex(12, vec.x);
  92224. lm.addAtIndex(13, vec.y);
  92225. lm.addAtIndex(14, vec.z);
  92226. }
  92227. else {
  92228. var wm = null;
  92229. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92230. if (mesh) {
  92231. wm = mesh.getWorldMatrix();
  92232. }
  92233. this._skeleton.computeAbsoluteTransforms();
  92234. var tmat = Bone._tmpMats[0];
  92235. var tvec = Bone._tmpVecs[0];
  92236. if (this._parent) {
  92237. if (mesh && wm) {
  92238. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92239. tmat.multiplyToRef(wm, tmat);
  92240. }
  92241. else {
  92242. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92243. }
  92244. }
  92245. tmat.setTranslationFromFloats(0, 0, 0);
  92246. tmat.invert();
  92247. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92248. lm.addAtIndex(12, tvec.x);
  92249. lm.addAtIndex(13, tvec.y);
  92250. lm.addAtIndex(14, tvec.z);
  92251. }
  92252. this._markAsDirtyAndDecompose();
  92253. };
  92254. /**
  92255. * Set the postion of the bone in local or world space
  92256. * @param position The position to set the bone
  92257. * @param space The space that the position is in
  92258. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92259. */
  92260. Bone.prototype.setPosition = function (position, space, mesh) {
  92261. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92262. var lm = this.getLocalMatrix();
  92263. if (space == BABYLON.Space.LOCAL) {
  92264. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92265. }
  92266. else {
  92267. var wm = null;
  92268. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92269. if (mesh) {
  92270. wm = mesh.getWorldMatrix();
  92271. }
  92272. this._skeleton.computeAbsoluteTransforms();
  92273. var tmat = Bone._tmpMats[0];
  92274. var vec = Bone._tmpVecs[0];
  92275. if (this._parent) {
  92276. if (mesh && wm) {
  92277. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92278. tmat.multiplyToRef(wm, tmat);
  92279. }
  92280. else {
  92281. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92282. }
  92283. }
  92284. tmat.invert();
  92285. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92286. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92287. }
  92288. this._markAsDirtyAndDecompose();
  92289. };
  92290. /**
  92291. * Set the absolute position of the bone (world space)
  92292. * @param position The position to set the bone
  92293. * @param mesh The mesh that this bone is attached to
  92294. */
  92295. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92296. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92297. };
  92298. /**
  92299. * Scale the bone on the x, y and z axes (in local space)
  92300. * @param x The amount to scale the bone on the x axis
  92301. * @param y The amount to scale the bone on the y axis
  92302. * @param z The amount to scale the bone on the z axis
  92303. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92304. */
  92305. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92306. if (scaleChildren === void 0) { scaleChildren = false; }
  92307. var locMat = this.getLocalMatrix();
  92308. // Apply new scaling on top of current local matrix
  92309. var scaleMat = Bone._tmpMats[0];
  92310. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92311. scaleMat.multiplyToRef(locMat, locMat);
  92312. // Invert scaling matrix and apply the inverse to all children
  92313. scaleMat.invert();
  92314. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92315. var child = _a[_i];
  92316. var cm = child.getLocalMatrix();
  92317. cm.multiplyToRef(scaleMat, cm);
  92318. cm.multiplyAtIndex(12, x);
  92319. cm.multiplyAtIndex(13, y);
  92320. cm.multiplyAtIndex(14, z);
  92321. child._markAsDirtyAndDecompose();
  92322. }
  92323. this._markAsDirtyAndDecompose();
  92324. if (scaleChildren) {
  92325. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92326. var child = _c[_b];
  92327. child.scale(x, y, z, scaleChildren);
  92328. }
  92329. }
  92330. };
  92331. /**
  92332. * Set the bone scaling in local space
  92333. * @param scale defines the scaling vector
  92334. */
  92335. Bone.prototype.setScale = function (scale) {
  92336. this._decompose();
  92337. this._localScaling.copyFrom(scale);
  92338. this._markAsDirtyAndCompose();
  92339. };
  92340. /**
  92341. * Gets the current scaling in local space
  92342. * @returns the current scaling vector
  92343. */
  92344. Bone.prototype.getScale = function () {
  92345. this._decompose();
  92346. return this._localScaling;
  92347. };
  92348. /**
  92349. * Gets the current scaling in local space and stores it in a target vector
  92350. * @param result defines the target vector
  92351. */
  92352. Bone.prototype.getScaleToRef = function (result) {
  92353. this._decompose();
  92354. result.copyFrom(this._localScaling);
  92355. };
  92356. /**
  92357. * Set the yaw, pitch, and roll of the bone in local or world space
  92358. * @param yaw The rotation of the bone on the y axis
  92359. * @param pitch The rotation of the bone on the x axis
  92360. * @param roll The rotation of the bone on the z axis
  92361. * @param space The space that the axes of rotation are in
  92362. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92363. */
  92364. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92365. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92366. if (space === BABYLON.Space.LOCAL) {
  92367. var quat = Bone._tmpQuat;
  92368. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92369. this.setRotationQuaternion(quat, space, mesh);
  92370. return;
  92371. }
  92372. var rotMatInv = Bone._tmpMats[0];
  92373. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92374. return;
  92375. }
  92376. var rotMat = Bone._tmpMats[1];
  92377. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92378. rotMatInv.multiplyToRef(rotMat, rotMat);
  92379. this._rotateWithMatrix(rotMat, space, mesh);
  92380. };
  92381. /**
  92382. * Add a rotation to the bone on an axis in local or world space
  92383. * @param axis The axis to rotate the bone on
  92384. * @param amount The amount to rotate the bone
  92385. * @param space The space that the axis is in
  92386. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92387. */
  92388. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92389. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92390. var rmat = Bone._tmpMats[0];
  92391. rmat.setTranslationFromFloats(0, 0, 0);
  92392. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92393. this._rotateWithMatrix(rmat, space, mesh);
  92394. };
  92395. /**
  92396. * Set the rotation of the bone to a particular axis angle in local or world space
  92397. * @param axis The axis to rotate the bone on
  92398. * @param angle The angle that the bone should be rotated to
  92399. * @param space The space that the axis is in
  92400. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92401. */
  92402. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92403. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92404. if (space === BABYLON.Space.LOCAL) {
  92405. var quat = Bone._tmpQuat;
  92406. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92407. this.setRotationQuaternion(quat, space, mesh);
  92408. return;
  92409. }
  92410. var rotMatInv = Bone._tmpMats[0];
  92411. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92412. return;
  92413. }
  92414. var rotMat = Bone._tmpMats[1];
  92415. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92416. rotMatInv.multiplyToRef(rotMat, rotMat);
  92417. this._rotateWithMatrix(rotMat, space, mesh);
  92418. };
  92419. /**
  92420. * Set the euler rotation of the bone in local of world space
  92421. * @param rotation The euler rotation that the bone should be set to
  92422. * @param space The space that the rotation is in
  92423. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92424. */
  92425. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92426. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92427. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92428. };
  92429. /**
  92430. * Set the quaternion rotation of the bone in local of world space
  92431. * @param quat The quaternion rotation that the bone should be set to
  92432. * @param space The space that the rotation is in
  92433. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92434. */
  92435. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92436. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92437. if (space === BABYLON.Space.LOCAL) {
  92438. this._decompose();
  92439. this._localRotation.copyFrom(quat);
  92440. this._markAsDirtyAndCompose();
  92441. return;
  92442. }
  92443. var rotMatInv = Bone._tmpMats[0];
  92444. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92445. return;
  92446. }
  92447. var rotMat = Bone._tmpMats[1];
  92448. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92449. rotMatInv.multiplyToRef(rotMat, rotMat);
  92450. this._rotateWithMatrix(rotMat, space, mesh);
  92451. };
  92452. /**
  92453. * Set the rotation matrix of the bone in local of world space
  92454. * @param rotMat The rotation matrix that the bone should be set to
  92455. * @param space The space that the rotation is in
  92456. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92457. */
  92458. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92459. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92460. if (space === BABYLON.Space.LOCAL) {
  92461. var quat = Bone._tmpQuat;
  92462. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92463. this.setRotationQuaternion(quat, space, mesh);
  92464. return;
  92465. }
  92466. var rotMatInv = Bone._tmpMats[0];
  92467. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92468. return;
  92469. }
  92470. var rotMat2 = Bone._tmpMats[1];
  92471. rotMat2.copyFrom(rotMat);
  92472. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92473. this._rotateWithMatrix(rotMat2, space, mesh);
  92474. };
  92475. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92476. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92477. var lmat = this.getLocalMatrix();
  92478. var lx = lmat.m[12];
  92479. var ly = lmat.m[13];
  92480. var lz = lmat.m[14];
  92481. var parent = this.getParent();
  92482. var parentScale = Bone._tmpMats[3];
  92483. var parentScaleInv = Bone._tmpMats[4];
  92484. if (parent && space == BABYLON.Space.WORLD) {
  92485. if (mesh) {
  92486. parentScale.copyFrom(mesh.getWorldMatrix());
  92487. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92488. }
  92489. else {
  92490. parentScale.copyFrom(parent.getAbsoluteTransform());
  92491. }
  92492. parentScaleInv.copyFrom(parentScale);
  92493. parentScaleInv.invert();
  92494. lmat.multiplyToRef(parentScale, lmat);
  92495. lmat.multiplyToRef(rmat, lmat);
  92496. lmat.multiplyToRef(parentScaleInv, lmat);
  92497. }
  92498. else {
  92499. if (space == BABYLON.Space.WORLD && mesh) {
  92500. parentScale.copyFrom(mesh.getWorldMatrix());
  92501. parentScaleInv.copyFrom(parentScale);
  92502. parentScaleInv.invert();
  92503. lmat.multiplyToRef(parentScale, lmat);
  92504. lmat.multiplyToRef(rmat, lmat);
  92505. lmat.multiplyToRef(parentScaleInv, lmat);
  92506. }
  92507. else {
  92508. lmat.multiplyToRef(rmat, lmat);
  92509. }
  92510. }
  92511. lmat.setTranslationFromFloats(lx, ly, lz);
  92512. this.computeAbsoluteTransforms();
  92513. this._markAsDirtyAndDecompose();
  92514. };
  92515. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92516. var scaleMatrix = Bone._tmpMats[2];
  92517. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92518. if (mesh) {
  92519. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92520. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92521. }
  92522. rotMatInv.invert();
  92523. if (isNaN(rotMatInv.m[0])) {
  92524. // Matrix failed to invert.
  92525. // This can happen if scale is zero for example.
  92526. return false;
  92527. }
  92528. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92529. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92530. return true;
  92531. };
  92532. /**
  92533. * Get the position of the bone in local or world space
  92534. * @param space The space that the returned position is in
  92535. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92536. * @returns The position of the bone
  92537. */
  92538. Bone.prototype.getPosition = function (space, mesh) {
  92539. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92540. if (mesh === void 0) { mesh = null; }
  92541. var pos = BABYLON.Vector3.Zero();
  92542. this.getPositionToRef(space, mesh, pos);
  92543. return pos;
  92544. };
  92545. /**
  92546. * Copy the position of the bone to a vector3 in local or world space
  92547. * @param space The space that the returned position is in
  92548. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92549. * @param result The vector3 to copy the position to
  92550. */
  92551. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92552. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92553. if (space == BABYLON.Space.LOCAL) {
  92554. var lm = this.getLocalMatrix();
  92555. result.x = lm.m[12];
  92556. result.y = lm.m[13];
  92557. result.z = lm.m[14];
  92558. }
  92559. else {
  92560. var wm = null;
  92561. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92562. if (mesh) {
  92563. wm = mesh.getWorldMatrix();
  92564. }
  92565. this._skeleton.computeAbsoluteTransforms();
  92566. var tmat = Bone._tmpMats[0];
  92567. if (mesh && wm) {
  92568. tmat.copyFrom(this.getAbsoluteTransform());
  92569. tmat.multiplyToRef(wm, tmat);
  92570. }
  92571. else {
  92572. tmat = this.getAbsoluteTransform();
  92573. }
  92574. result.x = tmat.m[12];
  92575. result.y = tmat.m[13];
  92576. result.z = tmat.m[14];
  92577. }
  92578. };
  92579. /**
  92580. * Get the absolute position of the bone (world space)
  92581. * @param mesh The mesh that this bone is attached to
  92582. * @returns The absolute position of the bone
  92583. */
  92584. Bone.prototype.getAbsolutePosition = function (mesh) {
  92585. if (mesh === void 0) { mesh = null; }
  92586. var pos = BABYLON.Vector3.Zero();
  92587. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92588. return pos;
  92589. };
  92590. /**
  92591. * Copy the absolute position of the bone (world space) to the result param
  92592. * @param mesh The mesh that this bone is attached to
  92593. * @param result The vector3 to copy the absolute position to
  92594. */
  92595. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92596. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92597. };
  92598. /**
  92599. * Compute the absolute transforms of this bone and its children
  92600. */
  92601. Bone.prototype.computeAbsoluteTransforms = function () {
  92602. this._compose();
  92603. if (this._parent) {
  92604. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92605. }
  92606. else {
  92607. this._absoluteTransform.copyFrom(this._localMatrix);
  92608. var poseMatrix = this._skeleton.getPoseMatrix();
  92609. if (poseMatrix) {
  92610. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92611. }
  92612. }
  92613. var children = this.children;
  92614. var len = children.length;
  92615. for (var i = 0; i < len; i++) {
  92616. children[i].computeAbsoluteTransforms();
  92617. }
  92618. };
  92619. /**
  92620. * Get the world direction from an axis that is in the local space of the bone
  92621. * @param localAxis The local direction that is used to compute the world direction
  92622. * @param mesh The mesh that this bone is attached to
  92623. * @returns The world direction
  92624. */
  92625. Bone.prototype.getDirection = function (localAxis, mesh) {
  92626. if (mesh === void 0) { mesh = null; }
  92627. var result = BABYLON.Vector3.Zero();
  92628. this.getDirectionToRef(localAxis, mesh, result);
  92629. return result;
  92630. };
  92631. /**
  92632. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92633. * @param localAxis The local direction that is used to compute the world direction
  92634. * @param mesh The mesh that this bone is attached to
  92635. * @param result The vector3 that the world direction will be copied to
  92636. */
  92637. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92638. if (mesh === void 0) { mesh = null; }
  92639. var wm = null;
  92640. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92641. if (mesh) {
  92642. wm = mesh.getWorldMatrix();
  92643. }
  92644. this._skeleton.computeAbsoluteTransforms();
  92645. var mat = Bone._tmpMats[0];
  92646. mat.copyFrom(this.getAbsoluteTransform());
  92647. if (mesh && wm) {
  92648. mat.multiplyToRef(wm, mat);
  92649. }
  92650. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92651. result.normalize();
  92652. };
  92653. /**
  92654. * Get the euler rotation of the bone in local or world space
  92655. * @param space The space that the rotation should be in
  92656. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92657. * @returns The euler rotation
  92658. */
  92659. Bone.prototype.getRotation = function (space, mesh) {
  92660. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92661. if (mesh === void 0) { mesh = null; }
  92662. var result = BABYLON.Vector3.Zero();
  92663. this.getRotationToRef(space, mesh, result);
  92664. return result;
  92665. };
  92666. /**
  92667. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92668. * @param space The space that the rotation should be in
  92669. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92670. * @param result The vector3 that the rotation should be copied to
  92671. */
  92672. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92673. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92674. if (mesh === void 0) { mesh = null; }
  92675. var quat = Bone._tmpQuat;
  92676. this.getRotationQuaternionToRef(space, mesh, quat);
  92677. quat.toEulerAnglesToRef(result);
  92678. };
  92679. /**
  92680. * Get the quaternion rotation of the bone in either local or world space
  92681. * @param space The space that the rotation should be in
  92682. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92683. * @returns The quaternion rotation
  92684. */
  92685. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92686. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92687. if (mesh === void 0) { mesh = null; }
  92688. var result = BABYLON.Quaternion.Identity();
  92689. this.getRotationQuaternionToRef(space, mesh, result);
  92690. return result;
  92691. };
  92692. /**
  92693. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92694. * @param space The space that the rotation should be in
  92695. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92696. * @param result The quaternion that the rotation should be copied to
  92697. */
  92698. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92699. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92700. if (mesh === void 0) { mesh = null; }
  92701. if (space == BABYLON.Space.LOCAL) {
  92702. this._decompose();
  92703. result.copyFrom(this._localRotation);
  92704. }
  92705. else {
  92706. var mat = Bone._tmpMats[0];
  92707. var amat = this.getAbsoluteTransform();
  92708. if (mesh) {
  92709. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92710. }
  92711. else {
  92712. mat.copyFrom(amat);
  92713. }
  92714. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92715. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92716. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92717. mat.decompose(undefined, result, undefined);
  92718. }
  92719. };
  92720. /**
  92721. * Get the rotation matrix of the bone in local or world space
  92722. * @param space The space that the rotation should be in
  92723. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92724. * @returns The rotation matrix
  92725. */
  92726. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92727. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92728. var result = BABYLON.Matrix.Identity();
  92729. this.getRotationMatrixToRef(space, mesh, result);
  92730. return result;
  92731. };
  92732. /**
  92733. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92734. * @param space The space that the rotation should be in
  92735. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92736. * @param result The quaternion that the rotation should be copied to
  92737. */
  92738. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92739. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92740. if (space == BABYLON.Space.LOCAL) {
  92741. this.getLocalMatrix().getRotationMatrixToRef(result);
  92742. }
  92743. else {
  92744. var mat = Bone._tmpMats[0];
  92745. var amat = this.getAbsoluteTransform();
  92746. if (mesh) {
  92747. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92748. }
  92749. else {
  92750. mat.copyFrom(amat);
  92751. }
  92752. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92753. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92754. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92755. mat.getRotationMatrixToRef(result);
  92756. }
  92757. };
  92758. /**
  92759. * Get the world position of a point that is in the local space of the bone
  92760. * @param position The local position
  92761. * @param mesh The mesh that this bone is attached to
  92762. * @returns The world position
  92763. */
  92764. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92765. if (mesh === void 0) { mesh = null; }
  92766. var result = BABYLON.Vector3.Zero();
  92767. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92768. return result;
  92769. };
  92770. /**
  92771. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92772. * @param position The local position
  92773. * @param mesh The mesh that this bone is attached to
  92774. * @param result The vector3 that the world position should be copied to
  92775. */
  92776. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92777. if (mesh === void 0) { mesh = null; }
  92778. var wm = null;
  92779. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92780. if (mesh) {
  92781. wm = mesh.getWorldMatrix();
  92782. }
  92783. this._skeleton.computeAbsoluteTransforms();
  92784. var tmat = Bone._tmpMats[0];
  92785. if (mesh && wm) {
  92786. tmat.copyFrom(this.getAbsoluteTransform());
  92787. tmat.multiplyToRef(wm, tmat);
  92788. }
  92789. else {
  92790. tmat = this.getAbsoluteTransform();
  92791. }
  92792. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92793. };
  92794. /**
  92795. * Get the local position of a point that is in world space
  92796. * @param position The world position
  92797. * @param mesh The mesh that this bone is attached to
  92798. * @returns The local position
  92799. */
  92800. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92801. if (mesh === void 0) { mesh = null; }
  92802. var result = BABYLON.Vector3.Zero();
  92803. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92804. return result;
  92805. };
  92806. /**
  92807. * Get the local position of a point that is in world space and copy it to the result param
  92808. * @param position The world position
  92809. * @param mesh The mesh that this bone is attached to
  92810. * @param result The vector3 that the local position should be copied to
  92811. */
  92812. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92813. if (mesh === void 0) { mesh = null; }
  92814. var wm = null;
  92815. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92816. if (mesh) {
  92817. wm = mesh.getWorldMatrix();
  92818. }
  92819. this._skeleton.computeAbsoluteTransforms();
  92820. var tmat = Bone._tmpMats[0];
  92821. tmat.copyFrom(this.getAbsoluteTransform());
  92822. if (mesh && wm) {
  92823. tmat.multiplyToRef(wm, tmat);
  92824. }
  92825. tmat.invert();
  92826. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92827. };
  92828. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92829. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92830. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92831. return Bone;
  92832. }(BABYLON.Node));
  92833. BABYLON.Bone = Bone;
  92834. })(BABYLON || (BABYLON = {}));
  92835. //# sourceMappingURL=bone.js.map
  92836. var BABYLON;
  92837. (function (BABYLON) {
  92838. /**
  92839. * Class used to apply inverse kinematics to bones
  92840. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92841. */
  92842. var BoneIKController = /** @class */ (function () {
  92843. /**
  92844. * Creates a new BoneIKController
  92845. * @param mesh defines the mesh to control
  92846. * @param bone defines the bone to control
  92847. * @param options defines options to set up the controller
  92848. */
  92849. function BoneIKController(mesh, bone, options) {
  92850. /**
  92851. * Gets or sets the target position
  92852. */
  92853. this.targetPosition = BABYLON.Vector3.Zero();
  92854. /**
  92855. * Gets or sets the pole target position
  92856. */
  92857. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92858. /**
  92859. * Gets or sets the pole target local offset
  92860. */
  92861. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92862. /**
  92863. * Gets or sets the pole angle
  92864. */
  92865. this.poleAngle = 0;
  92866. /**
  92867. * 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)
  92868. */
  92869. this.slerpAmount = 1;
  92870. this._bone1Quat = BABYLON.Quaternion.Identity();
  92871. this._bone1Mat = BABYLON.Matrix.Identity();
  92872. this._bone2Ang = Math.PI;
  92873. this._maxAngle = Math.PI;
  92874. this._rightHandedSystem = false;
  92875. this._bendAxis = BABYLON.Vector3.Right();
  92876. this._slerping = false;
  92877. this._adjustRoll = 0;
  92878. this._bone2 = bone;
  92879. this._bone1 = bone.getParent();
  92880. if (!this._bone1) {
  92881. return;
  92882. }
  92883. this.mesh = mesh;
  92884. var bonePos = bone.getPosition();
  92885. if (bone.getAbsoluteTransform().determinant() > 0) {
  92886. this._rightHandedSystem = true;
  92887. this._bendAxis.x = 0;
  92888. this._bendAxis.y = 0;
  92889. this._bendAxis.z = -1;
  92890. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92891. this._adjustRoll = Math.PI * .5;
  92892. this._bendAxis.z = 1;
  92893. }
  92894. }
  92895. if (this._bone1.length) {
  92896. var boneScale1 = this._bone1.getScale();
  92897. var boneScale2 = this._bone2.getScale();
  92898. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92899. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92900. }
  92901. else if (this._bone1.children[0]) {
  92902. mesh.computeWorldMatrix(true);
  92903. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92904. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92905. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92906. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92907. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92908. }
  92909. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92910. this.maxAngle = Math.PI;
  92911. if (options) {
  92912. if (options.targetMesh) {
  92913. this.targetMesh = options.targetMesh;
  92914. this.targetMesh.computeWorldMatrix(true);
  92915. }
  92916. if (options.poleTargetMesh) {
  92917. this.poleTargetMesh = options.poleTargetMesh;
  92918. this.poleTargetMesh.computeWorldMatrix(true);
  92919. }
  92920. else if (options.poleTargetBone) {
  92921. this.poleTargetBone = options.poleTargetBone;
  92922. }
  92923. else if (this._bone1.getParent()) {
  92924. this.poleTargetBone = this._bone1.getParent();
  92925. }
  92926. if (options.poleTargetLocalOffset) {
  92927. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92928. }
  92929. if (options.poleAngle) {
  92930. this.poleAngle = options.poleAngle;
  92931. }
  92932. if (options.bendAxis) {
  92933. this._bendAxis.copyFrom(options.bendAxis);
  92934. }
  92935. if (options.maxAngle) {
  92936. this.maxAngle = options.maxAngle;
  92937. }
  92938. if (options.slerpAmount) {
  92939. this.slerpAmount = options.slerpAmount;
  92940. }
  92941. }
  92942. }
  92943. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92944. /**
  92945. * Gets or sets maximum allowed angle
  92946. */
  92947. get: function () {
  92948. return this._maxAngle;
  92949. },
  92950. set: function (value) {
  92951. this._setMaxAngle(value);
  92952. },
  92953. enumerable: true,
  92954. configurable: true
  92955. });
  92956. BoneIKController.prototype._setMaxAngle = function (ang) {
  92957. if (ang < 0) {
  92958. ang = 0;
  92959. }
  92960. if (ang > Math.PI || ang == undefined) {
  92961. ang = Math.PI;
  92962. }
  92963. this._maxAngle = ang;
  92964. var a = this._bone1Length;
  92965. var b = this._bone2Length;
  92966. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92967. };
  92968. /**
  92969. * Force the controller to update the bones
  92970. */
  92971. BoneIKController.prototype.update = function () {
  92972. var bone1 = this._bone1;
  92973. if (!bone1) {
  92974. return;
  92975. }
  92976. var target = this.targetPosition;
  92977. var poleTarget = this.poleTargetPosition;
  92978. var mat1 = BoneIKController._tmpMats[0];
  92979. var mat2 = BoneIKController._tmpMats[1];
  92980. if (this.targetMesh) {
  92981. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92982. }
  92983. if (this.poleTargetBone) {
  92984. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92985. }
  92986. else if (this.poleTargetMesh) {
  92987. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92988. }
  92989. var bonePos = BoneIKController._tmpVecs[0];
  92990. var zaxis = BoneIKController._tmpVecs[1];
  92991. var xaxis = BoneIKController._tmpVecs[2];
  92992. var yaxis = BoneIKController._tmpVecs[3];
  92993. var upAxis = BoneIKController._tmpVecs[4];
  92994. var _tmpQuat = BoneIKController._tmpQuat;
  92995. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92996. poleTarget.subtractToRef(bonePos, upAxis);
  92997. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92998. upAxis.y = 1;
  92999. }
  93000. else {
  93001. upAxis.normalize();
  93002. }
  93003. target.subtractToRef(bonePos, yaxis);
  93004. yaxis.normalize();
  93005. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93006. zaxis.normalize();
  93007. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93008. xaxis.normalize();
  93009. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93010. var a = this._bone1Length;
  93011. var b = this._bone2Length;
  93012. var c = BABYLON.Vector3.Distance(bonePos, target);
  93013. if (this._maxReach > 0) {
  93014. c = Math.min(this._maxReach, c);
  93015. }
  93016. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93017. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93018. if (acosa > 1) {
  93019. acosa = 1;
  93020. }
  93021. if (acosb > 1) {
  93022. acosb = 1;
  93023. }
  93024. if (acosa < -1) {
  93025. acosa = -1;
  93026. }
  93027. if (acosb < -1) {
  93028. acosb = -1;
  93029. }
  93030. var angA = Math.acos(acosa);
  93031. var angB = Math.acos(acosb);
  93032. var angC = -angA - angB;
  93033. if (this._rightHandedSystem) {
  93034. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93035. mat2.multiplyToRef(mat1, mat1);
  93036. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93037. mat2.multiplyToRef(mat1, mat1);
  93038. }
  93039. else {
  93040. var _tmpVec = BoneIKController._tmpVecs[5];
  93041. _tmpVec.copyFrom(this._bendAxis);
  93042. _tmpVec.x *= -1;
  93043. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93044. mat2.multiplyToRef(mat1, mat1);
  93045. }
  93046. if (this.poleAngle) {
  93047. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93048. mat1.multiplyToRef(mat2, mat1);
  93049. }
  93050. if (this._bone1) {
  93051. if (this.slerpAmount < 1) {
  93052. if (!this._slerping) {
  93053. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93054. }
  93055. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93056. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93057. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93058. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93059. this._slerping = true;
  93060. }
  93061. else {
  93062. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93063. this._bone1Mat.copyFrom(mat1);
  93064. this._slerping = false;
  93065. }
  93066. }
  93067. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93068. this._bone2Ang = angC;
  93069. };
  93070. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93071. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93072. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93073. return BoneIKController;
  93074. }());
  93075. BABYLON.BoneIKController = BoneIKController;
  93076. })(BABYLON || (BABYLON = {}));
  93077. //# sourceMappingURL=boneIKController.js.map
  93078. var BABYLON;
  93079. (function (BABYLON) {
  93080. /**
  93081. * Class used to make a bone look toward a point in space
  93082. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93083. */
  93084. var BoneLookController = /** @class */ (function () {
  93085. /**
  93086. * Create a BoneLookController
  93087. * @param mesh the mesh that the bone belongs to
  93088. * @param bone the bone that will be looking to the target
  93089. * @param target the target Vector3 to look at
  93090. * @param settings optional settings:
  93091. * * maxYaw: the maximum angle the bone will yaw to
  93092. * * minYaw: the minimum angle the bone will yaw to
  93093. * * maxPitch: the maximum angle the bone will pitch to
  93094. * * minPitch: the minimum angle the bone will yaw to
  93095. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93096. * * upAxis: the up axis of the coordinate system
  93097. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93098. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93099. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93100. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93101. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93102. * * adjustRoll: used to make an adjustment to the roll of the bone
  93103. **/
  93104. function BoneLookController(mesh, bone, target, options) {
  93105. /**
  93106. * The up axis of the coordinate system that is used when the bone is rotated
  93107. */
  93108. this.upAxis = BABYLON.Vector3.Up();
  93109. /**
  93110. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93111. */
  93112. this.upAxisSpace = BABYLON.Space.LOCAL;
  93113. /**
  93114. * Used to make an adjustment to the yaw of the bone
  93115. */
  93116. this.adjustYaw = 0;
  93117. /**
  93118. * Used to make an adjustment to the pitch of the bone
  93119. */
  93120. this.adjustPitch = 0;
  93121. /**
  93122. * Used to make an adjustment to the roll of the bone
  93123. */
  93124. this.adjustRoll = 0;
  93125. /**
  93126. * 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)
  93127. */
  93128. this.slerpAmount = 1;
  93129. this._boneQuat = BABYLON.Quaternion.Identity();
  93130. this._slerping = false;
  93131. this._firstFrameSkipped = false;
  93132. this._fowardAxis = BABYLON.Vector3.Forward();
  93133. this.mesh = mesh;
  93134. this.bone = bone;
  93135. this.target = target;
  93136. if (options) {
  93137. if (options.adjustYaw) {
  93138. this.adjustYaw = options.adjustYaw;
  93139. }
  93140. if (options.adjustPitch) {
  93141. this.adjustPitch = options.adjustPitch;
  93142. }
  93143. if (options.adjustRoll) {
  93144. this.adjustRoll = options.adjustRoll;
  93145. }
  93146. if (options.maxYaw != null) {
  93147. this.maxYaw = options.maxYaw;
  93148. }
  93149. else {
  93150. this.maxYaw = Math.PI;
  93151. }
  93152. if (options.minYaw != null) {
  93153. this.minYaw = options.minYaw;
  93154. }
  93155. else {
  93156. this.minYaw = -Math.PI;
  93157. }
  93158. if (options.maxPitch != null) {
  93159. this.maxPitch = options.maxPitch;
  93160. }
  93161. else {
  93162. this.maxPitch = Math.PI;
  93163. }
  93164. if (options.minPitch != null) {
  93165. this.minPitch = options.minPitch;
  93166. }
  93167. else {
  93168. this.minPitch = -Math.PI;
  93169. }
  93170. if (options.slerpAmount != null) {
  93171. this.slerpAmount = options.slerpAmount;
  93172. }
  93173. if (options.upAxis != null) {
  93174. this.upAxis = options.upAxis;
  93175. }
  93176. if (options.upAxisSpace != null) {
  93177. this.upAxisSpace = options.upAxisSpace;
  93178. }
  93179. if (options.yawAxis != null || options.pitchAxis != null) {
  93180. var newYawAxis = BABYLON.Axis.Y;
  93181. var newPitchAxis = BABYLON.Axis.X;
  93182. if (options.yawAxis != null) {
  93183. newYawAxis = options.yawAxis.clone();
  93184. newYawAxis.normalize();
  93185. }
  93186. if (options.pitchAxis != null) {
  93187. newPitchAxis = options.pitchAxis.clone();
  93188. newPitchAxis.normalize();
  93189. }
  93190. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93191. this._transformYawPitch = BABYLON.Matrix.Identity();
  93192. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93193. this._transformYawPitchInv = this._transformYawPitch.clone();
  93194. this._transformYawPitch.invert();
  93195. }
  93196. }
  93197. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93198. this.upAxisSpace = BABYLON.Space.LOCAL;
  93199. }
  93200. }
  93201. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93202. /**
  93203. * Gets or sets the minimum yaw angle that the bone can look to
  93204. */
  93205. get: function () {
  93206. return this._minYaw;
  93207. },
  93208. set: function (value) {
  93209. this._minYaw = value;
  93210. this._minYawSin = Math.sin(value);
  93211. this._minYawCos = Math.cos(value);
  93212. if (this._maxYaw != null) {
  93213. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93214. this._yawRange = this._maxYaw - this._minYaw;
  93215. }
  93216. },
  93217. enumerable: true,
  93218. configurable: true
  93219. });
  93220. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93221. /**
  93222. * Gets or sets the maximum yaw angle that the bone can look to
  93223. */
  93224. get: function () {
  93225. return this._maxYaw;
  93226. },
  93227. set: function (value) {
  93228. this._maxYaw = value;
  93229. this._maxYawSin = Math.sin(value);
  93230. this._maxYawCos = Math.cos(value);
  93231. if (this._minYaw != null) {
  93232. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93233. this._yawRange = this._maxYaw - this._minYaw;
  93234. }
  93235. },
  93236. enumerable: true,
  93237. configurable: true
  93238. });
  93239. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93240. /**
  93241. * Gets or sets the minimum pitch angle that the bone can look to
  93242. */
  93243. get: function () {
  93244. return this._minPitch;
  93245. },
  93246. set: function (value) {
  93247. this._minPitch = value;
  93248. this._minPitchTan = Math.tan(value);
  93249. },
  93250. enumerable: true,
  93251. configurable: true
  93252. });
  93253. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93254. /**
  93255. * Gets or sets the maximum pitch angle that the bone can look to
  93256. */
  93257. get: function () {
  93258. return this._maxPitch;
  93259. },
  93260. set: function (value) {
  93261. this._maxPitch = value;
  93262. this._maxPitchTan = Math.tan(value);
  93263. },
  93264. enumerable: true,
  93265. configurable: true
  93266. });
  93267. /**
  93268. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93269. */
  93270. BoneLookController.prototype.update = function () {
  93271. //skip the first frame when slerping so that the mesh rotation is correct
  93272. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93273. this._firstFrameSkipped = true;
  93274. return;
  93275. }
  93276. var bone = this.bone;
  93277. var bonePos = BoneLookController._tmpVecs[0];
  93278. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93279. var target = this.target;
  93280. var _tmpMat1 = BoneLookController._tmpMats[0];
  93281. var _tmpMat2 = BoneLookController._tmpMats[1];
  93282. var mesh = this.mesh;
  93283. var parentBone = bone.getParent();
  93284. var upAxis = BoneLookController._tmpVecs[1];
  93285. upAxis.copyFrom(this.upAxis);
  93286. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93287. if (this._transformYawPitch) {
  93288. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93289. }
  93290. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93291. }
  93292. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93293. mesh.getDirectionToRef(upAxis, upAxis);
  93294. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93295. upAxis.normalize();
  93296. }
  93297. }
  93298. var checkYaw = false;
  93299. var checkPitch = false;
  93300. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93301. checkYaw = true;
  93302. }
  93303. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93304. checkPitch = true;
  93305. }
  93306. if (checkYaw || checkPitch) {
  93307. var spaceMat = BoneLookController._tmpMats[2];
  93308. var spaceMatInv = BoneLookController._tmpMats[3];
  93309. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93310. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93311. }
  93312. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93313. spaceMat.copyFrom(mesh.getWorldMatrix());
  93314. }
  93315. else {
  93316. var forwardAxis = BoneLookController._tmpVecs[2];
  93317. forwardAxis.copyFrom(this._fowardAxis);
  93318. if (this._transformYawPitch) {
  93319. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93320. }
  93321. if (parentBone) {
  93322. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93323. }
  93324. else {
  93325. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93326. }
  93327. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93328. rightAxis.normalize();
  93329. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93330. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93331. }
  93332. spaceMat.invertToRef(spaceMatInv);
  93333. var xzlen = null;
  93334. if (checkPitch) {
  93335. var localTarget = BoneLookController._tmpVecs[3];
  93336. target.subtractToRef(bonePos, localTarget);
  93337. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93338. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93339. var pitch = Math.atan2(localTarget.y, xzlen);
  93340. var newPitch = pitch;
  93341. if (pitch > this._maxPitch) {
  93342. localTarget.y = this._maxPitchTan * xzlen;
  93343. newPitch = this._maxPitch;
  93344. }
  93345. else if (pitch < this._minPitch) {
  93346. localTarget.y = this._minPitchTan * xzlen;
  93347. newPitch = this._minPitch;
  93348. }
  93349. if (pitch != newPitch) {
  93350. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93351. localTarget.addInPlace(bonePos);
  93352. target = localTarget;
  93353. }
  93354. }
  93355. if (checkYaw) {
  93356. var localTarget = BoneLookController._tmpVecs[4];
  93357. target.subtractToRef(bonePos, localTarget);
  93358. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93359. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93360. var newYaw = yaw;
  93361. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93362. if (xzlen == null) {
  93363. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93364. }
  93365. if (this._yawRange > Math.PI) {
  93366. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93367. localTarget.z = this._maxYawCos * xzlen;
  93368. localTarget.x = this._maxYawSin * xzlen;
  93369. newYaw = this._maxYaw;
  93370. }
  93371. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93372. localTarget.z = this._minYawCos * xzlen;
  93373. localTarget.x = this._minYawSin * xzlen;
  93374. newYaw = this._minYaw;
  93375. }
  93376. }
  93377. else {
  93378. if (yaw > this._maxYaw) {
  93379. localTarget.z = this._maxYawCos * xzlen;
  93380. localTarget.x = this._maxYawSin * xzlen;
  93381. newYaw = this._maxYaw;
  93382. }
  93383. else if (yaw < this._minYaw) {
  93384. localTarget.z = this._minYawCos * xzlen;
  93385. localTarget.x = this._minYawSin * xzlen;
  93386. newYaw = this._minYaw;
  93387. }
  93388. }
  93389. }
  93390. if (this._slerping && this._yawRange > Math.PI) {
  93391. //are we going to be crossing into the min/max region?
  93392. var boneFwd = BoneLookController._tmpVecs[8];
  93393. boneFwd.copyFrom(BABYLON.Axis.Z);
  93394. if (this._transformYawPitch) {
  93395. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93396. }
  93397. var boneRotMat = BoneLookController._tmpMats[4];
  93398. this._boneQuat.toRotationMatrix(boneRotMat);
  93399. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93400. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93401. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93402. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93403. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93404. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93405. if (angBtwTar > angBtwMidYaw) {
  93406. if (xzlen == null) {
  93407. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93408. }
  93409. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93410. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93411. if (angBtwMin < angBtwMax) {
  93412. newYaw = boneYaw + Math.PI * .75;
  93413. localTarget.z = Math.cos(newYaw) * xzlen;
  93414. localTarget.x = Math.sin(newYaw) * xzlen;
  93415. }
  93416. else {
  93417. newYaw = boneYaw - Math.PI * .75;
  93418. localTarget.z = Math.cos(newYaw) * xzlen;
  93419. localTarget.x = Math.sin(newYaw) * xzlen;
  93420. }
  93421. }
  93422. }
  93423. if (yaw != newYaw) {
  93424. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93425. localTarget.addInPlace(bonePos);
  93426. target = localTarget;
  93427. }
  93428. }
  93429. }
  93430. var zaxis = BoneLookController._tmpVecs[5];
  93431. var xaxis = BoneLookController._tmpVecs[6];
  93432. var yaxis = BoneLookController._tmpVecs[7];
  93433. var _tmpQuat = BoneLookController._tmpQuat;
  93434. target.subtractToRef(bonePos, zaxis);
  93435. zaxis.normalize();
  93436. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93437. xaxis.normalize();
  93438. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93439. yaxis.normalize();
  93440. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93441. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93442. return;
  93443. }
  93444. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93445. return;
  93446. }
  93447. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93448. return;
  93449. }
  93450. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93451. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93452. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93453. }
  93454. if (this.slerpAmount < 1) {
  93455. if (!this._slerping) {
  93456. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93457. }
  93458. if (this._transformYawPitch) {
  93459. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93460. }
  93461. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93462. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93463. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93464. this._slerping = true;
  93465. }
  93466. else {
  93467. if (this._transformYawPitch) {
  93468. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93469. }
  93470. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93471. this._slerping = false;
  93472. }
  93473. };
  93474. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93475. var angDiff = ang2 - ang1;
  93476. angDiff %= Math.PI * 2;
  93477. if (angDiff > Math.PI) {
  93478. angDiff -= Math.PI * 2;
  93479. }
  93480. else if (angDiff < -Math.PI) {
  93481. angDiff += Math.PI * 2;
  93482. }
  93483. return angDiff;
  93484. };
  93485. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93486. ang1 %= (2 * Math.PI);
  93487. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93488. ang2 %= (2 * Math.PI);
  93489. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93490. var ab = 0;
  93491. if (ang1 < ang2) {
  93492. ab = ang2 - ang1;
  93493. }
  93494. else {
  93495. ab = ang1 - ang2;
  93496. }
  93497. if (ab > Math.PI) {
  93498. ab = Math.PI * 2 - ab;
  93499. }
  93500. return ab;
  93501. };
  93502. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93503. ang %= (2 * Math.PI);
  93504. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93505. ang1 %= (2 * Math.PI);
  93506. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93507. ang2 %= (2 * Math.PI);
  93508. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93509. if (ang1 < ang2) {
  93510. if (ang > ang1 && ang < ang2) {
  93511. return true;
  93512. }
  93513. }
  93514. else {
  93515. if (ang > ang2 && ang < ang1) {
  93516. return true;
  93517. }
  93518. }
  93519. return false;
  93520. };
  93521. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93522. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93523. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93524. return BoneLookController;
  93525. }());
  93526. BABYLON.BoneLookController = BoneLookController;
  93527. })(BABYLON || (BABYLON = {}));
  93528. //# sourceMappingURL=boneLookController.js.map
  93529. var BABYLON;
  93530. (function (BABYLON) {
  93531. /**
  93532. * Class used to handle skinning animations
  93533. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93534. */
  93535. var Skeleton = /** @class */ (function () {
  93536. /**
  93537. * Creates a new skeleton
  93538. * @param name defines the skeleton name
  93539. * @param id defines the skeleton Id
  93540. * @param scene defines the hosting scene
  93541. */
  93542. function Skeleton(
  93543. /** defines the skeleton name */
  93544. name,
  93545. /** defines the skeleton Id */
  93546. id, scene) {
  93547. this.name = name;
  93548. this.id = id;
  93549. /**
  93550. * Gets the list of child bones
  93551. */
  93552. this.bones = new Array();
  93553. /**
  93554. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93555. */
  93556. this.needInitialSkinMatrix = false;
  93557. this._isDirty = true;
  93558. this._meshesWithPoseMatrix = new Array();
  93559. this._identity = BABYLON.Matrix.Identity();
  93560. this._ranges = {};
  93561. this._lastAbsoluteTransformsUpdateId = -1;
  93562. this._canUseTextureForBones = false;
  93563. /**
  93564. * Specifies if the skeleton should be serialized
  93565. */
  93566. this.doNotSerialize = false;
  93567. /**
  93568. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93569. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93570. */
  93571. this.useTextureToStoreBoneMatrices = true;
  93572. this._animationPropertiesOverride = null;
  93573. // Events
  93574. /**
  93575. * An observable triggered before computing the skeleton's matrices
  93576. */
  93577. this.onBeforeComputeObservable = new BABYLON.Observable();
  93578. this.bones = [];
  93579. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93580. this._scene.skeletons.push(this);
  93581. //make sure it will recalculate the matrix next time prepare is called.
  93582. this._isDirty = true;
  93583. var engineCaps = this._scene.getEngine().getCaps();
  93584. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93585. }
  93586. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93587. /**
  93588. * Gets or sets the animation properties override
  93589. */
  93590. get: function () {
  93591. if (!this._animationPropertiesOverride) {
  93592. return this._scene.animationPropertiesOverride;
  93593. }
  93594. return this._animationPropertiesOverride;
  93595. },
  93596. set: function (value) {
  93597. this._animationPropertiesOverride = value;
  93598. },
  93599. enumerable: true,
  93600. configurable: true
  93601. });
  93602. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93603. /**
  93604. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93605. */
  93606. get: function () {
  93607. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93608. },
  93609. enumerable: true,
  93610. configurable: true
  93611. });
  93612. // Members
  93613. /**
  93614. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93615. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93616. * @returns a Float32Array containing matrices data
  93617. */
  93618. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93619. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93620. return mesh._bonesTransformMatrices;
  93621. }
  93622. if (!this._transformMatrices) {
  93623. this.prepare();
  93624. }
  93625. return this._transformMatrices;
  93626. };
  93627. /**
  93628. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93629. * @returns a raw texture containing the data
  93630. */
  93631. Skeleton.prototype.getTransformMatrixTexture = function () {
  93632. return this._transformMatrixTexture;
  93633. };
  93634. /**
  93635. * Gets the current hosting scene
  93636. * @returns a scene object
  93637. */
  93638. Skeleton.prototype.getScene = function () {
  93639. return this._scene;
  93640. };
  93641. // Methods
  93642. /**
  93643. * Gets a string representing the current skeleton data
  93644. * @param fullDetails defines a boolean indicating if we want a verbose version
  93645. * @returns a string representing the current skeleton data
  93646. */
  93647. Skeleton.prototype.toString = function (fullDetails) {
  93648. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93649. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93650. if (fullDetails) {
  93651. ret += ", Ranges: {";
  93652. var first = true;
  93653. for (var name_1 in this._ranges) {
  93654. if (first) {
  93655. ret += ", ";
  93656. first = false;
  93657. }
  93658. ret += name_1;
  93659. }
  93660. ret += "}";
  93661. }
  93662. return ret;
  93663. };
  93664. /**
  93665. * Get bone's index searching by name
  93666. * @param name defines bone's name to search for
  93667. * @return the indice of the bone. Returns -1 if not found
  93668. */
  93669. Skeleton.prototype.getBoneIndexByName = function (name) {
  93670. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93671. if (this.bones[boneIndex].name === name) {
  93672. return boneIndex;
  93673. }
  93674. }
  93675. return -1;
  93676. };
  93677. /**
  93678. * Creater a new animation range
  93679. * @param name defines the name of the range
  93680. * @param from defines the start key
  93681. * @param to defines the end key
  93682. */
  93683. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93684. // check name not already in use
  93685. if (!this._ranges[name]) {
  93686. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93687. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93688. if (this.bones[i].animations[0]) {
  93689. this.bones[i].animations[0].createRange(name, from, to);
  93690. }
  93691. }
  93692. }
  93693. };
  93694. /**
  93695. * Delete a specific animation range
  93696. * @param name defines the name of the range
  93697. * @param deleteFrames defines if frames must be removed as well
  93698. */
  93699. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93700. if (deleteFrames === void 0) { deleteFrames = true; }
  93701. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93702. if (this.bones[i].animations[0]) {
  93703. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93704. }
  93705. }
  93706. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93707. };
  93708. /**
  93709. * Gets a specific animation range
  93710. * @param name defines the name of the range to look for
  93711. * @returns the requested animation range or null if not found
  93712. */
  93713. Skeleton.prototype.getAnimationRange = function (name) {
  93714. return this._ranges[name];
  93715. };
  93716. /**
  93717. * Gets the list of all animation ranges defined on this skeleton
  93718. * @returns an array
  93719. */
  93720. Skeleton.prototype.getAnimationRanges = function () {
  93721. var animationRanges = [];
  93722. var name;
  93723. var i = 0;
  93724. for (name in this._ranges) {
  93725. animationRanges[i] = this._ranges[name];
  93726. i++;
  93727. }
  93728. return animationRanges;
  93729. };
  93730. /**
  93731. * Copy animation range from a source skeleton.
  93732. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93733. * @param source defines the source skeleton
  93734. * @param name defines the name of the range to copy
  93735. * @param rescaleAsRequired defines if rescaling must be applied if required
  93736. * @returns true if operation was successful
  93737. */
  93738. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93739. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93740. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93741. return false;
  93742. }
  93743. var ret = true;
  93744. var frameOffset = this._getHighestAnimationFrame() + 1;
  93745. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93746. var boneDict = {};
  93747. var sourceBones = source.bones;
  93748. var nBones;
  93749. var i;
  93750. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93751. boneDict[sourceBones[i].name] = sourceBones[i];
  93752. }
  93753. if (this.bones.length !== sourceBones.length) {
  93754. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93755. ret = false;
  93756. }
  93757. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93758. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93759. var boneName = this.bones[i].name;
  93760. var sourceBone = boneDict[boneName];
  93761. if (sourceBone) {
  93762. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93763. }
  93764. else {
  93765. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93766. ret = false;
  93767. }
  93768. }
  93769. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93770. var range = source.getAnimationRange(name);
  93771. if (range) {
  93772. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93773. }
  93774. return ret;
  93775. };
  93776. /**
  93777. * Forces the skeleton to go to rest pose
  93778. */
  93779. Skeleton.prototype.returnToRest = function () {
  93780. for (var index = 0; index < this.bones.length; index++) {
  93781. this.bones[index].returnToRest();
  93782. }
  93783. };
  93784. Skeleton.prototype._getHighestAnimationFrame = function () {
  93785. var ret = 0;
  93786. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93787. if (this.bones[i].animations[0]) {
  93788. var highest = this.bones[i].animations[0].getHighestFrame();
  93789. if (ret < highest) {
  93790. ret = highest;
  93791. }
  93792. }
  93793. }
  93794. return ret;
  93795. };
  93796. /**
  93797. * Begin a specific animation range
  93798. * @param name defines the name of the range to start
  93799. * @param loop defines if looping must be turned on (false by default)
  93800. * @param speedRatio defines the speed ratio to apply (1 by default)
  93801. * @param onAnimationEnd defines a callback which will be called when animation will end
  93802. * @returns a new animatable
  93803. */
  93804. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93805. var range = this.getAnimationRange(name);
  93806. if (!range) {
  93807. return null;
  93808. }
  93809. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93810. };
  93811. /** @hidden */
  93812. Skeleton.prototype._markAsDirty = function () {
  93813. this._isDirty = true;
  93814. };
  93815. /** @hidden */
  93816. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93817. this._meshesWithPoseMatrix.push(mesh);
  93818. };
  93819. /** @hidden */
  93820. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93821. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93822. if (index > -1) {
  93823. this._meshesWithPoseMatrix.splice(index, 1);
  93824. }
  93825. };
  93826. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93827. this.onBeforeComputeObservable.notifyObservers(this);
  93828. for (var index = 0; index < this.bones.length; index++) {
  93829. var bone = this.bones[index];
  93830. var parentBone = bone.getParent();
  93831. if (parentBone) {
  93832. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93833. }
  93834. else {
  93835. if (initialSkinMatrix) {
  93836. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93837. }
  93838. else {
  93839. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93840. }
  93841. }
  93842. if (bone._index !== -1) {
  93843. var mappedIndex = bone._index === null ? index : bone._index;
  93844. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93845. }
  93846. }
  93847. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93848. };
  93849. /**
  93850. * Build all resources required to render a skeleton
  93851. */
  93852. Skeleton.prototype.prepare = function () {
  93853. if (!this._isDirty) {
  93854. return;
  93855. }
  93856. if (this.needInitialSkinMatrix) {
  93857. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93858. var mesh = this._meshesWithPoseMatrix[index];
  93859. var poseMatrix = mesh.getPoseMatrix();
  93860. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93861. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93862. }
  93863. if (this._synchronizedWithMesh !== mesh) {
  93864. this._synchronizedWithMesh = mesh;
  93865. // Prepare bones
  93866. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93867. var bone = this.bones[boneIndex];
  93868. if (!bone.getParent()) {
  93869. var matrix = bone.getBaseMatrix();
  93870. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93871. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93872. }
  93873. }
  93874. }
  93875. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93876. }
  93877. }
  93878. else {
  93879. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93880. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93881. if (this.isUsingTextureForMatrices) {
  93882. if (this._transformMatrixTexture) {
  93883. this._transformMatrixTexture.dispose();
  93884. }
  93885. 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);
  93886. }
  93887. }
  93888. this._computeTransformMatrices(this._transformMatrices, null);
  93889. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  93890. this._transformMatrixTexture.update(this._transformMatrices);
  93891. }
  93892. }
  93893. this._isDirty = false;
  93894. this._scene._activeBones.addCount(this.bones.length, false);
  93895. };
  93896. /**
  93897. * Gets the list of animatables currently running for this skeleton
  93898. * @returns an array of animatables
  93899. */
  93900. Skeleton.prototype.getAnimatables = function () {
  93901. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93902. this._animatables = [];
  93903. for (var index = 0; index < this.bones.length; index++) {
  93904. this._animatables.push(this.bones[index]);
  93905. }
  93906. }
  93907. return this._animatables;
  93908. };
  93909. /**
  93910. * Clone the current skeleton
  93911. * @param name defines the name of the new skeleton
  93912. * @param id defines the id of the enw skeleton
  93913. * @returns the new skeleton
  93914. */
  93915. Skeleton.prototype.clone = function (name, id) {
  93916. var result = new Skeleton(name, id || name, this._scene);
  93917. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93918. for (var index = 0; index < this.bones.length; index++) {
  93919. var source = this.bones[index];
  93920. var parentBone = null;
  93921. var parent_1 = source.getParent();
  93922. if (parent_1) {
  93923. var parentIndex = this.bones.indexOf(parent_1);
  93924. parentBone = result.bones[parentIndex];
  93925. }
  93926. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93927. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93928. }
  93929. if (this._ranges) {
  93930. result._ranges = {};
  93931. for (var rangeName in this._ranges) {
  93932. var range = this._ranges[rangeName];
  93933. if (range) {
  93934. result._ranges[rangeName] = range.clone();
  93935. }
  93936. }
  93937. }
  93938. this._isDirty = true;
  93939. return result;
  93940. };
  93941. /**
  93942. * Enable animation blending for this skeleton
  93943. * @param blendingSpeed defines the blending speed to apply
  93944. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93945. */
  93946. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93947. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93948. this.bones.forEach(function (bone) {
  93949. bone.animations.forEach(function (animation) {
  93950. animation.enableBlending = true;
  93951. animation.blendingSpeed = blendingSpeed;
  93952. });
  93953. });
  93954. };
  93955. /**
  93956. * Releases all resources associated with the current skeleton
  93957. */
  93958. Skeleton.prototype.dispose = function () {
  93959. this._meshesWithPoseMatrix = [];
  93960. // Animations
  93961. this.getScene().stopAnimation(this);
  93962. // Remove from scene
  93963. this.getScene().removeSkeleton(this);
  93964. if (this._transformMatrixTexture) {
  93965. this._transformMatrixTexture.dispose();
  93966. this._transformMatrixTexture = null;
  93967. }
  93968. };
  93969. /**
  93970. * Serialize the skeleton in a JSON object
  93971. * @returns a JSON object
  93972. */
  93973. Skeleton.prototype.serialize = function () {
  93974. var serializationObject = {};
  93975. serializationObject.name = this.name;
  93976. serializationObject.id = this.id;
  93977. if (this.dimensionsAtRest) {
  93978. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93979. }
  93980. serializationObject.bones = [];
  93981. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93982. for (var index = 0; index < this.bones.length; index++) {
  93983. var bone = this.bones[index];
  93984. var parent_2 = bone.getParent();
  93985. var serializedBone = {
  93986. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93987. name: bone.name,
  93988. matrix: bone.getBaseMatrix().toArray(),
  93989. rest: bone.getRestPose().toArray()
  93990. };
  93991. serializationObject.bones.push(serializedBone);
  93992. if (bone.length) {
  93993. serializedBone.length = bone.length;
  93994. }
  93995. if (bone.metadata) {
  93996. serializedBone.metadata = bone.metadata;
  93997. }
  93998. if (bone.animations && bone.animations.length > 0) {
  93999. serializedBone.animation = bone.animations[0].serialize();
  94000. }
  94001. serializationObject.ranges = [];
  94002. for (var name in this._ranges) {
  94003. var source = this._ranges[name];
  94004. if (!source) {
  94005. continue;
  94006. }
  94007. var range = {};
  94008. range.name = name;
  94009. range.from = source.from;
  94010. range.to = source.to;
  94011. serializationObject.ranges.push(range);
  94012. }
  94013. }
  94014. return serializationObject;
  94015. };
  94016. /**
  94017. * Creates a new skeleton from serialized data
  94018. * @param parsedSkeleton defines the serialized data
  94019. * @param scene defines the hosting scene
  94020. * @returns a new skeleton
  94021. */
  94022. Skeleton.Parse = function (parsedSkeleton, scene) {
  94023. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94024. if (parsedSkeleton.dimensionsAtRest) {
  94025. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94026. }
  94027. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94028. var index;
  94029. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94030. var parsedBone = parsedSkeleton.bones[index];
  94031. var parentBone = null;
  94032. if (parsedBone.parentBoneIndex > -1) {
  94033. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94034. }
  94035. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94036. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94037. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94038. bone.id = parsedBone.id;
  94039. }
  94040. if (parsedBone.length) {
  94041. bone.length = parsedBone.length;
  94042. }
  94043. if (parsedBone.metadata) {
  94044. bone.metadata = parsedBone.metadata;
  94045. }
  94046. if (parsedBone.animation) {
  94047. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94048. }
  94049. }
  94050. // placed after bones, so createAnimationRange can cascade down
  94051. if (parsedSkeleton.ranges) {
  94052. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94053. var data = parsedSkeleton.ranges[index];
  94054. skeleton.createAnimationRange(data.name, data.from, data.to);
  94055. }
  94056. }
  94057. return skeleton;
  94058. };
  94059. /**
  94060. * Compute all node absolute transforms
  94061. * @param forceUpdate defines if computation must be done even if cache is up to date
  94062. */
  94063. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94064. if (forceUpdate === void 0) { forceUpdate = false; }
  94065. var renderId = this._scene.getRenderId();
  94066. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94067. this.bones[0].computeAbsoluteTransforms();
  94068. this._lastAbsoluteTransformsUpdateId = renderId;
  94069. }
  94070. };
  94071. /**
  94072. * Gets the root pose matrix
  94073. * @returns a matrix
  94074. */
  94075. Skeleton.prototype.getPoseMatrix = function () {
  94076. var poseMatrix = null;
  94077. if (this._meshesWithPoseMatrix.length > 0) {
  94078. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94079. }
  94080. return poseMatrix;
  94081. };
  94082. /**
  94083. * Sorts bones per internal index
  94084. */
  94085. Skeleton.prototype.sortBones = function () {
  94086. var bones = new Array();
  94087. var visited = new Array(this.bones.length);
  94088. for (var index = 0; index < this.bones.length; index++) {
  94089. this._sortBones(index, bones, visited);
  94090. }
  94091. this.bones = bones;
  94092. };
  94093. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94094. if (visited[index]) {
  94095. return;
  94096. }
  94097. visited[index] = true;
  94098. var bone = this.bones[index];
  94099. if (bone._index === undefined) {
  94100. bone._index = index;
  94101. }
  94102. var parentBone = bone.getParent();
  94103. if (parentBone) {
  94104. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94105. }
  94106. bones.push(bone);
  94107. };
  94108. return Skeleton;
  94109. }());
  94110. BABYLON.Skeleton = Skeleton;
  94111. })(BABYLON || (BABYLON = {}));
  94112. //# sourceMappingURL=skeleton.js.map
  94113. var BABYLON;
  94114. (function (BABYLON) {
  94115. /**
  94116. * This groups tools to convert HDR texture to native colors array.
  94117. */
  94118. var HDRTools = /** @class */ (function () {
  94119. function HDRTools() {
  94120. }
  94121. HDRTools.Ldexp = function (mantissa, exponent) {
  94122. if (exponent > 1023) {
  94123. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94124. }
  94125. if (exponent < -1074) {
  94126. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94127. }
  94128. return mantissa * Math.pow(2, exponent);
  94129. };
  94130. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94131. if (exponent > 0) { /*nonzero pixel*/
  94132. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94133. float32array[index + 0] = red * exponent;
  94134. float32array[index + 1] = green * exponent;
  94135. float32array[index + 2] = blue * exponent;
  94136. }
  94137. else {
  94138. float32array[index + 0] = 0;
  94139. float32array[index + 1] = 0;
  94140. float32array[index + 2] = 0;
  94141. }
  94142. };
  94143. HDRTools.readStringLine = function (uint8array, startIndex) {
  94144. var line = "";
  94145. var character = "";
  94146. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94147. character = String.fromCharCode(uint8array[i]);
  94148. if (character == "\n") {
  94149. break;
  94150. }
  94151. line += character;
  94152. }
  94153. return line;
  94154. };
  94155. /**
  94156. * Reads header information from an RGBE texture stored in a native array.
  94157. * More information on this format are available here:
  94158. * https://en.wikipedia.org/wiki/RGBE_image_format
  94159. *
  94160. * @param uint8array The binary file stored in native array.
  94161. * @return The header information.
  94162. */
  94163. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94164. var height = 0;
  94165. var width = 0;
  94166. var line = this.readStringLine(uint8array, 0);
  94167. if (line[0] != '#' || line[1] != '?') {
  94168. throw "Bad HDR Format.";
  94169. }
  94170. var endOfHeader = false;
  94171. var findFormat = false;
  94172. var lineIndex = 0;
  94173. do {
  94174. lineIndex += (line.length + 1);
  94175. line = this.readStringLine(uint8array, lineIndex);
  94176. if (line == "FORMAT=32-bit_rle_rgbe") {
  94177. findFormat = true;
  94178. }
  94179. else if (line.length == 0) {
  94180. endOfHeader = true;
  94181. }
  94182. } while (!endOfHeader);
  94183. if (!findFormat) {
  94184. throw "HDR Bad header format, unsupported FORMAT";
  94185. }
  94186. lineIndex += (line.length + 1);
  94187. line = this.readStringLine(uint8array, lineIndex);
  94188. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94189. var match = sizeRegexp.exec(line);
  94190. // TODO. Support +Y and -X if needed.
  94191. if (!match || match.length < 3) {
  94192. throw "HDR Bad header format, no size";
  94193. }
  94194. width = parseInt(match[2]);
  94195. height = parseInt(match[1]);
  94196. if (width < 8 || width > 0x7fff) {
  94197. throw "HDR Bad header format, unsupported size";
  94198. }
  94199. lineIndex += (line.length + 1);
  94200. return {
  94201. height: height,
  94202. width: width,
  94203. dataPosition: lineIndex
  94204. };
  94205. };
  94206. /**
  94207. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94208. * This RGBE texture needs to store the information as a panorama.
  94209. *
  94210. * More information on this format are available here:
  94211. * https://en.wikipedia.org/wiki/RGBE_image_format
  94212. *
  94213. * @param buffer The binary file stored in an array buffer.
  94214. * @param size The expected size of the extracted cubemap.
  94215. * @return The Cube Map information.
  94216. */
  94217. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94218. var uint8array = new Uint8Array(buffer);
  94219. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94220. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94221. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94222. return cubeMapData;
  94223. };
  94224. /**
  94225. * Returns the pixels data extracted from an RGBE texture.
  94226. * This pixels will be stored left to right up to down in the R G B order in one array.
  94227. *
  94228. * More information on this format are available here:
  94229. * https://en.wikipedia.org/wiki/RGBE_image_format
  94230. *
  94231. * @param uint8array The binary file stored in an array buffer.
  94232. * @param hdrInfo The header information of the file.
  94233. * @return The pixels data in RGB right to left up to down order.
  94234. */
  94235. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94236. // Keep for multi format supports.
  94237. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94238. };
  94239. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94240. var num_scanlines = hdrInfo.height;
  94241. var scanline_width = hdrInfo.width;
  94242. var a, b, c, d, count;
  94243. var dataIndex = hdrInfo.dataPosition;
  94244. var index = 0, endIndex = 0, i = 0;
  94245. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94246. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94247. // 3 channels of 4 bytes per pixel in float.
  94248. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94249. var resultArray = new Float32Array(resultBuffer);
  94250. // read in each successive scanline
  94251. while (num_scanlines > 0) {
  94252. a = uint8array[dataIndex++];
  94253. b = uint8array[dataIndex++];
  94254. c = uint8array[dataIndex++];
  94255. d = uint8array[dataIndex++];
  94256. if (a != 2 || b != 2 || (c & 0x80)) {
  94257. // this file is not run length encoded
  94258. throw "HDR Bad header format, not RLE";
  94259. }
  94260. if (((c << 8) | d) != scanline_width) {
  94261. throw "HDR Bad header format, wrong scan line width";
  94262. }
  94263. index = 0;
  94264. // read each of the four channels for the scanline into the buffer
  94265. for (i = 0; i < 4; i++) {
  94266. endIndex = (i + 1) * scanline_width;
  94267. while (index < endIndex) {
  94268. a = uint8array[dataIndex++];
  94269. b = uint8array[dataIndex++];
  94270. if (a > 128) {
  94271. // a run of the same value
  94272. count = a - 128;
  94273. if ((count == 0) || (count > endIndex - index)) {
  94274. throw "HDR Bad Format, bad scanline data (run)";
  94275. }
  94276. while (count-- > 0) {
  94277. scanLineArray[index++] = b;
  94278. }
  94279. }
  94280. else {
  94281. // a non-run
  94282. count = a;
  94283. if ((count == 0) || (count > endIndex - index)) {
  94284. throw "HDR Bad Format, bad scanline data (non-run)";
  94285. }
  94286. scanLineArray[index++] = b;
  94287. if (--count > 0) {
  94288. for (var j = 0; j < count; j++) {
  94289. scanLineArray[index++] = uint8array[dataIndex++];
  94290. }
  94291. }
  94292. }
  94293. }
  94294. }
  94295. // now convert data from buffer into floats
  94296. for (i = 0; i < scanline_width; i++) {
  94297. a = scanLineArray[i];
  94298. b = scanLineArray[i + scanline_width];
  94299. c = scanLineArray[i + 2 * scanline_width];
  94300. d = scanLineArray[i + 3 * scanline_width];
  94301. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94302. }
  94303. num_scanlines--;
  94304. }
  94305. return resultArray;
  94306. };
  94307. return HDRTools;
  94308. }());
  94309. BABYLON.HDRTools = HDRTools;
  94310. })(BABYLON || (BABYLON = {}));
  94311. //# sourceMappingURL=hdr.js.map
  94312. var BABYLON;
  94313. (function (BABYLON) {
  94314. /**
  94315. * This represents a texture coming from an HDR input.
  94316. *
  94317. * The only supported format is currently panorama picture stored in RGBE format.
  94318. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94319. */
  94320. var HDRCubeTexture = /** @class */ (function (_super) {
  94321. __extends(HDRCubeTexture, _super);
  94322. /**
  94323. * Instantiates an HDRTexture from the following parameters.
  94324. *
  94325. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94326. * @param scene The scene the texture will be used in
  94327. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94328. * @param noMipmap Forces to not generate the mipmap if true
  94329. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94330. * @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)
  94331. * @param reserved Reserved flag for internal use.
  94332. */
  94333. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94334. if (noMipmap === void 0) { noMipmap = false; }
  94335. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94336. if (gammaSpace === void 0) { gammaSpace = false; }
  94337. if (reserved === void 0) { reserved = false; }
  94338. if (onLoad === void 0) { onLoad = null; }
  94339. if (onError === void 0) { onError = null; }
  94340. var _this = _super.call(this, scene) || this;
  94341. _this._generateHarmonics = true;
  94342. _this._onLoad = null;
  94343. _this._onError = null;
  94344. /**
  94345. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94346. */
  94347. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94348. _this._isBlocking = true;
  94349. _this._rotationY = 0;
  94350. /**
  94351. * Gets or sets the center of the bounding box associated with the cube texture
  94352. * It must define where the camera used to render the texture was set
  94353. */
  94354. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94355. if (!url) {
  94356. return _this;
  94357. }
  94358. _this.name = url;
  94359. _this.url = url;
  94360. _this.hasAlpha = false;
  94361. _this.isCube = true;
  94362. _this._textureMatrix = BABYLON.Matrix.Identity();
  94363. _this._onLoad = onLoad;
  94364. _this._onError = onError;
  94365. _this.gammaSpace = gammaSpace;
  94366. _this._noMipmap = noMipmap;
  94367. _this._size = size;
  94368. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94369. if (!_this._texture) {
  94370. if (!scene.useDelayedTextureLoading) {
  94371. _this.loadTexture();
  94372. }
  94373. else {
  94374. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94375. }
  94376. }
  94377. return _this;
  94378. }
  94379. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94380. /**
  94381. * Gets wether or not the texture is blocking during loading.
  94382. */
  94383. get: function () {
  94384. return this._isBlocking;
  94385. },
  94386. /**
  94387. * Sets wether or not the texture is blocking during loading.
  94388. */
  94389. set: function (value) {
  94390. this._isBlocking = value;
  94391. },
  94392. enumerable: true,
  94393. configurable: true
  94394. });
  94395. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94396. /**
  94397. * Gets texture matrix rotation angle around Y axis radians.
  94398. */
  94399. get: function () {
  94400. return this._rotationY;
  94401. },
  94402. /**
  94403. * Sets texture matrix rotation angle around Y axis in radians.
  94404. */
  94405. set: function (value) {
  94406. this._rotationY = value;
  94407. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94408. },
  94409. enumerable: true,
  94410. configurable: true
  94411. });
  94412. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94413. get: function () {
  94414. return this._boundingBoxSize;
  94415. },
  94416. /**
  94417. * Gets or sets the size of the bounding box associated with the cube texture
  94418. * When defined, the cubemap will switch to local mode
  94419. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94420. * @example https://www.babylonjs-playground.com/#RNASML
  94421. */
  94422. set: function (value) {
  94423. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94424. return;
  94425. }
  94426. this._boundingBoxSize = value;
  94427. var scene = this.getScene();
  94428. if (scene) {
  94429. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94430. }
  94431. },
  94432. enumerable: true,
  94433. configurable: true
  94434. });
  94435. /**
  94436. * Occurs when the file is raw .hdr file.
  94437. */
  94438. HDRCubeTexture.prototype.loadTexture = function () {
  94439. var _this = this;
  94440. var callback = function (buffer) {
  94441. _this.lodGenerationOffset = 0.0;
  94442. _this.lodGenerationScale = 0.8;
  94443. var scene = _this.getScene();
  94444. if (!scene) {
  94445. return null;
  94446. }
  94447. // Extract the raw linear data.
  94448. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94449. // Generate harmonics if needed.
  94450. if (_this._generateHarmonics) {
  94451. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94452. _this.sphericalPolynomial = sphericalPolynomial;
  94453. }
  94454. var results = [];
  94455. var byteArray = null;
  94456. // Push each faces.
  94457. for (var j = 0; j < 6; j++) {
  94458. // Create uintarray fallback.
  94459. if (!scene.getEngine().getCaps().textureFloat) {
  94460. // 3 channels of 1 bytes per pixel in bytes.
  94461. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94462. byteArray = new Uint8Array(byteBuffer);
  94463. }
  94464. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94465. // If special cases.
  94466. if (_this.gammaSpace || byteArray) {
  94467. for (var i = 0; i < _this._size * _this._size; i++) {
  94468. // Put in gamma space if requested.
  94469. if (_this.gammaSpace) {
  94470. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94471. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94472. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94473. }
  94474. // Convert to int texture for fallback.
  94475. if (byteArray) {
  94476. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94477. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94478. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94479. // May use luminance instead if the result is not accurate.
  94480. var max = Math.max(Math.max(r, g), b);
  94481. if (max > 255) {
  94482. var scale = 255 / max;
  94483. r *= scale;
  94484. g *= scale;
  94485. b *= scale;
  94486. }
  94487. byteArray[(i * 3) + 0] = r;
  94488. byteArray[(i * 3) + 1] = g;
  94489. byteArray[(i * 3) + 2] = b;
  94490. }
  94491. }
  94492. }
  94493. if (byteArray) {
  94494. results.push(byteArray);
  94495. }
  94496. else {
  94497. results.push(dataFace);
  94498. }
  94499. }
  94500. return results;
  94501. };
  94502. var scene = this.getScene();
  94503. if (scene) {
  94504. 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);
  94505. }
  94506. };
  94507. HDRCubeTexture.prototype.clone = function () {
  94508. var scene = this.getScene();
  94509. if (!scene) {
  94510. return this;
  94511. }
  94512. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94513. // Base texture
  94514. newTexture.level = this.level;
  94515. newTexture.wrapU = this.wrapU;
  94516. newTexture.wrapV = this.wrapV;
  94517. newTexture.coordinatesIndex = this.coordinatesIndex;
  94518. newTexture.coordinatesMode = this.coordinatesMode;
  94519. return newTexture;
  94520. };
  94521. // Methods
  94522. HDRCubeTexture.prototype.delayLoad = function () {
  94523. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94524. return;
  94525. }
  94526. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94527. this._texture = this._getFromCache(this.url, this._noMipmap);
  94528. if (!this._texture) {
  94529. this.loadTexture();
  94530. }
  94531. };
  94532. /**
  94533. * Get the texture reflection matrix used to rotate/transform the reflection.
  94534. * @returns the reflection matrix
  94535. */
  94536. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94537. return this._textureMatrix;
  94538. };
  94539. /**
  94540. * Set the texture reflection matrix used to rotate/transform the reflection.
  94541. * @param value Define the reflection matrix to set
  94542. */
  94543. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94544. this._textureMatrix = value;
  94545. };
  94546. /**
  94547. * Parses a JSON representation of an HDR Texture in order to create the texture
  94548. * @param parsedTexture Define the JSON representation
  94549. * @param scene Define the scene the texture should be created in
  94550. * @param rootUrl Define the root url in case we need to load relative dependencies
  94551. * @returns the newly created texture after parsing
  94552. */
  94553. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94554. var texture = null;
  94555. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94556. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94557. texture.name = parsedTexture.name;
  94558. texture.hasAlpha = parsedTexture.hasAlpha;
  94559. texture.level = parsedTexture.level;
  94560. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94561. texture.isBlocking = parsedTexture.isBlocking;
  94562. }
  94563. if (texture) {
  94564. if (parsedTexture.boundingBoxPosition) {
  94565. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94566. }
  94567. if (parsedTexture.boundingBoxSize) {
  94568. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94569. }
  94570. if (parsedTexture.rotationY) {
  94571. texture.rotationY = parsedTexture.rotationY;
  94572. }
  94573. }
  94574. return texture;
  94575. };
  94576. HDRCubeTexture.prototype.serialize = function () {
  94577. if (!this.name) {
  94578. return null;
  94579. }
  94580. var serializationObject = {};
  94581. serializationObject.name = this.name;
  94582. serializationObject.hasAlpha = this.hasAlpha;
  94583. serializationObject.isCube = true;
  94584. serializationObject.level = this.level;
  94585. serializationObject.size = this._size;
  94586. serializationObject.coordinatesMode = this.coordinatesMode;
  94587. serializationObject.useInGammaSpace = this.gammaSpace;
  94588. serializationObject.generateHarmonics = this._generateHarmonics;
  94589. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94590. serializationObject.noMipmap = this._noMipmap;
  94591. serializationObject.isBlocking = this._isBlocking;
  94592. serializationObject.rotationY = this._rotationY;
  94593. return serializationObject;
  94594. };
  94595. HDRCubeTexture._facesMapping = [
  94596. "right",
  94597. "left",
  94598. "up",
  94599. "down",
  94600. "front",
  94601. "back"
  94602. ];
  94603. return HDRCubeTexture;
  94604. }(BABYLON.BaseTexture));
  94605. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94606. })(BABYLON || (BABYLON = {}));
  94607. //# sourceMappingURL=hdrCubeTexture.js.map
  94608. var BABYLON;
  94609. (function (BABYLON) {
  94610. /**
  94611. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  94612. */
  94613. var PanoramaToCubeMapTools = /** @class */ (function () {
  94614. function PanoramaToCubeMapTools() {
  94615. }
  94616. /**
  94617. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94618. *
  94619. * @param float32Array The source data.
  94620. * @param inputWidth The width of the input panorama.
  94621. * @param inputHeight The height of the input panorama.
  94622. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94623. * @return The cubemap data
  94624. */
  94625. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94626. if (!float32Array) {
  94627. throw "ConvertPanoramaToCubemap: input cannot be null";
  94628. }
  94629. if (float32Array.length != inputWidth * inputHeight * 3) {
  94630. throw "ConvertPanoramaToCubemap: input size is wrong";
  94631. }
  94632. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94633. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94634. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94635. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94636. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94637. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94638. return {
  94639. front: textureFront,
  94640. back: textureBack,
  94641. left: textureLeft,
  94642. right: textureRight,
  94643. up: textureUp,
  94644. down: textureDown,
  94645. size: size,
  94646. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94647. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94648. gammaSpace: false,
  94649. };
  94650. };
  94651. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94652. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94653. var textureArray = new Float32Array(buffer);
  94654. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94655. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94656. var dy = 1 / texSize;
  94657. var fy = 0;
  94658. for (var y = 0; y < texSize; y++) {
  94659. var xv1 = faceData[0];
  94660. var xv2 = faceData[2];
  94661. for (var x = 0; x < texSize; x++) {
  94662. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94663. v.normalize();
  94664. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94665. // 3 channels per pixels
  94666. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94667. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94668. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94669. xv1 = xv1.add(rotDX1);
  94670. xv2 = xv2.add(rotDX2);
  94671. }
  94672. fy += dy;
  94673. }
  94674. return textureArray;
  94675. };
  94676. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94677. var theta = Math.atan2(vDir.z, vDir.x);
  94678. var phi = Math.acos(vDir.y);
  94679. while (theta < -Math.PI) {
  94680. theta += 2 * Math.PI;
  94681. }
  94682. while (theta > Math.PI) {
  94683. theta -= 2 * Math.PI;
  94684. }
  94685. var dx = theta / Math.PI;
  94686. var dy = phi / Math.PI;
  94687. // recenter.
  94688. dx = dx * 0.5 + 0.5;
  94689. var px = Math.round(dx * inputWidth);
  94690. if (px < 0) {
  94691. px = 0;
  94692. }
  94693. else if (px >= inputWidth) {
  94694. px = inputWidth - 1;
  94695. }
  94696. var py = Math.round(dy * inputHeight);
  94697. if (py < 0) {
  94698. py = 0;
  94699. }
  94700. else if (py >= inputHeight) {
  94701. py = inputHeight - 1;
  94702. }
  94703. var inputY = (inputHeight - py - 1);
  94704. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94705. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94706. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94707. return {
  94708. r: r,
  94709. g: g,
  94710. b: b
  94711. };
  94712. };
  94713. PanoramaToCubeMapTools.FACE_FRONT = [
  94714. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94715. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94716. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94717. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94718. ];
  94719. PanoramaToCubeMapTools.FACE_BACK = [
  94720. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94721. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94722. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94723. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94724. ];
  94725. PanoramaToCubeMapTools.FACE_RIGHT = [
  94726. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94727. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94728. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94729. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94730. ];
  94731. PanoramaToCubeMapTools.FACE_LEFT = [
  94732. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94733. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94734. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94735. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94736. ];
  94737. PanoramaToCubeMapTools.FACE_DOWN = [
  94738. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94739. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94740. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94741. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94742. ];
  94743. PanoramaToCubeMapTools.FACE_UP = [
  94744. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94745. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94746. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94747. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94748. ];
  94749. return PanoramaToCubeMapTools;
  94750. }());
  94751. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94752. })(BABYLON || (BABYLON = {}));
  94753. //# sourceMappingURL=panoramaToCubemap.js.map
  94754. var BABYLON;
  94755. (function (BABYLON) {
  94756. /**
  94757. * Vector2 wth index property
  94758. */
  94759. var IndexedVector2 = /** @class */ (function (_super) {
  94760. __extends(IndexedVector2, _super);
  94761. function IndexedVector2(original,
  94762. /** Index of the vector2 */
  94763. index) {
  94764. var _this = _super.call(this, original.x, original.y) || this;
  94765. _this.index = index;
  94766. return _this;
  94767. }
  94768. return IndexedVector2;
  94769. }(BABYLON.Vector2));
  94770. /**
  94771. * Defines points to create a polygon
  94772. */
  94773. var PolygonPoints = /** @class */ (function () {
  94774. function PolygonPoints() {
  94775. this.elements = new Array();
  94776. }
  94777. PolygonPoints.prototype.add = function (originalPoints) {
  94778. var _this = this;
  94779. var result = new Array();
  94780. originalPoints.forEach(function (point) {
  94781. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94782. var newPoint = new IndexedVector2(point, _this.elements.length);
  94783. result.push(newPoint);
  94784. _this.elements.push(newPoint);
  94785. }
  94786. });
  94787. return result;
  94788. };
  94789. PolygonPoints.prototype.computeBounds = function () {
  94790. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94791. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94792. this.elements.forEach(function (point) {
  94793. // x
  94794. if (point.x < lmin.x) {
  94795. lmin.x = point.x;
  94796. }
  94797. else if (point.x > lmax.x) {
  94798. lmax.x = point.x;
  94799. }
  94800. // y
  94801. if (point.y < lmin.y) {
  94802. lmin.y = point.y;
  94803. }
  94804. else if (point.y > lmax.y) {
  94805. lmax.y = point.y;
  94806. }
  94807. });
  94808. return {
  94809. min: lmin,
  94810. max: lmax,
  94811. width: lmax.x - lmin.x,
  94812. height: lmax.y - lmin.y
  94813. };
  94814. };
  94815. return PolygonPoints;
  94816. }());
  94817. /**
  94818. * Polygon
  94819. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94820. */
  94821. var Polygon = /** @class */ (function () {
  94822. function Polygon() {
  94823. }
  94824. /**
  94825. * Creates a rectangle
  94826. * @param xmin bottom X coord
  94827. * @param ymin bottom Y coord
  94828. * @param xmax top X coord
  94829. * @param ymax top Y coord
  94830. * @returns points that make the resulting rectation
  94831. */
  94832. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94833. return [
  94834. new BABYLON.Vector2(xmin, ymin),
  94835. new BABYLON.Vector2(xmax, ymin),
  94836. new BABYLON.Vector2(xmax, ymax),
  94837. new BABYLON.Vector2(xmin, ymax)
  94838. ];
  94839. };
  94840. /**
  94841. * Creates a circle
  94842. * @param radius radius of circle
  94843. * @param cx scale in x
  94844. * @param cy scale in y
  94845. * @param numberOfSides number of sides that make up the circle
  94846. * @returns points that make the resulting circle
  94847. */
  94848. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94849. if (cx === void 0) { cx = 0; }
  94850. if (cy === void 0) { cy = 0; }
  94851. if (numberOfSides === void 0) { numberOfSides = 32; }
  94852. var result = new Array();
  94853. var angle = 0;
  94854. var increment = (Math.PI * 2) / numberOfSides;
  94855. for (var i = 0; i < numberOfSides; i++) {
  94856. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94857. angle -= increment;
  94858. }
  94859. return result;
  94860. };
  94861. /**
  94862. * Creates a polygon from input string
  94863. * @param input Input polygon data
  94864. * @returns the parsed points
  94865. */
  94866. Polygon.Parse = function (input) {
  94867. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94868. var i, result = [];
  94869. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94870. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94871. }
  94872. return result;
  94873. };
  94874. /**
  94875. * Starts building a polygon from x and y coordinates
  94876. * @param x x coordinate
  94877. * @param y y coordinate
  94878. * @returns the started path2
  94879. */
  94880. Polygon.StartingAt = function (x, y) {
  94881. return BABYLON.Path2.StartingAt(x, y);
  94882. };
  94883. return Polygon;
  94884. }());
  94885. BABYLON.Polygon = Polygon;
  94886. /**
  94887. * Builds a polygon
  94888. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94889. */
  94890. var PolygonMeshBuilder = /** @class */ (function () {
  94891. /**
  94892. * Creates a PolygonMeshBuilder
  94893. * @param name name of the builder
  94894. * @param contours Path of the polygon
  94895. * @param scene scene to add to
  94896. */
  94897. function PolygonMeshBuilder(name, contours, scene) {
  94898. this._points = new PolygonPoints();
  94899. this._outlinepoints = new PolygonPoints();
  94900. this._holes = new Array();
  94901. this._epoints = new Array();
  94902. this._eholes = new Array();
  94903. this._name = name;
  94904. this._scene = scene;
  94905. var points;
  94906. if (contours instanceof BABYLON.Path2) {
  94907. points = contours.getPoints();
  94908. }
  94909. else {
  94910. points = contours;
  94911. }
  94912. this._addToepoint(points);
  94913. this._points.add(points);
  94914. this._outlinepoints.add(points);
  94915. if (typeof earcut === 'undefined') {
  94916. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94917. }
  94918. }
  94919. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94920. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94921. var p = points_1[_i];
  94922. this._epoints.push(p.x, p.y);
  94923. }
  94924. };
  94925. /**
  94926. * Adds a whole within the polygon
  94927. * @param hole Array of points defining the hole
  94928. * @returns this
  94929. */
  94930. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94931. this._points.add(hole);
  94932. var holepoints = new PolygonPoints();
  94933. holepoints.add(hole);
  94934. this._holes.push(holepoints);
  94935. this._eholes.push(this._epoints.length / 2);
  94936. this._addToepoint(hole);
  94937. return this;
  94938. };
  94939. /**
  94940. * Creates the polygon
  94941. * @param updatable If the mesh should be updatable
  94942. * @param depth The depth of the mesh created
  94943. * @returns the created mesh
  94944. */
  94945. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94946. var _this = this;
  94947. if (updatable === void 0) { updatable = false; }
  94948. if (depth === void 0) { depth = 0; }
  94949. var result = new BABYLON.Mesh(this._name, this._scene);
  94950. var normals = new Array();
  94951. var positions = new Array();
  94952. var uvs = new Array();
  94953. var bounds = this._points.computeBounds();
  94954. this._points.elements.forEach(function (p) {
  94955. normals.push(0, 1.0, 0);
  94956. positions.push(p.x, 0, p.y);
  94957. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94958. });
  94959. var indices = new Array();
  94960. var res = earcut(this._epoints, this._eholes, 2);
  94961. for (var i = 0; i < res.length; i++) {
  94962. indices.push(res[i]);
  94963. }
  94964. if (depth > 0) {
  94965. var positionscount = (positions.length / 3); //get the current pointcount
  94966. this._points.elements.forEach(function (p) {
  94967. normals.push(0, -1.0, 0);
  94968. positions.push(p.x, -depth, p.y);
  94969. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94970. });
  94971. var totalCount = indices.length;
  94972. for (var i = 0; i < totalCount; i += 3) {
  94973. var i0 = indices[i + 0];
  94974. var i1 = indices[i + 1];
  94975. var i2 = indices[i + 2];
  94976. indices.push(i2 + positionscount);
  94977. indices.push(i1 + positionscount);
  94978. indices.push(i0 + positionscount);
  94979. }
  94980. //Add the sides
  94981. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94982. this._holes.forEach(function (hole) {
  94983. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94984. });
  94985. }
  94986. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94987. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94988. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94989. result.setIndices(indices);
  94990. return result;
  94991. };
  94992. /**
  94993. * Adds a side to the polygon
  94994. * @param positions points that make the polygon
  94995. * @param normals normals of the polygon
  94996. * @param uvs uvs of the polygon
  94997. * @param indices indices of the polygon
  94998. * @param bounds bounds of the polygon
  94999. * @param points points of the polygon
  95000. * @param depth depth of the polygon
  95001. * @param flip flip of the polygon
  95002. */
  95003. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95004. var StartIndex = positions.length / 3;
  95005. var ulength = 0;
  95006. for (var i = 0; i < points.elements.length; i++) {
  95007. var p = points.elements[i];
  95008. var p1;
  95009. if ((i + 1) > points.elements.length - 1) {
  95010. p1 = points.elements[0];
  95011. }
  95012. else {
  95013. p1 = points.elements[i + 1];
  95014. }
  95015. positions.push(p.x, 0, p.y);
  95016. positions.push(p.x, -depth, p.y);
  95017. positions.push(p1.x, 0, p1.y);
  95018. positions.push(p1.x, -depth, p1.y);
  95019. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95020. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95021. var v3 = v2.subtract(v1);
  95022. var v4 = new BABYLON.Vector3(0, 1, 0);
  95023. var vn = BABYLON.Vector3.Cross(v3, v4);
  95024. vn = vn.normalize();
  95025. uvs.push(ulength / bounds.width, 0);
  95026. uvs.push(ulength / bounds.width, 1);
  95027. ulength += v3.length();
  95028. uvs.push((ulength / bounds.width), 0);
  95029. uvs.push((ulength / bounds.width), 1);
  95030. if (!flip) {
  95031. normals.push(-vn.x, -vn.y, -vn.z);
  95032. normals.push(-vn.x, -vn.y, -vn.z);
  95033. normals.push(-vn.x, -vn.y, -vn.z);
  95034. normals.push(-vn.x, -vn.y, -vn.z);
  95035. indices.push(StartIndex);
  95036. indices.push(StartIndex + 1);
  95037. indices.push(StartIndex + 2);
  95038. indices.push(StartIndex + 1);
  95039. indices.push(StartIndex + 3);
  95040. indices.push(StartIndex + 2);
  95041. }
  95042. else {
  95043. normals.push(vn.x, vn.y, vn.z);
  95044. normals.push(vn.x, vn.y, vn.z);
  95045. normals.push(vn.x, vn.y, vn.z);
  95046. normals.push(vn.x, vn.y, vn.z);
  95047. indices.push(StartIndex);
  95048. indices.push(StartIndex + 2);
  95049. indices.push(StartIndex + 1);
  95050. indices.push(StartIndex + 1);
  95051. indices.push(StartIndex + 2);
  95052. indices.push(StartIndex + 3);
  95053. }
  95054. StartIndex += 4;
  95055. }
  95056. };
  95057. return PolygonMeshBuilder;
  95058. }());
  95059. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95060. })(BABYLON || (BABYLON = {}));
  95061. //# sourceMappingURL=polygonMesh.js.map
  95062. var BABYLON;
  95063. (function (BABYLON) {
  95064. /**
  95065. * Unique ID when we import meshes from Babylon to CSG
  95066. */
  95067. var currentCSGMeshId = 0;
  95068. /**
  95069. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95070. * one to provide additional features like texture coordinates and vertex
  95071. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95072. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95073. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95074. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95075. * is not used anywhere else.
  95076. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95077. */
  95078. var Vertex = /** @class */ (function () {
  95079. /**
  95080. * Initializes the vertex
  95081. * @param pos The position of the vertex
  95082. * @param normal The normal of the vertex
  95083. * @param uv The texture coordinate of the vertex
  95084. */
  95085. function Vertex(
  95086. /**
  95087. * The position of the vertex
  95088. */
  95089. pos,
  95090. /**
  95091. * The normal of the vertex
  95092. */
  95093. normal,
  95094. /**
  95095. * The texture coordinate of the vertex
  95096. */
  95097. uv) {
  95098. this.pos = pos;
  95099. this.normal = normal;
  95100. this.uv = uv;
  95101. }
  95102. /**
  95103. * Make a clone, or deep copy, of the vertex
  95104. * @returns A new Vertex
  95105. */
  95106. Vertex.prototype.clone = function () {
  95107. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95108. };
  95109. /**
  95110. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95111. * orientation of a polygon is flipped.
  95112. */
  95113. Vertex.prototype.flip = function () {
  95114. this.normal = this.normal.scale(-1);
  95115. };
  95116. /**
  95117. * Create a new vertex between this vertex and `other` by linearly
  95118. * interpolating all properties using a parameter of `t`. Subclasses should
  95119. * override this to interpolate additional properties.
  95120. * @param other the vertex to interpolate against
  95121. * @param t The factor used to linearly interpolate between the vertices
  95122. */
  95123. Vertex.prototype.interpolate = function (other, t) {
  95124. 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));
  95125. };
  95126. return Vertex;
  95127. }());
  95128. /**
  95129. * Represents a plane in 3D space.
  95130. */
  95131. var Plane = /** @class */ (function () {
  95132. /**
  95133. * Initializes the plane
  95134. * @param normal The normal for the plane
  95135. * @param w
  95136. */
  95137. function Plane(normal, w) {
  95138. this.normal = normal;
  95139. this.w = w;
  95140. }
  95141. /**
  95142. * Construct a plane from three points
  95143. * @param a Point a
  95144. * @param b Point b
  95145. * @param c Point c
  95146. */
  95147. Plane.FromPoints = function (a, b, c) {
  95148. var v0 = c.subtract(a);
  95149. var v1 = b.subtract(a);
  95150. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95151. return null;
  95152. }
  95153. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95154. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95155. };
  95156. /**
  95157. * Clone, or make a deep copy of the plane
  95158. * @returns a new Plane
  95159. */
  95160. Plane.prototype.clone = function () {
  95161. return new Plane(this.normal.clone(), this.w);
  95162. };
  95163. /**
  95164. * Flip the face of the plane
  95165. */
  95166. Plane.prototype.flip = function () {
  95167. this.normal.scaleInPlace(-1);
  95168. this.w = -this.w;
  95169. };
  95170. /**
  95171. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95172. * fragments in the appropriate lists. Coplanar polygons go into either
  95173. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95174. * respect to this plane. Polygons in front or in back of this plane go into
  95175. * either `front` or `back`
  95176. * @param polygon The polygon to be split
  95177. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95178. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95179. * @param front Will contain the polygons in front of the plane
  95180. * @param back Will contain the polygons begind the plane
  95181. */
  95182. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95183. var COPLANAR = 0;
  95184. var FRONT = 1;
  95185. var BACK = 2;
  95186. var SPANNING = 3;
  95187. // Classify each point as well as the entire polygon into one of the above
  95188. // four classes.
  95189. var polygonType = 0;
  95190. var types = [];
  95191. var i;
  95192. var t;
  95193. for (i = 0; i < polygon.vertices.length; i++) {
  95194. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95195. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95196. polygonType |= type;
  95197. types.push(type);
  95198. }
  95199. // Put the polygon in the correct list, splitting it when necessary
  95200. switch (polygonType) {
  95201. case COPLANAR:
  95202. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95203. break;
  95204. case FRONT:
  95205. front.push(polygon);
  95206. break;
  95207. case BACK:
  95208. back.push(polygon);
  95209. break;
  95210. case SPANNING:
  95211. var f = [], b = [];
  95212. for (i = 0; i < polygon.vertices.length; i++) {
  95213. var j = (i + 1) % polygon.vertices.length;
  95214. var ti = types[i], tj = types[j];
  95215. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95216. if (ti !== BACK) {
  95217. f.push(vi);
  95218. }
  95219. if (ti !== FRONT) {
  95220. b.push(ti !== BACK ? vi.clone() : vi);
  95221. }
  95222. if ((ti | tj) === SPANNING) {
  95223. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95224. var v = vi.interpolate(vj, t);
  95225. f.push(v);
  95226. b.push(v.clone());
  95227. }
  95228. }
  95229. var poly;
  95230. if (f.length >= 3) {
  95231. poly = new Polygon(f, polygon.shared);
  95232. if (poly.plane) {
  95233. front.push(poly);
  95234. }
  95235. }
  95236. if (b.length >= 3) {
  95237. poly = new Polygon(b, polygon.shared);
  95238. if (poly.plane) {
  95239. back.push(poly);
  95240. }
  95241. }
  95242. break;
  95243. }
  95244. };
  95245. /**
  95246. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95247. * point is on the plane
  95248. */
  95249. Plane.EPSILON = 1e-5;
  95250. return Plane;
  95251. }());
  95252. /**
  95253. * Represents a convex polygon. The vertices used to initialize a polygon must
  95254. * be coplanar and form a convex loop.
  95255. *
  95256. * Each convex polygon has a `shared` property, which is shared between all
  95257. * polygons that are clones of each other or were split from the same polygon.
  95258. * This can be used to define per-polygon properties (such as surface color)
  95259. */
  95260. var Polygon = /** @class */ (function () {
  95261. /**
  95262. * Initializes the polygon
  95263. * @param vertices The vertices of the polygon
  95264. * @param shared The properties shared across all polygons
  95265. */
  95266. function Polygon(vertices, shared) {
  95267. this.vertices = vertices;
  95268. this.shared = shared;
  95269. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95270. }
  95271. /**
  95272. * Clones, or makes a deep copy, or the polygon
  95273. */
  95274. Polygon.prototype.clone = function () {
  95275. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95276. return new Polygon(vertices, this.shared);
  95277. };
  95278. /**
  95279. * Flips the faces of the polygon
  95280. */
  95281. Polygon.prototype.flip = function () {
  95282. this.vertices.reverse().map(function (v) { v.flip(); });
  95283. this.plane.flip();
  95284. };
  95285. return Polygon;
  95286. }());
  95287. /**
  95288. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95289. * by picking a polygon to split along. That polygon (and all other coplanar
  95290. * polygons) are added directly to that node and the other polygons are added to
  95291. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95292. * no distinction between internal and leaf nodes
  95293. */
  95294. var Node = /** @class */ (function () {
  95295. /**
  95296. * Initializes the node
  95297. * @param polygons A collection of polygons held in the node
  95298. */
  95299. function Node(polygons) {
  95300. this.plane = null;
  95301. this.front = null;
  95302. this.back = null;
  95303. this.polygons = new Array();
  95304. if (polygons) {
  95305. this.build(polygons);
  95306. }
  95307. }
  95308. /**
  95309. * Clones, or makes a deep copy, of the node
  95310. * @returns The cloned node
  95311. */
  95312. Node.prototype.clone = function () {
  95313. var node = new Node();
  95314. node.plane = this.plane && this.plane.clone();
  95315. node.front = this.front && this.front.clone();
  95316. node.back = this.back && this.back.clone();
  95317. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95318. return node;
  95319. };
  95320. /**
  95321. * Convert solid space to empty space and empty space to solid space
  95322. */
  95323. Node.prototype.invert = function () {
  95324. for (var i = 0; i < this.polygons.length; i++) {
  95325. this.polygons[i].flip();
  95326. }
  95327. if (this.plane) {
  95328. this.plane.flip();
  95329. }
  95330. if (this.front) {
  95331. this.front.invert();
  95332. }
  95333. if (this.back) {
  95334. this.back.invert();
  95335. }
  95336. var temp = this.front;
  95337. this.front = this.back;
  95338. this.back = temp;
  95339. };
  95340. /**
  95341. * Recursively remove all polygons in `polygons` that are inside this BSP
  95342. * tree.
  95343. * @param polygons Polygons to remove from the BSP
  95344. * @returns Polygons clipped from the BSP
  95345. */
  95346. Node.prototype.clipPolygons = function (polygons) {
  95347. if (!this.plane) {
  95348. return polygons.slice();
  95349. }
  95350. var front = new Array(), back = new Array();
  95351. for (var i = 0; i < polygons.length; i++) {
  95352. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95353. }
  95354. if (this.front) {
  95355. front = this.front.clipPolygons(front);
  95356. }
  95357. if (this.back) {
  95358. back = this.back.clipPolygons(back);
  95359. }
  95360. else {
  95361. back = [];
  95362. }
  95363. return front.concat(back);
  95364. };
  95365. /**
  95366. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95367. * `bsp`.
  95368. * @param bsp BSP containing polygons to remove from this BSP
  95369. */
  95370. Node.prototype.clipTo = function (bsp) {
  95371. this.polygons = bsp.clipPolygons(this.polygons);
  95372. if (this.front) {
  95373. this.front.clipTo(bsp);
  95374. }
  95375. if (this.back) {
  95376. this.back.clipTo(bsp);
  95377. }
  95378. };
  95379. /**
  95380. * Return a list of all polygons in this BSP tree
  95381. * @returns List of all polygons in this BSP tree
  95382. */
  95383. Node.prototype.allPolygons = function () {
  95384. var polygons = this.polygons.slice();
  95385. if (this.front) {
  95386. polygons = polygons.concat(this.front.allPolygons());
  95387. }
  95388. if (this.back) {
  95389. polygons = polygons.concat(this.back.allPolygons());
  95390. }
  95391. return polygons;
  95392. };
  95393. /**
  95394. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95395. * new polygons are filtered down to the bottom of the tree and become new
  95396. * nodes there. Each set of polygons is partitioned using the first polygon
  95397. * (no heuristic is used to pick a good split)
  95398. * @param polygons Polygons used to construct the BSP tree
  95399. */
  95400. Node.prototype.build = function (polygons) {
  95401. if (!polygons.length) {
  95402. return;
  95403. }
  95404. if (!this.plane) {
  95405. this.plane = polygons[0].plane.clone();
  95406. }
  95407. var front = new Array(), back = new Array();
  95408. for (var i = 0; i < polygons.length; i++) {
  95409. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95410. }
  95411. if (front.length) {
  95412. if (!this.front) {
  95413. this.front = new Node();
  95414. }
  95415. this.front.build(front);
  95416. }
  95417. if (back.length) {
  95418. if (!this.back) {
  95419. this.back = new Node();
  95420. }
  95421. this.back.build(back);
  95422. }
  95423. };
  95424. return Node;
  95425. }());
  95426. /**
  95427. * Class for building Constructive Solid Geometry
  95428. */
  95429. var CSG = /** @class */ (function () {
  95430. function CSG() {
  95431. this.polygons = new Array();
  95432. }
  95433. /**
  95434. * Convert the BABYLON.Mesh to BABYLON.CSG
  95435. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95436. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95437. */
  95438. CSG.FromMesh = function (mesh) {
  95439. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95440. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95441. if (mesh instanceof BABYLON.Mesh) {
  95442. mesh.computeWorldMatrix(true);
  95443. matrix = mesh.getWorldMatrix();
  95444. meshPosition = mesh.position.clone();
  95445. meshRotation = mesh.rotation.clone();
  95446. if (mesh.rotationQuaternion) {
  95447. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95448. }
  95449. meshScaling = mesh.scaling.clone();
  95450. }
  95451. else {
  95452. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95453. }
  95454. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95455. var subMeshes = mesh.subMeshes;
  95456. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95457. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95458. vertices = [];
  95459. for (var j = 0; j < 3; j++) {
  95460. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95461. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95462. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95463. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95464. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95465. vertex = new Vertex(position, normal, uv);
  95466. vertices.push(vertex);
  95467. }
  95468. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95469. // To handle the case of degenerated triangle
  95470. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95471. if (polygon.plane) {
  95472. polygons.push(polygon);
  95473. }
  95474. }
  95475. }
  95476. var csg = CSG.FromPolygons(polygons);
  95477. csg.matrix = matrix;
  95478. csg.position = meshPosition;
  95479. csg.rotation = meshRotation;
  95480. csg.scaling = meshScaling;
  95481. csg.rotationQuaternion = meshRotationQuaternion;
  95482. currentCSGMeshId++;
  95483. return csg;
  95484. };
  95485. /**
  95486. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95487. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95488. */
  95489. CSG.FromPolygons = function (polygons) {
  95490. var csg = new CSG();
  95491. csg.polygons = polygons;
  95492. return csg;
  95493. };
  95494. /**
  95495. * Clones, or makes a deep copy, of the BABYLON.CSG
  95496. * @returns A new BABYLON.CSG
  95497. */
  95498. CSG.prototype.clone = function () {
  95499. var csg = new CSG();
  95500. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95501. csg.copyTransformAttributes(this);
  95502. return csg;
  95503. };
  95504. /**
  95505. * Unions this CSG with another CSG
  95506. * @param csg The CSG to union against this CSG
  95507. * @returns The unioned CSG
  95508. */
  95509. CSG.prototype.union = function (csg) {
  95510. var a = new Node(this.clone().polygons);
  95511. var b = new Node(csg.clone().polygons);
  95512. a.clipTo(b);
  95513. b.clipTo(a);
  95514. b.invert();
  95515. b.clipTo(a);
  95516. b.invert();
  95517. a.build(b.allPolygons());
  95518. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95519. };
  95520. /**
  95521. * Unions this CSG with another CSG in place
  95522. * @param csg The CSG to union against this CSG
  95523. */
  95524. CSG.prototype.unionInPlace = function (csg) {
  95525. var a = new Node(this.polygons);
  95526. var b = new Node(csg.polygons);
  95527. a.clipTo(b);
  95528. b.clipTo(a);
  95529. b.invert();
  95530. b.clipTo(a);
  95531. b.invert();
  95532. a.build(b.allPolygons());
  95533. this.polygons = a.allPolygons();
  95534. };
  95535. /**
  95536. * Subtracts this CSG with another CSG
  95537. * @param csg The CSG to subtract against this CSG
  95538. * @returns A new BABYLON.CSG
  95539. */
  95540. CSG.prototype.subtract = function (csg) {
  95541. var a = new Node(this.clone().polygons);
  95542. var b = new Node(csg.clone().polygons);
  95543. a.invert();
  95544. a.clipTo(b);
  95545. b.clipTo(a);
  95546. b.invert();
  95547. b.clipTo(a);
  95548. b.invert();
  95549. a.build(b.allPolygons());
  95550. a.invert();
  95551. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95552. };
  95553. /**
  95554. * Subtracts this CSG with another CSG in place
  95555. * @param csg The CSG to subtact against this CSG
  95556. */
  95557. CSG.prototype.subtractInPlace = function (csg) {
  95558. var a = new Node(this.polygons);
  95559. var b = new Node(csg.polygons);
  95560. a.invert();
  95561. a.clipTo(b);
  95562. b.clipTo(a);
  95563. b.invert();
  95564. b.clipTo(a);
  95565. b.invert();
  95566. a.build(b.allPolygons());
  95567. a.invert();
  95568. this.polygons = a.allPolygons();
  95569. };
  95570. /**
  95571. * Intersect this CSG with another CSG
  95572. * @param csg The CSG to intersect against this CSG
  95573. * @returns A new BABYLON.CSG
  95574. */
  95575. CSG.prototype.intersect = function (csg) {
  95576. var a = new Node(this.clone().polygons);
  95577. var b = new Node(csg.clone().polygons);
  95578. a.invert();
  95579. b.clipTo(a);
  95580. b.invert();
  95581. a.clipTo(b);
  95582. b.clipTo(a);
  95583. a.build(b.allPolygons());
  95584. a.invert();
  95585. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95586. };
  95587. /**
  95588. * Intersects this CSG with another CSG in place
  95589. * @param csg The CSG to intersect against this CSG
  95590. */
  95591. CSG.prototype.intersectInPlace = function (csg) {
  95592. var a = new Node(this.polygons);
  95593. var b = new Node(csg.polygons);
  95594. a.invert();
  95595. b.clipTo(a);
  95596. b.invert();
  95597. a.clipTo(b);
  95598. b.clipTo(a);
  95599. a.build(b.allPolygons());
  95600. a.invert();
  95601. this.polygons = a.allPolygons();
  95602. };
  95603. /**
  95604. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95605. * not modified.
  95606. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95607. */
  95608. CSG.prototype.inverse = function () {
  95609. var csg = this.clone();
  95610. csg.inverseInPlace();
  95611. return csg;
  95612. };
  95613. /**
  95614. * Inverses the BABYLON.CSG in place
  95615. */
  95616. CSG.prototype.inverseInPlace = function () {
  95617. this.polygons.map(function (p) { p.flip(); });
  95618. };
  95619. /**
  95620. * This is used to keep meshes transformations so they can be restored
  95621. * when we build back a Babylon Mesh
  95622. * NB : All CSG operations are performed in world coordinates
  95623. * @param csg The BABYLON.CSG to copy the transform attributes from
  95624. * @returns This BABYLON.CSG
  95625. */
  95626. CSG.prototype.copyTransformAttributes = function (csg) {
  95627. this.matrix = csg.matrix;
  95628. this.position = csg.position;
  95629. this.rotation = csg.rotation;
  95630. this.scaling = csg.scaling;
  95631. this.rotationQuaternion = csg.rotationQuaternion;
  95632. return this;
  95633. };
  95634. /**
  95635. * Build Raw mesh from CSG
  95636. * Coordinates here are in world space
  95637. * @param name The name of the mesh geometry
  95638. * @param scene The BABYLON.Scene
  95639. * @param keepSubMeshes Specifies if the submeshes should be kept
  95640. * @returns A new BABYLON.Mesh
  95641. */
  95642. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95643. var matrix = this.matrix.clone();
  95644. matrix.invert();
  95645. 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;
  95646. if (keepSubMeshes) {
  95647. // Sort Polygons, since subMeshes are indices range
  95648. polygons.sort(function (a, b) {
  95649. if (a.shared.meshId === b.shared.meshId) {
  95650. return a.shared.subMeshId - b.shared.subMeshId;
  95651. }
  95652. else {
  95653. return a.shared.meshId - b.shared.meshId;
  95654. }
  95655. });
  95656. }
  95657. for (var i = 0, il = polygons.length; i < il; i++) {
  95658. polygon = polygons[i];
  95659. // Building SubMeshes
  95660. if (!subMesh_dict[polygon.shared.meshId]) {
  95661. subMesh_dict[polygon.shared.meshId] = {};
  95662. }
  95663. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95664. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95665. indexStart: +Infinity,
  95666. indexEnd: -Infinity,
  95667. materialIndex: polygon.shared.materialIndex
  95668. };
  95669. }
  95670. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95671. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95672. polygonIndices[0] = 0;
  95673. polygonIndices[1] = j - 1;
  95674. polygonIndices[2] = j;
  95675. for (var k = 0; k < 3; k++) {
  95676. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95677. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95678. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95679. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95680. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95681. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95682. // Check if 2 points can be merged
  95683. if (!(typeof vertex_idx !== 'undefined' &&
  95684. normals[vertex_idx * 3] === localNormal.x &&
  95685. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95686. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95687. uvs[vertex_idx * 2] === uv.x &&
  95688. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95689. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95690. uvs.push(uv.x, uv.y);
  95691. normals.push(normal.x, normal.y, normal.z);
  95692. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95693. }
  95694. indices.push(vertex_idx);
  95695. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95696. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95697. currentIndex++;
  95698. }
  95699. }
  95700. }
  95701. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95702. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95703. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95704. mesh.setIndices(indices, null);
  95705. if (keepSubMeshes) {
  95706. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95707. var materialIndexOffset = 0, materialMaxIndex;
  95708. mesh.subMeshes = new Array();
  95709. for (var m in subMesh_dict) {
  95710. materialMaxIndex = -1;
  95711. for (var sm in subMesh_dict[m]) {
  95712. subMesh_obj = subMesh_dict[m][sm];
  95713. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95714. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95715. }
  95716. materialIndexOffset += ++materialMaxIndex;
  95717. }
  95718. }
  95719. return mesh;
  95720. };
  95721. /**
  95722. * Build Mesh from CSG taking material and transforms into account
  95723. * @param name The name of the BABYLON.Mesh
  95724. * @param material The material of the BABYLON.Mesh
  95725. * @param scene The BABYLON.Scene
  95726. * @param keepSubMeshes Specifies if submeshes should be kept
  95727. * @returns The new BABYLON.Mesh
  95728. */
  95729. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95730. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95731. mesh.material = material;
  95732. mesh.position.copyFrom(this.position);
  95733. mesh.rotation.copyFrom(this.rotation);
  95734. if (this.rotationQuaternion) {
  95735. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95736. }
  95737. mesh.scaling.copyFrom(this.scaling);
  95738. mesh.computeWorldMatrix(true);
  95739. return mesh;
  95740. };
  95741. return CSG;
  95742. }());
  95743. BABYLON.CSG = CSG;
  95744. })(BABYLON || (BABYLON = {}));
  95745. //# sourceMappingURL=csg.js.map
  95746. var BABYLON;
  95747. (function (BABYLON) {
  95748. /**
  95749. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95750. * It controls one of the indiviual texture used in the effect.
  95751. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95752. */
  95753. var LensFlare = /** @class */ (function () {
  95754. /**
  95755. * Instantiates a new Lens Flare.
  95756. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95757. * It controls one of the indiviual texture used in the effect.
  95758. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95759. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95760. * @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.
  95761. * @param color Define the lens color
  95762. * @param imgUrl Define the lens texture url
  95763. * @param system Define the `lensFlareSystem` this flare is part of
  95764. */
  95765. function LensFlare(
  95766. /**
  95767. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95768. */
  95769. size,
  95770. /**
  95771. * 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.
  95772. */
  95773. position, color, imgUrl, system) {
  95774. this.size = size;
  95775. this.position = position;
  95776. /**
  95777. * Define the alpha mode to render this particular lens.
  95778. */
  95779. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95780. this.color = color || new BABYLON.Color3(1, 1, 1);
  95781. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95782. this._system = system;
  95783. system.lensFlares.push(this);
  95784. }
  95785. /**
  95786. * Creates a new Lens Flare.
  95787. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95788. * It controls one of the indiviual texture used in the effect.
  95789. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95790. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95791. * @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.
  95792. * @param color Define the lens color
  95793. * @param imgUrl Define the lens texture url
  95794. * @param system Define the `lensFlareSystem` this flare is part of
  95795. * @returns The newly created Lens Flare
  95796. */
  95797. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95798. return new LensFlare(size, position, color, imgUrl, system);
  95799. };
  95800. /**
  95801. * Dispose and release the lens flare with its associated resources.
  95802. */
  95803. LensFlare.prototype.dispose = function () {
  95804. if (this.texture) {
  95805. this.texture.dispose();
  95806. }
  95807. // Remove from scene
  95808. var index = this._system.lensFlares.indexOf(this);
  95809. this._system.lensFlares.splice(index, 1);
  95810. };
  95811. return LensFlare;
  95812. }());
  95813. BABYLON.LensFlare = LensFlare;
  95814. })(BABYLON || (BABYLON = {}));
  95815. //# sourceMappingURL=lensFlare.js.map
  95816. var BABYLON;
  95817. (function (BABYLON) {
  95818. // Adds the parser to the scene parsers.
  95819. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95820. // Lens flares
  95821. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95822. if (!container.lensFlareSystems) {
  95823. container.lensFlareSystems = new Array();
  95824. }
  95825. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95826. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95827. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95828. container.lensFlareSystems.push(lf);
  95829. }
  95830. }
  95831. });
  95832. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95833. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95834. if (this.lensFlareSystems[index].name === name) {
  95835. return this.lensFlareSystems[index];
  95836. }
  95837. }
  95838. return null;
  95839. };
  95840. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95841. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95842. if (this.lensFlareSystems[index].id === id) {
  95843. return this.lensFlareSystems[index];
  95844. }
  95845. }
  95846. return null;
  95847. };
  95848. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95849. var index = this.lensFlareSystems.indexOf(toRemove);
  95850. if (index !== -1) {
  95851. this.lensFlareSystems.splice(index, 1);
  95852. }
  95853. return index;
  95854. };
  95855. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95856. this.lensFlareSystems.push(newLensFlareSystem);
  95857. };
  95858. /**
  95859. * Defines the lens flare scene component responsible to manage any lens flares
  95860. * in a given scene.
  95861. */
  95862. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95863. /**
  95864. * Creates a new instance of the component for the given scene
  95865. * @param scene Defines the scene to register the component in
  95866. */
  95867. function LensFlareSystemSceneComponent(scene) {
  95868. /**
  95869. * The component name helpfull to identify the component in the list of scene components.
  95870. */
  95871. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95872. this.scene = scene;
  95873. scene.lensFlareSystems = new Array();
  95874. }
  95875. /**
  95876. * Registers the component in a given scene
  95877. */
  95878. LensFlareSystemSceneComponent.prototype.register = function () {
  95879. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95880. };
  95881. /**
  95882. * Rebuilds the elements related to this component in case of
  95883. * context lost for instance.
  95884. */
  95885. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95886. // Nothing to do for lens flare
  95887. };
  95888. /**
  95889. * Adds all the element from the container to the scene
  95890. * @param container the container holding the elements
  95891. */
  95892. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95893. var _this = this;
  95894. if (!container.lensFlareSystems) {
  95895. return;
  95896. }
  95897. container.lensFlareSystems.forEach(function (o) {
  95898. _this.scene.addLensFlareSystem(o);
  95899. });
  95900. };
  95901. /**
  95902. * Removes all the elements in the container from the scene
  95903. * @param container contains the elements to remove
  95904. */
  95905. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95906. var _this = this;
  95907. if (!container.lensFlareSystems) {
  95908. return;
  95909. }
  95910. container.lensFlareSystems.forEach(function (o) {
  95911. _this.scene.removeLensFlareSystem(o);
  95912. });
  95913. };
  95914. /**
  95915. * Serializes the component data to the specified json object
  95916. * @param serializationObject The object to serialize to
  95917. */
  95918. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95919. // Lens flares
  95920. serializationObject.lensFlareSystems = [];
  95921. var lensFlareSystems = this.scene.lensFlareSystems;
  95922. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95923. var lensFlareSystem = lensFlareSystems_1[_i];
  95924. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95925. }
  95926. };
  95927. /**
  95928. * Disposes the component and the associated ressources.
  95929. */
  95930. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95931. var lensFlareSystems = this.scene.lensFlareSystems;
  95932. while (lensFlareSystems.length) {
  95933. lensFlareSystems[0].dispose();
  95934. }
  95935. };
  95936. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95937. // Lens flares
  95938. if (this.scene.lensFlaresEnabled) {
  95939. var lensFlareSystems = this.scene.lensFlareSystems;
  95940. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95941. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95942. var lensFlareSystem = lensFlareSystems_2[_i];
  95943. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95944. lensFlareSystem.render();
  95945. }
  95946. }
  95947. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95948. }
  95949. };
  95950. return LensFlareSystemSceneComponent;
  95951. }());
  95952. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95953. })(BABYLON || (BABYLON = {}));
  95954. //# sourceMappingURL=lensFlareSystemSceneComponent.js.map
  95955. var BABYLON;
  95956. (function (BABYLON) {
  95957. /**
  95958. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95959. * It is usually composed of several `BABYLON.lensFlare`.
  95960. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95961. */
  95962. var LensFlareSystem = /** @class */ (function () {
  95963. /**
  95964. * Instantiates a lens flare system.
  95965. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95966. * It is usually composed of several `BABYLON.lensFlare`.
  95967. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95968. * @param name Define the name of the lens flare system in the scene
  95969. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95970. * @param scene Define the scene the lens flare system belongs to
  95971. */
  95972. function LensFlareSystem(
  95973. /**
  95974. * Define the name of the lens flare system
  95975. */
  95976. name, emitter, scene) {
  95977. this.name = name;
  95978. /**
  95979. * List of lens flares used in this system.
  95980. */
  95981. this.lensFlares = new Array();
  95982. /**
  95983. * Define a limit from the border the lens flare can be visible.
  95984. */
  95985. this.borderLimit = 300;
  95986. /**
  95987. * Define a viewport border we do not want to see the lens flare in.
  95988. */
  95989. this.viewportBorder = 0;
  95990. /**
  95991. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95992. */
  95993. this.layerMask = 0x0FFFFFFF;
  95994. this._vertexBuffers = {};
  95995. this._isEnabled = true;
  95996. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95997. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95998. if (!component) {
  95999. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96000. scene._addComponent(component);
  96001. }
  96002. this._emitter = emitter;
  96003. this.id = name;
  96004. scene.lensFlareSystems.push(this);
  96005. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96006. var engine = scene.getEngine();
  96007. // VBO
  96008. var vertices = [];
  96009. vertices.push(1, 1);
  96010. vertices.push(-1, 1);
  96011. vertices.push(-1, -1);
  96012. vertices.push(1, -1);
  96013. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96014. // Indices
  96015. var indices = [];
  96016. indices.push(0);
  96017. indices.push(1);
  96018. indices.push(2);
  96019. indices.push(0);
  96020. indices.push(2);
  96021. indices.push(3);
  96022. this._indexBuffer = engine.createIndexBuffer(indices);
  96023. // Effects
  96024. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96025. }
  96026. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96027. /**
  96028. * Define if the lens flare system is enabled.
  96029. */
  96030. get: function () {
  96031. return this._isEnabled;
  96032. },
  96033. set: function (value) {
  96034. this._isEnabled = value;
  96035. },
  96036. enumerable: true,
  96037. configurable: true
  96038. });
  96039. /**
  96040. * Get the scene the effects belongs to.
  96041. * @returns the scene holding the lens flare system
  96042. */
  96043. LensFlareSystem.prototype.getScene = function () {
  96044. return this._scene;
  96045. };
  96046. /**
  96047. * Get the emitter of the lens flare system.
  96048. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96049. * @returns the emitter of the lens flare system
  96050. */
  96051. LensFlareSystem.prototype.getEmitter = function () {
  96052. return this._emitter;
  96053. };
  96054. /**
  96055. * Set the emitter of the lens flare system.
  96056. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96057. * @param newEmitter Define the new emitter of the system
  96058. */
  96059. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96060. this._emitter = newEmitter;
  96061. };
  96062. /**
  96063. * Get the lens flare system emitter position.
  96064. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96065. * @returns the position
  96066. */
  96067. LensFlareSystem.prototype.getEmitterPosition = function () {
  96068. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96069. };
  96070. /**
  96071. * @hidden
  96072. */
  96073. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96074. var position = this.getEmitterPosition();
  96075. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96076. this._positionX = position.x;
  96077. this._positionY = position.y;
  96078. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96079. if (this.viewportBorder > 0) {
  96080. globalViewport.x -= this.viewportBorder;
  96081. globalViewport.y -= this.viewportBorder;
  96082. globalViewport.width += this.viewportBorder * 2;
  96083. globalViewport.height += this.viewportBorder * 2;
  96084. position.x += this.viewportBorder;
  96085. position.y += this.viewportBorder;
  96086. this._positionX += this.viewportBorder;
  96087. this._positionY += this.viewportBorder;
  96088. }
  96089. if (position.z > 0) {
  96090. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96091. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96092. return true;
  96093. }
  96094. }
  96095. return true;
  96096. }
  96097. return false;
  96098. };
  96099. /** @hidden */
  96100. LensFlareSystem.prototype._isVisible = function () {
  96101. if (!this._isEnabled || !this._scene.activeCamera) {
  96102. return false;
  96103. }
  96104. var emitterPosition = this.getEmitterPosition();
  96105. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96106. var distance = direction.length();
  96107. direction.normalize();
  96108. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96109. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96110. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96111. };
  96112. /**
  96113. * @hidden
  96114. */
  96115. LensFlareSystem.prototype.render = function () {
  96116. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96117. return false;
  96118. }
  96119. var engine = this._scene.getEngine();
  96120. var viewport = this._scene.activeCamera.viewport;
  96121. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96122. // Position
  96123. if (!this.computeEffectivePosition(globalViewport)) {
  96124. return false;
  96125. }
  96126. // Visibility
  96127. if (!this._isVisible()) {
  96128. return false;
  96129. }
  96130. // Intensity
  96131. var awayX;
  96132. var awayY;
  96133. if (this._positionX < this.borderLimit + globalViewport.x) {
  96134. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96135. }
  96136. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96137. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96138. }
  96139. else {
  96140. awayX = 0;
  96141. }
  96142. if (this._positionY < this.borderLimit + globalViewport.y) {
  96143. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96144. }
  96145. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96146. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96147. }
  96148. else {
  96149. awayY = 0;
  96150. }
  96151. var away = (awayX > awayY) ? awayX : awayY;
  96152. away -= this.viewportBorder;
  96153. if (away > this.borderLimit) {
  96154. away = this.borderLimit;
  96155. }
  96156. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96157. if (intensity < 0) {
  96158. return false;
  96159. }
  96160. if (intensity > 1.0) {
  96161. intensity = 1.0;
  96162. }
  96163. if (this.viewportBorder > 0) {
  96164. globalViewport.x += this.viewportBorder;
  96165. globalViewport.y += this.viewportBorder;
  96166. globalViewport.width -= this.viewportBorder * 2;
  96167. globalViewport.height -= this.viewportBorder * 2;
  96168. this._positionX -= this.viewportBorder;
  96169. this._positionY -= this.viewportBorder;
  96170. }
  96171. // Position
  96172. var centerX = globalViewport.x + globalViewport.width / 2;
  96173. var centerY = globalViewport.y + globalViewport.height / 2;
  96174. var distX = centerX - this._positionX;
  96175. var distY = centerY - this._positionY;
  96176. // Effects
  96177. engine.enableEffect(this._effect);
  96178. engine.setState(false);
  96179. engine.setDepthBuffer(false);
  96180. // VBOs
  96181. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96182. // Flares
  96183. for (var index = 0; index < this.lensFlares.length; index++) {
  96184. var flare = this.lensFlares[index];
  96185. engine.setAlphaMode(flare.alphaMode);
  96186. var x = centerX - (distX * flare.position);
  96187. var y = centerY - (distY * flare.position);
  96188. var cw = flare.size;
  96189. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96190. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96191. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96192. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96193. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96194. // Texture
  96195. this._effect.setTexture("textureSampler", flare.texture);
  96196. // Color
  96197. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96198. // Draw order
  96199. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96200. }
  96201. engine.setDepthBuffer(true);
  96202. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96203. return true;
  96204. };
  96205. /**
  96206. * Dispose and release the lens flare with its associated resources.
  96207. */
  96208. LensFlareSystem.prototype.dispose = function () {
  96209. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96210. if (vertexBuffer) {
  96211. vertexBuffer.dispose();
  96212. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96213. }
  96214. if (this._indexBuffer) {
  96215. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96216. this._indexBuffer = null;
  96217. }
  96218. while (this.lensFlares.length) {
  96219. this.lensFlares[0].dispose();
  96220. }
  96221. // Remove from scene
  96222. var index = this._scene.lensFlareSystems.indexOf(this);
  96223. this._scene.lensFlareSystems.splice(index, 1);
  96224. };
  96225. /**
  96226. * Parse a lens flare system from a JSON repressentation
  96227. * @param parsedLensFlareSystem Define the JSON to parse
  96228. * @param scene Define the scene the parsed system should be instantiated in
  96229. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96230. * @returns the parsed system
  96231. */
  96232. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96233. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96234. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96235. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96236. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96237. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96238. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96239. var parsedFlare = parsedLensFlareSystem.flares[index];
  96240. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96241. }
  96242. return lensFlareSystem;
  96243. };
  96244. /**
  96245. * Serialize the current Lens Flare System into a JSON representation.
  96246. * @returns the serialized JSON
  96247. */
  96248. LensFlareSystem.prototype.serialize = function () {
  96249. var serializationObject = {};
  96250. serializationObject.id = this.id;
  96251. serializationObject.name = this.name;
  96252. serializationObject.emitterId = this.getEmitter().id;
  96253. serializationObject.borderLimit = this.borderLimit;
  96254. serializationObject.flares = [];
  96255. for (var index = 0; index < this.lensFlares.length; index++) {
  96256. var flare = this.lensFlares[index];
  96257. serializationObject.flares.push({
  96258. size: flare.size,
  96259. position: flare.position,
  96260. color: flare.color.asArray(),
  96261. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96262. });
  96263. }
  96264. return serializationObject;
  96265. };
  96266. return LensFlareSystem;
  96267. }());
  96268. BABYLON.LensFlareSystem = LensFlareSystem;
  96269. })(BABYLON || (BABYLON = {}));
  96270. //# sourceMappingURL=lensFlareSystem.js.map
  96271. var BABYLON;
  96272. (function (BABYLON) {
  96273. /**
  96274. * This is a holder class for the physics joint created by the physics plugin
  96275. * It holds a set of functions to control the underlying joint
  96276. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96277. */
  96278. var PhysicsJoint = /** @class */ (function () {
  96279. /**
  96280. * Initializes the physics joint
  96281. * @param type The type of the physics joint
  96282. * @param jointData The data for the physics joint
  96283. */
  96284. function PhysicsJoint(
  96285. /**
  96286. * The type of the physics joint
  96287. */
  96288. type,
  96289. /**
  96290. * The data for the physics joint
  96291. */
  96292. jointData) {
  96293. this.type = type;
  96294. this.jointData = jointData;
  96295. jointData.nativeParams = jointData.nativeParams || {};
  96296. }
  96297. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96298. /**
  96299. * Gets the physics joint
  96300. */
  96301. get: function () {
  96302. return this._physicsJoint;
  96303. },
  96304. /**
  96305. * Sets the physics joint
  96306. */
  96307. set: function (newJoint) {
  96308. if (this._physicsJoint) {
  96309. //remove from the wolrd
  96310. }
  96311. this._physicsJoint = newJoint;
  96312. },
  96313. enumerable: true,
  96314. configurable: true
  96315. });
  96316. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96317. /**
  96318. * Sets the physics plugin
  96319. */
  96320. set: function (physicsPlugin) {
  96321. this._physicsPlugin = physicsPlugin;
  96322. },
  96323. enumerable: true,
  96324. configurable: true
  96325. });
  96326. /**
  96327. * Execute a function that is physics-plugin specific.
  96328. * @param {Function} func the function that will be executed.
  96329. * It accepts two parameters: the physics world and the physics joint
  96330. */
  96331. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96332. func(this._physicsPlugin.world, this._physicsJoint);
  96333. };
  96334. //TODO check if the native joints are the same
  96335. //Joint Types
  96336. /**
  96337. * Distance-Joint type
  96338. */
  96339. PhysicsJoint.DistanceJoint = 0;
  96340. /**
  96341. * Hinge-Joint type
  96342. */
  96343. PhysicsJoint.HingeJoint = 1;
  96344. /**
  96345. * Ball-and-Socket joint type
  96346. */
  96347. PhysicsJoint.BallAndSocketJoint = 2;
  96348. /**
  96349. * Wheel-Joint type
  96350. */
  96351. PhysicsJoint.WheelJoint = 3;
  96352. /**
  96353. * Slider-Joint type
  96354. */
  96355. PhysicsJoint.SliderJoint = 4;
  96356. //OIMO
  96357. /**
  96358. * Prismatic-Joint type
  96359. */
  96360. PhysicsJoint.PrismaticJoint = 5;
  96361. //
  96362. /**
  96363. * Universal-Joint type
  96364. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96365. */
  96366. PhysicsJoint.UniversalJoint = 6;
  96367. /**
  96368. * Hinge-Joint 2 type
  96369. */
  96370. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96371. //Cannon
  96372. /**
  96373. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96374. */
  96375. PhysicsJoint.PointToPointJoint = 8;
  96376. //Cannon only at the moment
  96377. /**
  96378. * Spring-Joint type
  96379. */
  96380. PhysicsJoint.SpringJoint = 9;
  96381. /**
  96382. * Lock-Joint type
  96383. */
  96384. PhysicsJoint.LockJoint = 10;
  96385. return PhysicsJoint;
  96386. }());
  96387. BABYLON.PhysicsJoint = PhysicsJoint;
  96388. /**
  96389. * A class representing a physics distance joint
  96390. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96391. */
  96392. var DistanceJoint = /** @class */ (function (_super) {
  96393. __extends(DistanceJoint, _super);
  96394. /**
  96395. *
  96396. * @param jointData The data for the Distance-Joint
  96397. */
  96398. function DistanceJoint(jointData) {
  96399. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96400. }
  96401. /**
  96402. * Update the predefined distance.
  96403. * @param maxDistance The maximum preferred distance
  96404. * @param minDistance The minimum preferred distance
  96405. */
  96406. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96407. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96408. };
  96409. return DistanceJoint;
  96410. }(PhysicsJoint));
  96411. BABYLON.DistanceJoint = DistanceJoint;
  96412. /**
  96413. * Represents a Motor-Enabled Joint
  96414. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96415. */
  96416. var MotorEnabledJoint = /** @class */ (function (_super) {
  96417. __extends(MotorEnabledJoint, _super);
  96418. /**
  96419. * Initializes the Motor-Enabled Joint
  96420. * @param type The type of the joint
  96421. * @param jointData The physica joint data for the joint
  96422. */
  96423. function MotorEnabledJoint(type, jointData) {
  96424. return _super.call(this, type, jointData) || this;
  96425. }
  96426. /**
  96427. * Set the motor values.
  96428. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96429. * @param force the force to apply
  96430. * @param maxForce max force for this motor.
  96431. */
  96432. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96433. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96434. };
  96435. /**
  96436. * Set the motor's limits.
  96437. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96438. * @param upperLimit The upper limit of the motor
  96439. * @param lowerLimit The lower limit of the motor
  96440. */
  96441. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96442. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96443. };
  96444. return MotorEnabledJoint;
  96445. }(PhysicsJoint));
  96446. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96447. /**
  96448. * This class represents a single physics Hinge-Joint
  96449. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96450. */
  96451. var HingeJoint = /** @class */ (function (_super) {
  96452. __extends(HingeJoint, _super);
  96453. /**
  96454. * Initializes the Hinge-Joint
  96455. * @param jointData The joint data for the Hinge-Joint
  96456. */
  96457. function HingeJoint(jointData) {
  96458. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96459. }
  96460. /**
  96461. * Set the motor values.
  96462. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96463. * @param {number} force the force to apply
  96464. * @param {number} maxForce max force for this motor.
  96465. */
  96466. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96467. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96468. };
  96469. /**
  96470. * Set the motor's limits.
  96471. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96472. * @param upperLimit The upper limit of the motor
  96473. * @param lowerLimit The lower limit of the motor
  96474. */
  96475. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96476. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96477. };
  96478. return HingeJoint;
  96479. }(MotorEnabledJoint));
  96480. BABYLON.HingeJoint = HingeJoint;
  96481. /**
  96482. * This class represents a dual hinge physics joint (same as wheel joint)
  96483. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96484. */
  96485. var Hinge2Joint = /** @class */ (function (_super) {
  96486. __extends(Hinge2Joint, _super);
  96487. /**
  96488. * Initializes the Hinge2-Joint
  96489. * @param jointData The joint data for the Hinge2-Joint
  96490. */
  96491. function Hinge2Joint(jointData) {
  96492. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96493. }
  96494. /**
  96495. * Set the motor values.
  96496. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96497. * @param {number} force the force to apply
  96498. * @param {number} maxForce max force for this motor.
  96499. * @param {motorIndex} the motor's index, 0 or 1.
  96500. */
  96501. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96502. if (motorIndex === void 0) { motorIndex = 0; }
  96503. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96504. };
  96505. /**
  96506. * Set the motor limits.
  96507. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96508. * @param {number} upperLimit the upper limit
  96509. * @param {number} lowerLimit lower limit
  96510. * @param {motorIndex} the motor's index, 0 or 1.
  96511. */
  96512. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96513. if (motorIndex === void 0) { motorIndex = 0; }
  96514. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96515. };
  96516. return Hinge2Joint;
  96517. }(MotorEnabledJoint));
  96518. BABYLON.Hinge2Joint = Hinge2Joint;
  96519. })(BABYLON || (BABYLON = {}));
  96520. //# sourceMappingURL=physicsJoint.js.map
  96521. var BABYLON;
  96522. (function (BABYLON) {
  96523. /**
  96524. * Represents a physics imposter
  96525. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96526. */
  96527. var PhysicsImpostor = /** @class */ (function () {
  96528. /**
  96529. * Initializes the physics imposter
  96530. * @param object The physics-enabled object used as the physics imposter
  96531. * @param type The type of the physics imposter
  96532. * @param _options The options for the physics imposter
  96533. * @param _scene The Babylon scene
  96534. */
  96535. function PhysicsImpostor(
  96536. /**
  96537. * The physics-enabled object used as the physics imposter
  96538. */
  96539. object,
  96540. /**
  96541. * The type of the physics imposter
  96542. */
  96543. type, _options, _scene) {
  96544. if (_options === void 0) { _options = { mass: 0 }; }
  96545. var _this = this;
  96546. this.object = object;
  96547. this.type = type;
  96548. this._options = _options;
  96549. this._scene = _scene;
  96550. this._bodyUpdateRequired = false;
  96551. this._onBeforePhysicsStepCallbacks = new Array();
  96552. this._onAfterPhysicsStepCallbacks = new Array();
  96553. this._onPhysicsCollideCallbacks = [];
  96554. this._deltaPosition = BABYLON.Vector3.Zero();
  96555. this._isDisposed = false;
  96556. //temp variables for parent rotation calculations
  96557. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96558. this._tmpQuat = new BABYLON.Quaternion();
  96559. this._tmpQuat2 = new BABYLON.Quaternion();
  96560. /**
  96561. * this function is executed by the physics engine.
  96562. */
  96563. this.beforeStep = function () {
  96564. if (!_this._physicsEngine) {
  96565. return;
  96566. }
  96567. _this.object.translate(_this._deltaPosition, -1);
  96568. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96569. _this.object.computeWorldMatrix(false);
  96570. if (_this.object.parent && _this.object.rotationQuaternion) {
  96571. _this.getParentsRotation();
  96572. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96573. }
  96574. else {
  96575. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96576. }
  96577. if (!_this._options.disableBidirectionalTransformation) {
  96578. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96579. }
  96580. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96581. func(_this);
  96582. });
  96583. };
  96584. /**
  96585. * this function is executed by the physics engine
  96586. */
  96587. this.afterStep = function () {
  96588. if (!_this._physicsEngine) {
  96589. return;
  96590. }
  96591. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96592. func(_this);
  96593. });
  96594. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96595. // object has now its world rotation. needs to be converted to local.
  96596. if (_this.object.parent && _this.object.rotationQuaternion) {
  96597. _this.getParentsRotation();
  96598. _this._tmpQuat.conjugateInPlace();
  96599. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96600. }
  96601. // take the position set and make it the absolute position of this object.
  96602. _this.object.setAbsolutePosition(_this.object.position);
  96603. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96604. _this.object.translate(_this._deltaPosition, 1);
  96605. };
  96606. /**
  96607. * Legacy collision detection event support
  96608. */
  96609. this.onCollideEvent = null;
  96610. /**
  96611. * event and body object due to cannon's event-based architecture.
  96612. */
  96613. this.onCollide = function (e) {
  96614. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96615. return;
  96616. }
  96617. if (!_this._physicsEngine) {
  96618. return;
  96619. }
  96620. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96621. if (otherImpostor) {
  96622. // Legacy collision detection event support
  96623. if (_this.onCollideEvent) {
  96624. _this.onCollideEvent(_this, otherImpostor);
  96625. }
  96626. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96627. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96628. }).forEach(function (obj) {
  96629. obj.callback(_this, otherImpostor);
  96630. });
  96631. }
  96632. };
  96633. //sanity check!
  96634. if (!this.object) {
  96635. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96636. return;
  96637. }
  96638. // Legacy support for old syntax.
  96639. if (!this._scene && object.getScene) {
  96640. this._scene = object.getScene();
  96641. }
  96642. if (!this._scene) {
  96643. return;
  96644. }
  96645. this._physicsEngine = this._scene.getPhysicsEngine();
  96646. if (!this._physicsEngine) {
  96647. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96648. }
  96649. else {
  96650. //set the object's quaternion, if not set
  96651. if (!this.object.rotationQuaternion) {
  96652. if (this.object.rotation) {
  96653. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96654. }
  96655. else {
  96656. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96657. }
  96658. }
  96659. //default options params
  96660. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96661. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96662. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96663. this._joints = [];
  96664. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96665. if (!this.object.parent || this._options.ignoreParent) {
  96666. this._init();
  96667. }
  96668. else if (this.object.parent.physicsImpostor) {
  96669. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96670. }
  96671. }
  96672. }
  96673. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96674. /**
  96675. * Specifies if the physics imposter is disposed
  96676. */
  96677. get: function () {
  96678. return this._isDisposed;
  96679. },
  96680. enumerable: true,
  96681. configurable: true
  96682. });
  96683. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96684. /**
  96685. * Gets the mass of the physics imposter
  96686. */
  96687. get: function () {
  96688. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96689. },
  96690. set: function (value) {
  96691. this.setMass(value);
  96692. },
  96693. enumerable: true,
  96694. configurable: true
  96695. });
  96696. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96697. /**
  96698. * Gets the coefficient of friction
  96699. */
  96700. get: function () {
  96701. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96702. },
  96703. /**
  96704. * Sets the coefficient of friction
  96705. */
  96706. set: function (value) {
  96707. if (!this._physicsEngine) {
  96708. return;
  96709. }
  96710. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96711. },
  96712. enumerable: true,
  96713. configurable: true
  96714. });
  96715. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96716. /**
  96717. * Gets the coefficient of restitution
  96718. */
  96719. get: function () {
  96720. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96721. },
  96722. /**
  96723. * Sets the coefficient of restitution
  96724. */
  96725. set: function (value) {
  96726. if (!this._physicsEngine) {
  96727. return;
  96728. }
  96729. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96730. },
  96731. enumerable: true,
  96732. configurable: true
  96733. });
  96734. /**
  96735. * This function will completly initialize this impostor.
  96736. * It will create a new body - but only if this mesh has no parent.
  96737. * If it has, this impostor will not be used other than to define the impostor
  96738. * of the child mesh.
  96739. * @hidden
  96740. */
  96741. PhysicsImpostor.prototype._init = function () {
  96742. if (!this._physicsEngine) {
  96743. return;
  96744. }
  96745. this._physicsEngine.removeImpostor(this);
  96746. this.physicsBody = null;
  96747. this._parent = this._parent || this._getPhysicsParent();
  96748. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96749. this._physicsEngine.addImpostor(this);
  96750. }
  96751. };
  96752. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96753. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96754. var parentMesh = this.object.parent;
  96755. return parentMesh.physicsImpostor;
  96756. }
  96757. return null;
  96758. };
  96759. /**
  96760. * Should a new body be generated.
  96761. * @returns boolean specifying if body initialization is required
  96762. */
  96763. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96764. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96765. };
  96766. /**
  96767. * Sets the updated scaling
  96768. * @param updated Specifies if the scaling is updated
  96769. */
  96770. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96771. this.forceUpdate();
  96772. };
  96773. /**
  96774. * Force a regeneration of this or the parent's impostor's body.
  96775. * Use under cautious - This will remove all joints already implemented.
  96776. */
  96777. PhysicsImpostor.prototype.forceUpdate = function () {
  96778. this._init();
  96779. if (this.parent && !this._options.ignoreParent) {
  96780. this.parent.forceUpdate();
  96781. }
  96782. };
  96783. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96784. /*public get mesh(): AbstractMesh {
  96785. return this._mesh;
  96786. }*/
  96787. /**
  96788. * Gets the body that holds this impostor. Either its own, or its parent.
  96789. */
  96790. get: function () {
  96791. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96792. },
  96793. /**
  96794. * Set the physics body. Used mainly by the physics engine/plugin
  96795. */
  96796. set: function (physicsBody) {
  96797. if (this._physicsBody && this._physicsEngine) {
  96798. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96799. }
  96800. this._physicsBody = physicsBody;
  96801. this.resetUpdateFlags();
  96802. },
  96803. enumerable: true,
  96804. configurable: true
  96805. });
  96806. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96807. /**
  96808. * Get the parent of the physics imposter
  96809. * @returns Physics imposter or null
  96810. */
  96811. get: function () {
  96812. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96813. },
  96814. /**
  96815. * Sets the parent of the physics imposter
  96816. */
  96817. set: function (value) {
  96818. this._parent = value;
  96819. },
  96820. enumerable: true,
  96821. configurable: true
  96822. });
  96823. /**
  96824. * Resets the update flags
  96825. */
  96826. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96827. this._bodyUpdateRequired = false;
  96828. };
  96829. /**
  96830. * Gets the object extend size
  96831. * @returns the object extend size
  96832. */
  96833. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96834. if (this.object.getBoundingInfo) {
  96835. var q = this.object.rotationQuaternion;
  96836. //reset rotation
  96837. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96838. //calculate the world matrix with no rotation
  96839. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96840. var boundingInfo = this.object.getBoundingInfo();
  96841. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96842. //bring back the rotation
  96843. this.object.rotationQuaternion = q;
  96844. //calculate the world matrix with the new rotation
  96845. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96846. return size;
  96847. }
  96848. else {
  96849. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96850. }
  96851. };
  96852. /**
  96853. * Gets the object center
  96854. * @returns The object center
  96855. */
  96856. PhysicsImpostor.prototype.getObjectCenter = function () {
  96857. if (this.object.getBoundingInfo) {
  96858. var boundingInfo = this.object.getBoundingInfo();
  96859. return boundingInfo.boundingBox.centerWorld;
  96860. }
  96861. else {
  96862. return this.object.position;
  96863. }
  96864. };
  96865. /**
  96866. * Get a specific parametes from the options parameter
  96867. * @param paramName The object parameter name
  96868. * @returns The object parameter
  96869. */
  96870. PhysicsImpostor.prototype.getParam = function (paramName) {
  96871. return this._options[paramName];
  96872. };
  96873. /**
  96874. * Sets a specific parameter in the options given to the physics plugin
  96875. * @param paramName The parameter name
  96876. * @param value The value of the parameter
  96877. */
  96878. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96879. this._options[paramName] = value;
  96880. this._bodyUpdateRequired = true;
  96881. };
  96882. /**
  96883. * Specifically change the body's mass option. Won't recreate the physics body object
  96884. * @param mass The mass of the physics imposter
  96885. */
  96886. PhysicsImpostor.prototype.setMass = function (mass) {
  96887. if (this.getParam("mass") !== mass) {
  96888. this.setParam("mass", mass);
  96889. }
  96890. if (this._physicsEngine) {
  96891. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96892. }
  96893. };
  96894. /**
  96895. * Gets the linear velocity
  96896. * @returns linear velocity or null
  96897. */
  96898. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96899. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96900. };
  96901. /**
  96902. * Sets the linear velocity
  96903. * @param velocity linear velocity or null
  96904. */
  96905. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96906. if (this._physicsEngine) {
  96907. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96908. }
  96909. };
  96910. /**
  96911. * Gets the angular velocity
  96912. * @returns angular velocity or null
  96913. */
  96914. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96915. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96916. };
  96917. /**
  96918. * Sets the angular velocity
  96919. * @param velocity The velocity or null
  96920. */
  96921. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96922. if (this._physicsEngine) {
  96923. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96924. }
  96925. };
  96926. /**
  96927. * Execute a function with the physics plugin native code
  96928. * Provide a function the will have two variables - the world object and the physics body object
  96929. * @param func The function to execute with the physics plugin native code
  96930. */
  96931. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96932. if (this._physicsEngine) {
  96933. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96934. }
  96935. };
  96936. /**
  96937. * Register a function that will be executed before the physics world is stepping forward
  96938. * @param func The function to execute before the physics world is stepped forward
  96939. */
  96940. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96941. this._onBeforePhysicsStepCallbacks.push(func);
  96942. };
  96943. /**
  96944. * Unregister a function that will be executed before the physics world is stepping forward
  96945. * @param func The function to execute before the physics world is stepped forward
  96946. */
  96947. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96948. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96949. if (index > -1) {
  96950. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96951. }
  96952. else {
  96953. BABYLON.Tools.Warn("Function to remove was not found");
  96954. }
  96955. };
  96956. /**
  96957. * Register a function that will be executed after the physics step
  96958. * @param func The function to execute after physics step
  96959. */
  96960. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96961. this._onAfterPhysicsStepCallbacks.push(func);
  96962. };
  96963. /**
  96964. * Unregisters a function that will be executed after the physics step
  96965. * @param func The function to execute after physics step
  96966. */
  96967. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96968. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96969. if (index > -1) {
  96970. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96971. }
  96972. else {
  96973. BABYLON.Tools.Warn("Function to remove was not found");
  96974. }
  96975. };
  96976. /**
  96977. * register a function that will be executed when this impostor collides against a different body
  96978. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96979. * @param func Callback that is executed on collision
  96980. */
  96981. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96982. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96983. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96984. };
  96985. /**
  96986. * Unregisters the physics imposter on contact
  96987. * @param collideAgainst The physics object to collide against
  96988. * @param func Callback to execute on collision
  96989. */
  96990. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96991. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96992. var index = -1;
  96993. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96994. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96995. // chcek the arrays match
  96996. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96997. return collidedAgainstList.indexOf(impostor) > -1;
  96998. });
  96999. if (sameList) {
  97000. index = idx;
  97001. }
  97002. return sameList;
  97003. }
  97004. return false;
  97005. });
  97006. if (found) {
  97007. this._onPhysicsCollideCallbacks.splice(index, 1);
  97008. }
  97009. else {
  97010. BABYLON.Tools.Warn("Function to remove was not found");
  97011. }
  97012. };
  97013. /**
  97014. * Get the parent rotation
  97015. * @returns The parent rotation
  97016. */
  97017. PhysicsImpostor.prototype.getParentsRotation = function () {
  97018. var parent = this.object.parent;
  97019. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97020. while (parent) {
  97021. if (parent.rotationQuaternion) {
  97022. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97023. }
  97024. else {
  97025. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97026. }
  97027. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97028. parent = parent.parent;
  97029. }
  97030. return this._tmpQuat;
  97031. };
  97032. /**
  97033. * Apply a force
  97034. * @param force The force to apply
  97035. * @param contactPoint The contact point for the force
  97036. * @returns The physics imposter
  97037. */
  97038. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97039. if (this._physicsEngine) {
  97040. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97041. }
  97042. return this;
  97043. };
  97044. /**
  97045. * Apply an impulse
  97046. * @param force The impulse force
  97047. * @param contactPoint The contact point for the impulse force
  97048. * @returns The physics imposter
  97049. */
  97050. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97051. if (this._physicsEngine) {
  97052. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97053. }
  97054. return this;
  97055. };
  97056. /**
  97057. * A help function to create a joint
  97058. * @param otherImpostor A physics imposter used to create a joint
  97059. * @param jointType The type of joint
  97060. * @param jointData The data for the joint
  97061. * @returns The physics imposter
  97062. */
  97063. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97064. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97065. this.addJoint(otherImpostor, joint);
  97066. return this;
  97067. };
  97068. /**
  97069. * Add a joint to this impostor with a different impostor
  97070. * @param otherImpostor A physics imposter used to add a joint
  97071. * @param joint The joint to add
  97072. * @returns The physics imposter
  97073. */
  97074. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97075. this._joints.push({
  97076. otherImpostor: otherImpostor,
  97077. joint: joint
  97078. });
  97079. if (this._physicsEngine) {
  97080. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97081. }
  97082. return this;
  97083. };
  97084. /**
  97085. * Will keep this body still, in a sleep mode.
  97086. * @returns the physics imposter
  97087. */
  97088. PhysicsImpostor.prototype.sleep = function () {
  97089. if (this._physicsEngine) {
  97090. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97091. }
  97092. return this;
  97093. };
  97094. /**
  97095. * Wake the body up.
  97096. * @returns The physics imposter
  97097. */
  97098. PhysicsImpostor.prototype.wakeUp = function () {
  97099. if (this._physicsEngine) {
  97100. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97101. }
  97102. return this;
  97103. };
  97104. /**
  97105. * Clones the physics imposter
  97106. * @param newObject The physics imposter clones to this physics-enabled object
  97107. * @returns A nullable physics imposter
  97108. */
  97109. PhysicsImpostor.prototype.clone = function (newObject) {
  97110. if (!newObject) {
  97111. return null;
  97112. }
  97113. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97114. };
  97115. /**
  97116. * Disposes the physics imposter
  97117. */
  97118. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97119. var _this = this;
  97120. //no dispose if no physics engine is available.
  97121. if (!this._physicsEngine) {
  97122. return;
  97123. }
  97124. this._joints.forEach(function (j) {
  97125. if (_this._physicsEngine) {
  97126. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97127. }
  97128. });
  97129. //dispose the physics body
  97130. this._physicsEngine.removeImpostor(this);
  97131. if (this.parent) {
  97132. this.parent.forceUpdate();
  97133. }
  97134. else {
  97135. /*this._object.getChildMeshes().forEach(function(mesh) {
  97136. if (mesh.physicsImpostor) {
  97137. if (disposeChildren) {
  97138. mesh.physicsImpostor.dispose();
  97139. mesh.physicsImpostor = null;
  97140. }
  97141. }
  97142. })*/
  97143. }
  97144. this._isDisposed = true;
  97145. };
  97146. /**
  97147. * Sets the delta position
  97148. * @param position The delta position amount
  97149. */
  97150. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97151. this._deltaPosition.copyFrom(position);
  97152. };
  97153. /**
  97154. * Sets the delta rotation
  97155. * @param rotation The delta rotation amount
  97156. */
  97157. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97158. if (!this._deltaRotation) {
  97159. this._deltaRotation = new BABYLON.Quaternion();
  97160. }
  97161. this._deltaRotation.copyFrom(rotation);
  97162. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97163. };
  97164. /**
  97165. * Gets the box size of the physics imposter and stores the result in the input parameter
  97166. * @param result Stores the box size
  97167. * @returns The physics imposter
  97168. */
  97169. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97170. if (this._physicsEngine) {
  97171. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97172. }
  97173. return this;
  97174. };
  97175. /**
  97176. * Gets the radius of the physics imposter
  97177. * @returns Radius of the physics imposter
  97178. */
  97179. PhysicsImpostor.prototype.getRadius = function () {
  97180. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97181. };
  97182. /**
  97183. * Sync a bone with this impostor
  97184. * @param bone The bone to sync to the impostor.
  97185. * @param boneMesh The mesh that the bone is influencing.
  97186. * @param jointPivot The pivot of the joint / bone in local space.
  97187. * @param distToJoint Optional distance from the impostor to the joint.
  97188. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97189. */
  97190. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97191. var tempVec = PhysicsImpostor._tmpVecs[0];
  97192. var mesh = this.object;
  97193. if (mesh.rotationQuaternion) {
  97194. if (adjustRotation) {
  97195. var tempQuat = PhysicsImpostor._tmpQuat;
  97196. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97197. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97198. }
  97199. else {
  97200. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97201. }
  97202. }
  97203. tempVec.x = 0;
  97204. tempVec.y = 0;
  97205. tempVec.z = 0;
  97206. if (jointPivot) {
  97207. tempVec.x = jointPivot.x;
  97208. tempVec.y = jointPivot.y;
  97209. tempVec.z = jointPivot.z;
  97210. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97211. if (distToJoint === undefined || distToJoint === null) {
  97212. distToJoint = jointPivot.length();
  97213. }
  97214. tempVec.x *= distToJoint;
  97215. tempVec.y *= distToJoint;
  97216. tempVec.z *= distToJoint;
  97217. }
  97218. if (bone.getParent()) {
  97219. tempVec.addInPlace(mesh.getAbsolutePosition());
  97220. bone.setAbsolutePosition(tempVec, boneMesh);
  97221. }
  97222. else {
  97223. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97224. boneMesh.position.x -= tempVec.x;
  97225. boneMesh.position.y -= tempVec.y;
  97226. boneMesh.position.z -= tempVec.z;
  97227. }
  97228. };
  97229. /**
  97230. * Sync impostor to a bone
  97231. * @param bone The bone that the impostor will be synced to.
  97232. * @param boneMesh The mesh that the bone is influencing.
  97233. * @param jointPivot The pivot of the joint / bone in local space.
  97234. * @param distToJoint Optional distance from the impostor to the joint.
  97235. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97236. * @param boneAxis Optional vector3 axis the bone is aligned with
  97237. */
  97238. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97239. var mesh = this.object;
  97240. if (mesh.rotationQuaternion) {
  97241. if (adjustRotation) {
  97242. var tempQuat = PhysicsImpostor._tmpQuat;
  97243. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97244. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97245. }
  97246. else {
  97247. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97248. }
  97249. }
  97250. var pos = PhysicsImpostor._tmpVecs[0];
  97251. var boneDir = PhysicsImpostor._tmpVecs[1];
  97252. if (!boneAxis) {
  97253. boneAxis = PhysicsImpostor._tmpVecs[2];
  97254. boneAxis.x = 0;
  97255. boneAxis.y = 1;
  97256. boneAxis.z = 0;
  97257. }
  97258. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97259. bone.getAbsolutePositionToRef(boneMesh, pos);
  97260. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97261. distToJoint = jointPivot.length();
  97262. }
  97263. if (distToJoint !== undefined && distToJoint !== null) {
  97264. pos.x += boneDir.x * distToJoint;
  97265. pos.y += boneDir.y * distToJoint;
  97266. pos.z += boneDir.z * distToJoint;
  97267. }
  97268. mesh.setAbsolutePosition(pos);
  97269. };
  97270. /**
  97271. * The default object size of the imposter
  97272. */
  97273. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97274. /**
  97275. * The identity quaternion of the imposter
  97276. */
  97277. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97278. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97279. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97280. //Impostor types
  97281. /**
  97282. * No-Imposter type
  97283. */
  97284. PhysicsImpostor.NoImpostor = 0;
  97285. /**
  97286. * Sphere-Imposter type
  97287. */
  97288. PhysicsImpostor.SphereImpostor = 1;
  97289. /**
  97290. * Box-Imposter type
  97291. */
  97292. PhysicsImpostor.BoxImpostor = 2;
  97293. /**
  97294. * Plane-Imposter type
  97295. */
  97296. PhysicsImpostor.PlaneImpostor = 3;
  97297. /**
  97298. * Mesh-imposter type
  97299. */
  97300. PhysicsImpostor.MeshImpostor = 4;
  97301. /**
  97302. * Cylinder-Imposter type
  97303. */
  97304. PhysicsImpostor.CylinderImpostor = 7;
  97305. /**
  97306. * Particle-Imposter type
  97307. */
  97308. PhysicsImpostor.ParticleImpostor = 8;
  97309. /**
  97310. * Heightmap-Imposter type
  97311. */
  97312. PhysicsImpostor.HeightmapImpostor = 9;
  97313. return PhysicsImpostor;
  97314. }());
  97315. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97316. })(BABYLON || (BABYLON = {}));
  97317. //# sourceMappingURL=physicsImpostor.js.map
  97318. var BABYLON;
  97319. (function (BABYLON) {
  97320. /**
  97321. * Class used to control physics engine
  97322. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97323. */
  97324. var PhysicsEngine = /** @class */ (function () {
  97325. /**
  97326. * Creates a new Physics Engine
  97327. * @param gravity defines the gravity vector used by the simulation
  97328. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97329. */
  97330. function PhysicsEngine(gravity, _physicsPlugin) {
  97331. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97332. this._physicsPlugin = _physicsPlugin;
  97333. this._impostors = [];
  97334. this._joints = [];
  97335. if (!this._physicsPlugin.isSupported()) {
  97336. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97337. + "Please make sure it is included.");
  97338. }
  97339. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97340. this.setGravity(gravity);
  97341. this.setTimeStep();
  97342. }
  97343. /**
  97344. * Sets the gravity vector used by the simulation
  97345. * @param gravity defines the gravity vector to use
  97346. */
  97347. PhysicsEngine.prototype.setGravity = function (gravity) {
  97348. this.gravity = gravity;
  97349. this._physicsPlugin.setGravity(this.gravity);
  97350. };
  97351. /**
  97352. * Set the time step of the physics engine.
  97353. * Default is 1/60.
  97354. * To slow it down, enter 1/600 for example.
  97355. * To speed it up, 1/30
  97356. * @param newTimeStep defines the new timestep to apply to this world.
  97357. */
  97358. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97359. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97360. this._physicsPlugin.setTimeStep(newTimeStep);
  97361. };
  97362. /**
  97363. * Get the time step of the physics engine.
  97364. * @returns the current time step
  97365. */
  97366. PhysicsEngine.prototype.getTimeStep = function () {
  97367. return this._physicsPlugin.getTimeStep();
  97368. };
  97369. /**
  97370. * Release all resources
  97371. */
  97372. PhysicsEngine.prototype.dispose = function () {
  97373. this._impostors.forEach(function (impostor) {
  97374. impostor.dispose();
  97375. });
  97376. this._physicsPlugin.dispose();
  97377. };
  97378. /**
  97379. * Gets the name of the current physics plugin
  97380. * @returns the name of the plugin
  97381. */
  97382. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97383. return this._physicsPlugin.name;
  97384. };
  97385. /**
  97386. * Adding a new impostor for the impostor tracking.
  97387. * This will be done by the impostor itself.
  97388. * @param impostor the impostor to add
  97389. */
  97390. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97391. impostor.uniqueId = this._impostors.push(impostor);
  97392. //if no parent, generate the body
  97393. if (!impostor.parent) {
  97394. this._physicsPlugin.generatePhysicsBody(impostor);
  97395. }
  97396. };
  97397. /**
  97398. * Remove an impostor from the engine.
  97399. * This impostor and its mesh will not longer be updated by the physics engine.
  97400. * @param impostor the impostor to remove
  97401. */
  97402. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97403. var index = this._impostors.indexOf(impostor);
  97404. if (index > -1) {
  97405. var removed = this._impostors.splice(index, 1);
  97406. //Is it needed?
  97407. if (removed.length) {
  97408. //this will also remove it from the world.
  97409. removed[0].physicsBody = null;
  97410. }
  97411. }
  97412. };
  97413. /**
  97414. * Add a joint to the physics engine
  97415. * @param mainImpostor defines the main impostor to which the joint is added.
  97416. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97417. * @param joint defines the joint that will connect both impostors.
  97418. */
  97419. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97420. var impostorJoint = {
  97421. mainImpostor: mainImpostor,
  97422. connectedImpostor: connectedImpostor,
  97423. joint: joint
  97424. };
  97425. joint.physicsPlugin = this._physicsPlugin;
  97426. this._joints.push(impostorJoint);
  97427. this._physicsPlugin.generateJoint(impostorJoint);
  97428. };
  97429. /**
  97430. * Removes a joint from the simulation
  97431. * @param mainImpostor defines the impostor used with the joint
  97432. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97433. * @param joint defines the joint to remove
  97434. */
  97435. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97436. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97437. return (impostorJoint.connectedImpostor === connectedImpostor
  97438. && impostorJoint.joint === joint
  97439. && impostorJoint.mainImpostor === mainImpostor);
  97440. });
  97441. if (matchingJoints.length) {
  97442. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97443. //TODO remove it from the list as well
  97444. }
  97445. };
  97446. /**
  97447. * Called by the scene. No need to call it.
  97448. * @param delta defines the timespam between frames
  97449. */
  97450. PhysicsEngine.prototype._step = function (delta) {
  97451. var _this = this;
  97452. //check if any mesh has no body / requires an update
  97453. this._impostors.forEach(function (impostor) {
  97454. if (impostor.isBodyInitRequired()) {
  97455. _this._physicsPlugin.generatePhysicsBody(impostor);
  97456. }
  97457. });
  97458. if (delta > 0.1) {
  97459. delta = 0.1;
  97460. }
  97461. else if (delta <= 0) {
  97462. delta = 1.0 / 60.0;
  97463. }
  97464. this._physicsPlugin.executeStep(delta, this._impostors);
  97465. };
  97466. /**
  97467. * Gets the current plugin used to run the simulation
  97468. * @returns current plugin
  97469. */
  97470. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97471. return this._physicsPlugin;
  97472. };
  97473. /**
  97474. * Gets the list of physic impostors
  97475. * @returns an array of PhysicsImpostor
  97476. */
  97477. PhysicsEngine.prototype.getImpostors = function () {
  97478. return this._impostors;
  97479. };
  97480. /**
  97481. * Gets the impostor for a physics enabled object
  97482. * @param object defines the object impersonated by the impostor
  97483. * @returns the PhysicsImpostor or null if not found
  97484. */
  97485. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97486. for (var i = 0; i < this._impostors.length; ++i) {
  97487. if (this._impostors[i].object === object) {
  97488. return this._impostors[i];
  97489. }
  97490. }
  97491. return null;
  97492. };
  97493. /**
  97494. * Gets the impostor for a physics body object
  97495. * @param body defines physics body used by the impostor
  97496. * @returns the PhysicsImpostor or null if not found
  97497. */
  97498. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97499. for (var i = 0; i < this._impostors.length; ++i) {
  97500. if (this._impostors[i].physicsBody === body) {
  97501. return this._impostors[i];
  97502. }
  97503. }
  97504. return null;
  97505. };
  97506. /**
  97507. * Global value used to control the smallest number supported by the simulation
  97508. */
  97509. PhysicsEngine.Epsilon = 0.001;
  97510. return PhysicsEngine;
  97511. }());
  97512. BABYLON.PhysicsEngine = PhysicsEngine;
  97513. })(BABYLON || (BABYLON = {}));
  97514. //# sourceMappingURL=physicsEngine.js.map
  97515. var BABYLON;
  97516. (function (BABYLON) {
  97517. /**
  97518. * A helper for physics simulations
  97519. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97520. */
  97521. var PhysicsHelper = /** @class */ (function () {
  97522. /**
  97523. * Initializes the Physics helper
  97524. * @param scene Babylon.js scene
  97525. */
  97526. function PhysicsHelper(scene) {
  97527. this._scene = scene;
  97528. this._physicsEngine = this._scene.getPhysicsEngine();
  97529. if (!this._physicsEngine) {
  97530. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97531. }
  97532. }
  97533. /**
  97534. * Applies a radial explosion impulse
  97535. * @param origin the origin of the explosion
  97536. * @param radius the explosion radius
  97537. * @param strength the explosion strength
  97538. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97539. * @returns A physics radial explosion event, or null
  97540. */
  97541. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97542. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97543. if (!this._physicsEngine) {
  97544. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97545. return null;
  97546. }
  97547. var impostors = this._physicsEngine.getImpostors();
  97548. if (impostors.length === 0) {
  97549. return null;
  97550. }
  97551. var event = new PhysicsRadialExplosionEvent(this._scene);
  97552. impostors.forEach(function (impostor) {
  97553. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97554. if (!impostorForceAndContactPoint) {
  97555. return;
  97556. }
  97557. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97558. });
  97559. event.dispose(false);
  97560. return event;
  97561. };
  97562. /**
  97563. * Applies a radial explosion force
  97564. * @param origin the origin of the explosion
  97565. * @param radius the explosion radius
  97566. * @param strength the explosion strength
  97567. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97568. * @returns A physics radial explosion event, or null
  97569. */
  97570. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97571. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97572. if (!this._physicsEngine) {
  97573. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97574. return null;
  97575. }
  97576. var impostors = this._physicsEngine.getImpostors();
  97577. if (impostors.length === 0) {
  97578. return null;
  97579. }
  97580. var event = new PhysicsRadialExplosionEvent(this._scene);
  97581. impostors.forEach(function (impostor) {
  97582. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97583. if (!impostorForceAndContactPoint) {
  97584. return;
  97585. }
  97586. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97587. });
  97588. event.dispose(false);
  97589. return event;
  97590. };
  97591. /**
  97592. * Creates a gravitational field
  97593. * @param origin the origin of the explosion
  97594. * @param radius the explosion radius
  97595. * @param strength the explosion strength
  97596. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97597. * @returns A physics gravitational field event, or null
  97598. */
  97599. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97600. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97601. if (!this._physicsEngine) {
  97602. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97603. return null;
  97604. }
  97605. var impostors = this._physicsEngine.getImpostors();
  97606. if (impostors.length === 0) {
  97607. return null;
  97608. }
  97609. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97610. event.dispose(false);
  97611. return event;
  97612. };
  97613. /**
  97614. * Creates a physics updraft event
  97615. * @param origin the origin of the updraft
  97616. * @param radius the radius of the updraft
  97617. * @param strength the strength of the updraft
  97618. * @param height the height of the updraft
  97619. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97620. * @returns A physics updraft event, or null
  97621. */
  97622. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97623. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97624. if (!this._physicsEngine) {
  97625. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97626. return null;
  97627. }
  97628. if (this._physicsEngine.getImpostors().length === 0) {
  97629. return null;
  97630. }
  97631. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97632. event.dispose(false);
  97633. return event;
  97634. };
  97635. /**
  97636. * Creates a physics vortex event
  97637. * @param origin the of the vortex
  97638. * @param radius the radius of the vortex
  97639. * @param strength the strength of the vortex
  97640. * @param height the height of the vortex
  97641. * @returns a Physics vortex event, or null
  97642. * A physics vortex event or null
  97643. */
  97644. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97645. if (!this._physicsEngine) {
  97646. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97647. return null;
  97648. }
  97649. if (this._physicsEngine.getImpostors().length === 0) {
  97650. return null;
  97651. }
  97652. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97653. event.dispose(false);
  97654. return event;
  97655. };
  97656. return PhysicsHelper;
  97657. }());
  97658. BABYLON.PhysicsHelper = PhysicsHelper;
  97659. /**
  97660. * Represents a physics radial explosion event
  97661. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97662. */
  97663. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97664. /**
  97665. * Initializes a radial explosioin event
  97666. * @param scene BabylonJS scene
  97667. */
  97668. function PhysicsRadialExplosionEvent(scene) {
  97669. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97670. this._rays = [];
  97671. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97672. this._scene = scene;
  97673. }
  97674. /**
  97675. * Returns the data related to the radial explosion event (sphere & rays).
  97676. * @returns The radial explosion event data
  97677. */
  97678. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97679. this._dataFetched = true;
  97680. return {
  97681. sphere: this._sphere,
  97682. rays: this._rays,
  97683. };
  97684. };
  97685. /**
  97686. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97687. * @param impostor A physics imposter
  97688. * @param origin the origin of the explosion
  97689. * @param radius the explosion radius
  97690. * @param strength the explosion strength
  97691. * @param falloff possible options: Constant & Linear
  97692. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97693. */
  97694. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97695. if (impostor.mass === 0) {
  97696. return null;
  97697. }
  97698. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97699. return null;
  97700. }
  97701. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97702. return null;
  97703. }
  97704. var impostorObjectCenter = impostor.getObjectCenter();
  97705. var direction = impostorObjectCenter.subtract(origin);
  97706. var ray = new BABYLON.Ray(origin, direction, radius);
  97707. this._rays.push(ray);
  97708. var hit = ray.intersectsMesh(impostor.object);
  97709. var contactPoint = hit.pickedPoint;
  97710. if (!contactPoint) {
  97711. return null;
  97712. }
  97713. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97714. if (distanceFromOrigin > radius) {
  97715. return null;
  97716. }
  97717. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97718. ? strength
  97719. : strength * (1 - (distanceFromOrigin / radius));
  97720. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97721. return { force: force, contactPoint: contactPoint };
  97722. };
  97723. /**
  97724. * Disposes the sphere.
  97725. * @param force Specifies if the sphere should be disposed by force
  97726. */
  97727. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97728. var _this = this;
  97729. if (force === void 0) { force = true; }
  97730. if (force) {
  97731. this._sphere.dispose();
  97732. }
  97733. else {
  97734. setTimeout(function () {
  97735. if (!_this._dataFetched) {
  97736. _this._sphere.dispose();
  97737. }
  97738. }, 0);
  97739. }
  97740. };
  97741. /*** Helpers ***/
  97742. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97743. if (!this._sphere) {
  97744. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97745. this._sphere.isVisible = false;
  97746. }
  97747. };
  97748. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97749. var impostorObject = impostor.object;
  97750. this._prepareSphere();
  97751. this._sphere.position = origin;
  97752. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97753. this._sphere._updateBoundingInfo();
  97754. this._sphere.computeWorldMatrix(true);
  97755. return this._sphere.intersectsMesh(impostorObject, true);
  97756. };
  97757. return PhysicsRadialExplosionEvent;
  97758. }());
  97759. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97760. /**
  97761. * Represents a gravitational field event
  97762. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97763. */
  97764. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97765. /**
  97766. * Initializes the physics gravitational field event
  97767. * @param physicsHelper A physics helper
  97768. * @param scene BabylonJS scene
  97769. * @param origin The origin position of the gravitational field event
  97770. * @param radius The radius of the gravitational field event
  97771. * @param strength The strength of the gravitational field event
  97772. * @param falloff The falloff for the gravitational field event
  97773. */
  97774. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97775. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97776. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97777. this._physicsHelper = physicsHelper;
  97778. this._scene = scene;
  97779. this._origin = origin;
  97780. this._radius = radius;
  97781. this._strength = strength;
  97782. this._falloff = falloff;
  97783. this._tickCallback = this._tick.bind(this);
  97784. }
  97785. /**
  97786. * Returns the data related to the gravitational field event (sphere).
  97787. * @returns A gravitational field event
  97788. */
  97789. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97790. this._dataFetched = true;
  97791. return {
  97792. sphere: this._sphere,
  97793. };
  97794. };
  97795. /**
  97796. * Enables the gravitational field.
  97797. */
  97798. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97799. this._tickCallback.call(this);
  97800. this._scene.registerBeforeRender(this._tickCallback);
  97801. };
  97802. /**
  97803. * Disables the gravitational field.
  97804. */
  97805. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97806. this._scene.unregisterBeforeRender(this._tickCallback);
  97807. };
  97808. /**
  97809. * Disposes the sphere.
  97810. * @param force The force to dispose from the gravitational field event
  97811. */
  97812. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97813. var _this = this;
  97814. if (force === void 0) { force = true; }
  97815. if (force) {
  97816. this._sphere.dispose();
  97817. }
  97818. else {
  97819. setTimeout(function () {
  97820. if (!_this._dataFetched) {
  97821. _this._sphere.dispose();
  97822. }
  97823. }, 0);
  97824. }
  97825. };
  97826. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97827. // Since the params won't change, we fetch the event only once
  97828. if (this._sphere) {
  97829. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97830. }
  97831. else {
  97832. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97833. if (radialExplosionEvent) {
  97834. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97835. }
  97836. }
  97837. };
  97838. return PhysicsGravitationalFieldEvent;
  97839. }());
  97840. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97841. /**
  97842. * Represents a physics updraft event
  97843. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97844. */
  97845. var PhysicsUpdraftEvent = /** @class */ (function () {
  97846. /**
  97847. * Initializes the physics updraft event
  97848. * @param _scene BabylonJS scene
  97849. * @param _origin The origin position of the updraft
  97850. * @param _radius The radius of the updraft
  97851. * @param _strength The strength of the updraft
  97852. * @param _height The height of the updraft
  97853. * @param _updraftMode The mode of the updraft
  97854. */
  97855. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97856. this._scene = _scene;
  97857. this._origin = _origin;
  97858. this._radius = _radius;
  97859. this._strength = _strength;
  97860. this._height = _height;
  97861. this._updraftMode = _updraftMode;
  97862. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97863. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97864. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97865. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97866. this._physicsEngine = this._scene.getPhysicsEngine();
  97867. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97868. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97869. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97870. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97871. }
  97872. this._tickCallback = this._tick.bind(this);
  97873. }
  97874. /**
  97875. * Returns the data related to the updraft event (cylinder).
  97876. * @returns A physics updraft event
  97877. */
  97878. PhysicsUpdraftEvent.prototype.getData = function () {
  97879. this._dataFetched = true;
  97880. return {
  97881. cylinder: this._cylinder,
  97882. };
  97883. };
  97884. /**
  97885. * Enables the updraft.
  97886. */
  97887. PhysicsUpdraftEvent.prototype.enable = function () {
  97888. this._tickCallback.call(this);
  97889. this._scene.registerBeforeRender(this._tickCallback);
  97890. };
  97891. /**
  97892. * Disables the cortex.
  97893. */
  97894. PhysicsUpdraftEvent.prototype.disable = function () {
  97895. this._scene.unregisterBeforeRender(this._tickCallback);
  97896. };
  97897. /**
  97898. * Disposes the sphere.
  97899. * @param force Specifies if the updraft should be disposed by force
  97900. */
  97901. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97902. var _this = this;
  97903. if (force === void 0) { force = true; }
  97904. if (force) {
  97905. this._cylinder.dispose();
  97906. }
  97907. else {
  97908. setTimeout(function () {
  97909. if (!_this._dataFetched) {
  97910. _this._cylinder.dispose();
  97911. }
  97912. }, 0);
  97913. }
  97914. };
  97915. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97916. if (impostor.mass === 0) {
  97917. return null;
  97918. }
  97919. if (!this._intersectsWithCylinder(impostor)) {
  97920. return null;
  97921. }
  97922. var impostorObjectCenter = impostor.getObjectCenter();
  97923. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97924. var direction = this._originDirection;
  97925. }
  97926. else {
  97927. var direction = impostorObjectCenter.subtract(this._originTop);
  97928. }
  97929. var multiplier = this._strength * -1;
  97930. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97931. return { force: force, contactPoint: impostorObjectCenter };
  97932. };
  97933. PhysicsUpdraftEvent.prototype._tick = function () {
  97934. var _this = this;
  97935. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97936. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97937. if (!impostorForceAndContactPoint) {
  97938. return;
  97939. }
  97940. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97941. });
  97942. };
  97943. /*** Helpers ***/
  97944. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97945. if (!this._cylinder) {
  97946. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97947. height: this._height,
  97948. diameter: this._radius * 2,
  97949. }, this._scene);
  97950. this._cylinder.isVisible = false;
  97951. }
  97952. };
  97953. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97954. var impostorObject = impostor.object;
  97955. this._prepareCylinder();
  97956. this._cylinder.position = this._cylinderPosition;
  97957. return this._cylinder.intersectsMesh(impostorObject, true);
  97958. };
  97959. return PhysicsUpdraftEvent;
  97960. }());
  97961. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97962. /**
  97963. * Represents a physics vortex event
  97964. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97965. */
  97966. var PhysicsVortexEvent = /** @class */ (function () {
  97967. /**
  97968. * Initializes the physics vortex event
  97969. * @param _scene The BabylonJS scene
  97970. * @param _origin The origin position of the vortex
  97971. * @param _radius The radius of the vortex
  97972. * @param _strength The strength of the vortex
  97973. * @param _height The height of the vortex
  97974. */
  97975. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97976. this._scene = _scene;
  97977. this._origin = _origin;
  97978. this._radius = _radius;
  97979. this._strength = _strength;
  97980. this._height = _height;
  97981. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97982. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97983. this._updraftMultiplier = 0.02;
  97984. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97985. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97986. this._physicsEngine = this._scene.getPhysicsEngine();
  97987. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97988. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97989. this._tickCallback = this._tick.bind(this);
  97990. }
  97991. /**
  97992. * Returns the data related to the vortex event (cylinder).
  97993. * @returns The physics vortex event data
  97994. */
  97995. PhysicsVortexEvent.prototype.getData = function () {
  97996. this._dataFetched = true;
  97997. return {
  97998. cylinder: this._cylinder,
  97999. };
  98000. };
  98001. /**
  98002. * Enables the vortex.
  98003. */
  98004. PhysicsVortexEvent.prototype.enable = function () {
  98005. this._tickCallback.call(this);
  98006. this._scene.registerBeforeRender(this._tickCallback);
  98007. };
  98008. /**
  98009. * Disables the cortex.
  98010. */
  98011. PhysicsVortexEvent.prototype.disable = function () {
  98012. this._scene.unregisterBeforeRender(this._tickCallback);
  98013. };
  98014. /**
  98015. * Disposes the sphere.
  98016. * @param force
  98017. */
  98018. PhysicsVortexEvent.prototype.dispose = function (force) {
  98019. var _this = this;
  98020. if (force === void 0) { force = true; }
  98021. if (force) {
  98022. this._cylinder.dispose();
  98023. }
  98024. else {
  98025. setTimeout(function () {
  98026. if (!_this._dataFetched) {
  98027. _this._cylinder.dispose();
  98028. }
  98029. }, 0);
  98030. }
  98031. };
  98032. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98033. if (impostor.mass === 0) {
  98034. return null;
  98035. }
  98036. if (!this._intersectsWithCylinder(impostor)) {
  98037. return null;
  98038. }
  98039. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98040. return null;
  98041. }
  98042. var impostorObjectCenter = impostor.getObjectCenter();
  98043. 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)
  98044. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98045. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98046. var hit = ray.intersectsMesh(impostor.object);
  98047. var contactPoint = hit.pickedPoint;
  98048. if (!contactPoint) {
  98049. return null;
  98050. }
  98051. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98052. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98053. var directionToOrigin = contactPoint.normalize();
  98054. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98055. directionToOrigin = directionToOrigin.negate();
  98056. }
  98057. // TODO: find a more physically based solution
  98058. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98059. var forceX = directionToOrigin.x * this._strength / 8;
  98060. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98061. var forceZ = directionToOrigin.z * this._strength / 8;
  98062. }
  98063. else {
  98064. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98065. var forceY = this._originTop.y * this._updraftMultiplier;
  98066. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98067. }
  98068. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98069. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98070. return { force: force, contactPoint: impostorObjectCenter };
  98071. };
  98072. PhysicsVortexEvent.prototype._tick = function () {
  98073. var _this = this;
  98074. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98075. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98076. if (!impostorForceAndContactPoint) {
  98077. return;
  98078. }
  98079. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98080. });
  98081. };
  98082. /*** Helpers ***/
  98083. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98084. if (!this._cylinder) {
  98085. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98086. height: this._height,
  98087. diameter: this._radius * 2,
  98088. }, this._scene);
  98089. this._cylinder.isVisible = false;
  98090. }
  98091. };
  98092. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98093. var impostorObject = impostor.object;
  98094. this._prepareCylinder();
  98095. this._cylinder.position = this._cylinderPosition;
  98096. return this._cylinder.intersectsMesh(impostorObject, true);
  98097. };
  98098. return PhysicsVortexEvent;
  98099. }());
  98100. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98101. /**
  98102. * The strenght of the force in correspondence to the distance of the affected object
  98103. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98104. */
  98105. var PhysicsRadialImpulseFalloff;
  98106. (function (PhysicsRadialImpulseFalloff) {
  98107. /** Defines that impulse is constant in strength across it's whole radius */
  98108. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98109. /** DEfines that impulse gets weaker if it's further from the origin */
  98110. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98111. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98112. /**
  98113. * The strength of the force in correspondence to the distance of the affected object
  98114. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98115. */
  98116. var PhysicsUpdraftMode;
  98117. (function (PhysicsUpdraftMode) {
  98118. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98119. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98120. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98121. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98122. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98123. })(BABYLON || (BABYLON = {}));
  98124. //# sourceMappingURL=physicsHelper.js.map
  98125. var BABYLON;
  98126. (function (BABYLON) {
  98127. /** @hidden */
  98128. var CannonJSPlugin = /** @class */ (function () {
  98129. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98130. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98131. if (iterations === void 0) { iterations = 10; }
  98132. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98133. this.name = "CannonJSPlugin";
  98134. this._physicsMaterials = new Array();
  98135. this._fixedTimeStep = 1 / 60;
  98136. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98137. this.BJSCANNON = CANNON;
  98138. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98139. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98140. this._tmpPosition = BABYLON.Vector3.Zero();
  98141. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98142. this._tmpUnityRotation = new BABYLON.Quaternion();
  98143. if (!this.isSupported()) {
  98144. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98145. return;
  98146. }
  98147. this._extendNamespace();
  98148. this.world = new this.BJSCANNON.World();
  98149. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98150. this.world.solver.iterations = iterations;
  98151. }
  98152. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98153. this.world.gravity.copy(gravity);
  98154. };
  98155. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98156. this._fixedTimeStep = timeStep;
  98157. };
  98158. CannonJSPlugin.prototype.getTimeStep = function () {
  98159. return this._fixedTimeStep;
  98160. };
  98161. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98162. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98163. };
  98164. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98165. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98166. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98167. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98168. };
  98169. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98170. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98171. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98172. impostor.physicsBody.applyForce(impulse, worldPoint);
  98173. };
  98174. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98175. //parent-child relationship. Does this impostor has a parent impostor?
  98176. if (impostor.parent) {
  98177. if (impostor.physicsBody) {
  98178. this.removePhysicsBody(impostor);
  98179. //TODO is that needed?
  98180. impostor.forceUpdate();
  98181. }
  98182. return;
  98183. }
  98184. //should a new body be created for this impostor?
  98185. if (impostor.isBodyInitRequired()) {
  98186. var shape = this._createShape(impostor);
  98187. //unregister events, if body is being changed
  98188. var oldBody = impostor.physicsBody;
  98189. if (oldBody) {
  98190. this.removePhysicsBody(impostor);
  98191. }
  98192. //create the body and material
  98193. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98194. var bodyCreationObject = {
  98195. mass: impostor.getParam("mass"),
  98196. material: material
  98197. };
  98198. // A simple extend, in case native options were used.
  98199. var nativeOptions = impostor.getParam("nativeOptions");
  98200. for (var key in nativeOptions) {
  98201. if (nativeOptions.hasOwnProperty(key)) {
  98202. bodyCreationObject[key] = nativeOptions[key];
  98203. }
  98204. }
  98205. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98206. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98207. this.world.addEventListener("preStep", impostor.beforeStep);
  98208. this.world.addEventListener("postStep", impostor.afterStep);
  98209. impostor.physicsBody.addShape(shape);
  98210. this.world.add(impostor.physicsBody);
  98211. //try to keep the body moving in the right direction by taking old properties.
  98212. //Should be tested!
  98213. if (oldBody) {
  98214. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98215. impostor.physicsBody[param].copy(oldBody[param]);
  98216. });
  98217. }
  98218. this._processChildMeshes(impostor);
  98219. }
  98220. //now update the body's transformation
  98221. this._updatePhysicsBodyTransformation(impostor);
  98222. };
  98223. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98224. var _this = this;
  98225. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98226. var currentRotation = mainImpostor.object.rotationQuaternion;
  98227. if (meshChildren.length) {
  98228. var processMesh = function (localPosition, mesh) {
  98229. if (!currentRotation || !mesh.rotationQuaternion) {
  98230. return;
  98231. }
  98232. var childImpostor = mesh.getPhysicsImpostor();
  98233. if (childImpostor) {
  98234. var parent = childImpostor.parent;
  98235. if (parent !== mainImpostor) {
  98236. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98237. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98238. if (childImpostor.physicsBody) {
  98239. _this.removePhysicsBody(childImpostor);
  98240. childImpostor.physicsBody = null;
  98241. }
  98242. childImpostor.parent = mainImpostor;
  98243. childImpostor.resetUpdateFlags();
  98244. 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));
  98245. //Add the mass of the children.
  98246. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98247. }
  98248. }
  98249. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98250. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98251. };
  98252. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98253. }
  98254. };
  98255. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98256. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98257. this.world.removeEventListener("preStep", impostor.beforeStep);
  98258. this.world.removeEventListener("postStep", impostor.afterStep);
  98259. this.world.remove(impostor.physicsBody);
  98260. };
  98261. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98262. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98263. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98264. if (!mainBody || !connectedBody) {
  98265. return;
  98266. }
  98267. var constraint;
  98268. var jointData = impostorJoint.joint.jointData;
  98269. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98270. var constraintData = {
  98271. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98272. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98273. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98274. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98275. maxForce: jointData.nativeParams.maxForce,
  98276. collideConnected: !!jointData.collision
  98277. };
  98278. switch (impostorJoint.joint.type) {
  98279. case BABYLON.PhysicsJoint.HingeJoint:
  98280. case BABYLON.PhysicsJoint.Hinge2Joint:
  98281. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98282. break;
  98283. case BABYLON.PhysicsJoint.DistanceJoint:
  98284. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98285. break;
  98286. case BABYLON.PhysicsJoint.SpringJoint:
  98287. var springData = jointData;
  98288. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98289. restLength: springData.length,
  98290. stiffness: springData.stiffness,
  98291. damping: springData.damping,
  98292. localAnchorA: constraintData.pivotA,
  98293. localAnchorB: constraintData.pivotB
  98294. });
  98295. break;
  98296. case BABYLON.PhysicsJoint.LockJoint:
  98297. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98298. break;
  98299. case BABYLON.PhysicsJoint.PointToPointJoint:
  98300. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98301. default:
  98302. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98303. break;
  98304. }
  98305. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98306. constraint.collideConnected = !!jointData.collision;
  98307. impostorJoint.joint.physicsJoint = constraint;
  98308. //don't add spring as constraint, as it is not one.
  98309. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98310. this.world.addConstraint(constraint);
  98311. }
  98312. else {
  98313. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98314. constraint.applyForce();
  98315. };
  98316. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98317. }
  98318. };
  98319. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98320. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98321. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98322. }
  98323. else {
  98324. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98325. }
  98326. };
  98327. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98328. var index;
  98329. var mat;
  98330. for (index = 0; index < this._physicsMaterials.length; index++) {
  98331. mat = this._physicsMaterials[index];
  98332. if (mat.friction === friction && mat.restitution === restitution) {
  98333. return mat;
  98334. }
  98335. }
  98336. var currentMat = new this.BJSCANNON.Material(name);
  98337. currentMat.friction = friction;
  98338. currentMat.restitution = restitution;
  98339. this._physicsMaterials.push(currentMat);
  98340. return currentMat;
  98341. };
  98342. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98343. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98344. };
  98345. CannonJSPlugin.prototype._createShape = function (impostor) {
  98346. var object = impostor.object;
  98347. var returnValue;
  98348. var extendSize = impostor.getObjectExtendSize();
  98349. switch (impostor.type) {
  98350. case BABYLON.PhysicsImpostor.SphereImpostor:
  98351. var radiusX = extendSize.x;
  98352. var radiusY = extendSize.y;
  98353. var radiusZ = extendSize.z;
  98354. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98355. break;
  98356. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98357. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98358. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98359. break;
  98360. case BABYLON.PhysicsImpostor.BoxImpostor:
  98361. var box = extendSize.scale(0.5);
  98362. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98363. break;
  98364. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98365. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98366. returnValue = new this.BJSCANNON.Plane();
  98367. break;
  98368. case BABYLON.PhysicsImpostor.MeshImpostor:
  98369. // should transform the vertex data to world coordinates!!
  98370. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98371. var rawFaces = object.getIndices ? object.getIndices() : [];
  98372. if (!rawVerts) {
  98373. return;
  98374. }
  98375. // get only scale! so the object could transform correctly.
  98376. var oldPosition = object.position.clone();
  98377. var oldRotation = object.rotation && object.rotation.clone();
  98378. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98379. object.position.copyFromFloats(0, 0, 0);
  98380. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98381. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98382. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98383. var transform = object.computeWorldMatrix(true);
  98384. // convert rawVerts to object space
  98385. var temp = new Array();
  98386. var index;
  98387. for (index = 0; index < rawVerts.length; index += 3) {
  98388. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98389. }
  98390. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98391. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98392. //now set back the transformation!
  98393. object.position.copyFrom(oldPosition);
  98394. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98395. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98396. break;
  98397. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98398. var oldPosition2 = object.position.clone();
  98399. var oldRotation2 = object.rotation && object.rotation.clone();
  98400. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98401. object.position.copyFromFloats(0, 0, 0);
  98402. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98403. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98404. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98405. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98406. returnValue = this._createHeightmap(object);
  98407. object.position.copyFrom(oldPosition2);
  98408. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98409. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98410. object.computeWorldMatrix(true);
  98411. break;
  98412. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98413. returnValue = new this.BJSCANNON.Particle();
  98414. break;
  98415. }
  98416. return returnValue;
  98417. };
  98418. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98419. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98420. var transform = object.computeWorldMatrix(true);
  98421. // convert rawVerts to object space
  98422. var temp = new Array();
  98423. var index;
  98424. for (index = 0; index < pos.length; index += 3) {
  98425. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98426. }
  98427. pos = temp;
  98428. var matrix = new Array();
  98429. //For now pointDepth will not be used and will be automatically calculated.
  98430. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98431. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98432. var boundingInfo = object.getBoundingInfo();
  98433. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98434. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98435. var elementSize = dim * 2 / arraySize;
  98436. for (var i = 0; i < pos.length; i = i + 3) {
  98437. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98438. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98439. var y = -pos[i + 2] + minY;
  98440. if (!matrix[x]) {
  98441. matrix[x] = [];
  98442. }
  98443. if (!matrix[x][z]) {
  98444. matrix[x][z] = y;
  98445. }
  98446. matrix[x][z] = Math.max(y, matrix[x][z]);
  98447. }
  98448. for (var x = 0; x <= arraySize; ++x) {
  98449. if (!matrix[x]) {
  98450. var loc = 1;
  98451. while (!matrix[(x + loc) % arraySize]) {
  98452. loc++;
  98453. }
  98454. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98455. //console.log("missing x", x);
  98456. }
  98457. for (var z = 0; z <= arraySize; ++z) {
  98458. if (!matrix[x][z]) {
  98459. var loc = 1;
  98460. var newValue;
  98461. while (newValue === undefined) {
  98462. newValue = matrix[x][(z + loc++) % arraySize];
  98463. }
  98464. matrix[x][z] = newValue;
  98465. }
  98466. }
  98467. }
  98468. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98469. elementSize: elementSize
  98470. });
  98471. //For future reference, needed for body transformation
  98472. shape.minY = minY;
  98473. return shape;
  98474. };
  98475. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98476. var object = impostor.object;
  98477. //make sure it is updated...
  98478. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98479. // The delta between the mesh position and the mesh bounding box center
  98480. var bInfo = object.getBoundingInfo();
  98481. if (!bInfo) {
  98482. return;
  98483. }
  98484. var center = impostor.getObjectCenter();
  98485. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98486. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98487. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98488. this._tmpPosition.copyFrom(center);
  98489. var quaternion = object.rotationQuaternion;
  98490. if (!quaternion) {
  98491. return;
  98492. }
  98493. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98494. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98495. //-90 DEG in X, precalculated
  98496. quaternion = quaternion.multiply(this._minus90X);
  98497. //Invert! (Precalculated, 90 deg in X)
  98498. //No need to clone. this will never change.
  98499. impostor.setDeltaRotation(this._plus90X);
  98500. }
  98501. //If it is a heightfield, if should be centered.
  98502. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98503. var mesh = object;
  98504. var boundingInfo = mesh.getBoundingInfo();
  98505. //calculate the correct body position:
  98506. var rotationQuaternion = mesh.rotationQuaternion;
  98507. mesh.rotationQuaternion = this._tmpUnityRotation;
  98508. mesh.computeWorldMatrix(true);
  98509. //get original center with no rotation
  98510. var c = center.clone();
  98511. var oldPivot = mesh.getPivotMatrix();
  98512. if (oldPivot) {
  98513. // create a copy the pivot Matrix as it is modified in place
  98514. oldPivot = oldPivot.clone();
  98515. }
  98516. else {
  98517. oldPivot = BABYLON.Matrix.Identity();
  98518. }
  98519. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98520. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98521. mesh.setPreTransformMatrix(p);
  98522. mesh.computeWorldMatrix(true);
  98523. //calculate the translation
  98524. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98525. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98526. //add it inverted to the delta
  98527. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98528. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98529. //rotation is back
  98530. mesh.rotationQuaternion = rotationQuaternion;
  98531. mesh.setPreTransformMatrix(oldPivot);
  98532. mesh.computeWorldMatrix(true);
  98533. }
  98534. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98535. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98536. //this._tmpPosition.copyFrom(object.position);
  98537. }
  98538. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98539. //Now update the impostor object
  98540. impostor.physicsBody.position.copy(this._tmpPosition);
  98541. impostor.physicsBody.quaternion.copy(quaternion);
  98542. };
  98543. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98544. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98545. if (impostor.object.rotationQuaternion) {
  98546. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98547. }
  98548. };
  98549. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98550. impostor.physicsBody.position.copy(newPosition);
  98551. impostor.physicsBody.quaternion.copy(newRotation);
  98552. };
  98553. CannonJSPlugin.prototype.isSupported = function () {
  98554. return this.BJSCANNON !== undefined;
  98555. };
  98556. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98557. impostor.physicsBody.velocity.copy(velocity);
  98558. };
  98559. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98560. impostor.physicsBody.angularVelocity.copy(velocity);
  98561. };
  98562. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98563. var v = impostor.physicsBody.velocity;
  98564. if (!v) {
  98565. return null;
  98566. }
  98567. return new BABYLON.Vector3(v.x, v.y, v.z);
  98568. };
  98569. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98570. var v = impostor.physicsBody.angularVelocity;
  98571. if (!v) {
  98572. return null;
  98573. }
  98574. return new BABYLON.Vector3(v.x, v.y, v.z);
  98575. };
  98576. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98577. impostor.physicsBody.mass = mass;
  98578. impostor.physicsBody.updateMassProperties();
  98579. };
  98580. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98581. return impostor.physicsBody.mass;
  98582. };
  98583. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98584. return impostor.physicsBody.material.friction;
  98585. };
  98586. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98587. impostor.physicsBody.material.friction = friction;
  98588. };
  98589. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98590. return impostor.physicsBody.material.restitution;
  98591. };
  98592. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98593. impostor.physicsBody.material.restitution = restitution;
  98594. };
  98595. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98596. impostor.physicsBody.sleep();
  98597. };
  98598. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98599. impostor.physicsBody.wakeUp();
  98600. };
  98601. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98602. joint.physicsJoint.distance = maxDistance;
  98603. };
  98604. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98605. // if (!motorIndex) {
  98606. // joint.physicsJoint.enableMotor();
  98607. // }
  98608. // }
  98609. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98610. // if (!motorIndex) {
  98611. // joint.physicsJoint.disableMotor();
  98612. // }
  98613. // }
  98614. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98615. if (!motorIndex) {
  98616. joint.physicsJoint.enableMotor();
  98617. joint.physicsJoint.setMotorSpeed(speed);
  98618. if (maxForce) {
  98619. this.setLimit(joint, maxForce);
  98620. }
  98621. }
  98622. };
  98623. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98624. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98625. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98626. };
  98627. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98628. var body = impostor.physicsBody;
  98629. mesh.position.x = body.position.x;
  98630. mesh.position.y = body.position.y;
  98631. mesh.position.z = body.position.z;
  98632. if (mesh.rotationQuaternion) {
  98633. mesh.rotationQuaternion.x = body.quaternion.x;
  98634. mesh.rotationQuaternion.y = body.quaternion.y;
  98635. mesh.rotationQuaternion.z = body.quaternion.z;
  98636. mesh.rotationQuaternion.w = body.quaternion.w;
  98637. }
  98638. };
  98639. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98640. var shape = impostor.physicsBody.shapes[0];
  98641. return shape.boundingSphereRadius;
  98642. };
  98643. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98644. var shape = impostor.physicsBody.shapes[0];
  98645. result.x = shape.halfExtents.x * 2;
  98646. result.y = shape.halfExtents.y * 2;
  98647. result.z = shape.halfExtents.z * 2;
  98648. };
  98649. CannonJSPlugin.prototype.dispose = function () {
  98650. };
  98651. CannonJSPlugin.prototype._extendNamespace = function () {
  98652. //this will force cannon to execute at least one step when using interpolation
  98653. var step_tmp1 = new this.BJSCANNON.Vec3();
  98654. var Engine = this.BJSCANNON;
  98655. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98656. maxSubSteps = maxSubSteps || 10;
  98657. timeSinceLastCalled = timeSinceLastCalled || 0;
  98658. if (timeSinceLastCalled === 0) {
  98659. this.internalStep(dt);
  98660. this.time += dt;
  98661. }
  98662. else {
  98663. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98664. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98665. var t0 = performance.now();
  98666. for (var i = 0; i !== internalSteps; i++) {
  98667. this.internalStep(dt);
  98668. if (performance.now() - t0 > dt * 1000) {
  98669. break;
  98670. }
  98671. }
  98672. this.time += timeSinceLastCalled;
  98673. var h = this.time % dt;
  98674. var h_div_dt = h / dt;
  98675. var interpvelo = step_tmp1;
  98676. var bodies = this.bodies;
  98677. for (var j = 0; j !== bodies.length; j++) {
  98678. var b = bodies[j];
  98679. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98680. b.position.vsub(b.previousPosition, interpvelo);
  98681. interpvelo.scale(h_div_dt, interpvelo);
  98682. b.position.vadd(interpvelo, b.interpolatedPosition);
  98683. }
  98684. else {
  98685. b.interpolatedPosition.copy(b.position);
  98686. b.interpolatedQuaternion.copy(b.quaternion);
  98687. }
  98688. }
  98689. }
  98690. };
  98691. };
  98692. return CannonJSPlugin;
  98693. }());
  98694. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98695. })(BABYLON || (BABYLON = {}));
  98696. //# sourceMappingURL=cannonJSPlugin.js.map
  98697. var BABYLON;
  98698. (function (BABYLON) {
  98699. /** @hidden */
  98700. var OimoJSPlugin = /** @class */ (function () {
  98701. function OimoJSPlugin(iterations) {
  98702. this.name = "OimoJSPlugin";
  98703. this._tmpImpostorsArray = [];
  98704. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98705. this.BJSOIMO = OIMO;
  98706. this.world = new this.BJSOIMO.World({
  98707. iterations: iterations
  98708. });
  98709. this.world.clear();
  98710. }
  98711. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98712. this.world.gravity.copy(gravity);
  98713. };
  98714. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98715. this.world.timeStep = timeStep;
  98716. };
  98717. OimoJSPlugin.prototype.getTimeStep = function () {
  98718. return this.world.timeStep;
  98719. };
  98720. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98721. var _this = this;
  98722. impostors.forEach(function (impostor) {
  98723. impostor.beforeStep();
  98724. });
  98725. this.world.step();
  98726. impostors.forEach(function (impostor) {
  98727. impostor.afterStep();
  98728. //update the ordered impostors array
  98729. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98730. });
  98731. //check for collisions
  98732. var contact = this.world.contacts;
  98733. while (contact !== null) {
  98734. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98735. contact = contact.next;
  98736. continue;
  98737. }
  98738. //is this body colliding with any other? get the impostor
  98739. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98740. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98741. if (!mainImpostor || !collidingImpostor) {
  98742. contact = contact.next;
  98743. continue;
  98744. }
  98745. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98746. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98747. contact = contact.next;
  98748. }
  98749. };
  98750. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98751. var mass = impostor.physicsBody.mass;
  98752. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98753. };
  98754. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98755. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98756. this.applyImpulse(impostor, force, contactPoint);
  98757. };
  98758. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98759. var _this = this;
  98760. //parent-child relationship. Does this impostor has a parent impostor?
  98761. if (impostor.parent) {
  98762. if (impostor.physicsBody) {
  98763. this.removePhysicsBody(impostor);
  98764. //TODO is that needed?
  98765. impostor.forceUpdate();
  98766. }
  98767. return;
  98768. }
  98769. if (impostor.isBodyInitRequired()) {
  98770. var bodyConfig = {
  98771. name: impostor.uniqueId,
  98772. //Oimo must have mass, also for static objects.
  98773. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98774. size: [],
  98775. type: [],
  98776. pos: [],
  98777. posShape: [],
  98778. rot: [],
  98779. rotShape: [],
  98780. move: impostor.getParam("mass") !== 0,
  98781. density: impostor.getParam("mass"),
  98782. friction: impostor.getParam("friction"),
  98783. restitution: impostor.getParam("restitution"),
  98784. //Supporting older versions of Oimo
  98785. world: this.world
  98786. };
  98787. var impostors = [impostor];
  98788. var addToArray = function (parent) {
  98789. if (!parent.getChildMeshes) {
  98790. return;
  98791. }
  98792. parent.getChildMeshes().forEach(function (m) {
  98793. if (m.physicsImpostor) {
  98794. impostors.push(m.physicsImpostor);
  98795. //m.physicsImpostor._init();
  98796. }
  98797. });
  98798. };
  98799. addToArray(impostor.object);
  98800. var checkWithEpsilon_1 = function (value) {
  98801. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98802. };
  98803. var globalQuaternion_1 = new BABYLON.Quaternion();
  98804. impostors.forEach(function (i) {
  98805. if (!i.object.rotationQuaternion) {
  98806. return;
  98807. }
  98808. //get the correct bounding box
  98809. var oldQuaternion = i.object.rotationQuaternion;
  98810. globalQuaternion_1 = oldQuaternion.clone();
  98811. var rot = oldQuaternion.toEulerAngles();
  98812. var extendSize = i.getObjectExtendSize();
  98813. var radToDeg = 57.295779513082320876;
  98814. if (i === impostor) {
  98815. var center = impostor.getObjectCenter();
  98816. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98817. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98818. //Can also use Array.prototype.push.apply
  98819. bodyConfig.pos.push(center.x);
  98820. bodyConfig.pos.push(center.y);
  98821. bodyConfig.pos.push(center.z);
  98822. bodyConfig.posShape.push(0, 0, 0);
  98823. bodyConfig.rotShape.push(0, 0, 0);
  98824. }
  98825. else {
  98826. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98827. bodyConfig.posShape.push(localPosition.x);
  98828. bodyConfig.posShape.push(localPosition.y);
  98829. bodyConfig.posShape.push(localPosition.z);
  98830. bodyConfig.pos.push(0, 0, 0);
  98831. bodyConfig.rotShape.push(rot.x * radToDeg);
  98832. bodyConfig.rotShape.push(rot.y * radToDeg);
  98833. bodyConfig.rotShape.push(rot.z * radToDeg);
  98834. }
  98835. // register mesh
  98836. switch (i.type) {
  98837. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98838. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98839. case BABYLON.PhysicsImpostor.SphereImpostor:
  98840. var radiusX = extendSize.x;
  98841. var radiusY = extendSize.y;
  98842. var radiusZ = extendSize.z;
  98843. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98844. bodyConfig.type.push('sphere');
  98845. //due to the way oimo works with compounds, add 3 times
  98846. bodyConfig.size.push(size);
  98847. bodyConfig.size.push(size);
  98848. bodyConfig.size.push(size);
  98849. break;
  98850. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98851. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98852. var sizeY = checkWithEpsilon_1(extendSize.y);
  98853. bodyConfig.type.push('cylinder');
  98854. bodyConfig.size.push(sizeX);
  98855. bodyConfig.size.push(sizeY);
  98856. //due to the way oimo works with compounds, add one more value.
  98857. bodyConfig.size.push(sizeY);
  98858. break;
  98859. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98860. case BABYLON.PhysicsImpostor.BoxImpostor:
  98861. default:
  98862. var sizeX = checkWithEpsilon_1(extendSize.x);
  98863. var sizeY = checkWithEpsilon_1(extendSize.y);
  98864. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98865. bodyConfig.type.push('box');
  98866. //if (i === impostor) {
  98867. bodyConfig.size.push(sizeX);
  98868. bodyConfig.size.push(sizeY);
  98869. bodyConfig.size.push(sizeZ);
  98870. //} else {
  98871. // bodyConfig.size.push(0,0,0);
  98872. //}
  98873. break;
  98874. }
  98875. //actually not needed, but hey...
  98876. i.object.rotationQuaternion = oldQuaternion;
  98877. });
  98878. impostor.physicsBody = this.world.add(bodyConfig);
  98879. // set the quaternion, ignoring the previously defined (euler) rotation
  98880. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98881. // update with delta 0, so the body will reveive the new rotation.
  98882. impostor.physicsBody.updatePosition(0);
  98883. }
  98884. else {
  98885. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98886. }
  98887. impostor.setDeltaPosition(this._tmpPositionVector);
  98888. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98889. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98890. };
  98891. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98892. //impostor.physicsBody.dispose();
  98893. //Same as : (older oimo versions)
  98894. this.world.removeRigidBody(impostor.physicsBody);
  98895. };
  98896. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98897. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98898. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98899. if (!mainBody || !connectedBody) {
  98900. return;
  98901. }
  98902. var jointData = impostorJoint.joint.jointData;
  98903. var options = jointData.nativeParams || {};
  98904. var type;
  98905. var nativeJointData = {
  98906. body1: mainBody,
  98907. body2: connectedBody,
  98908. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98909. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98910. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98911. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98912. min: options.min,
  98913. max: options.max,
  98914. collision: options.collision || jointData.collision,
  98915. spring: options.spring,
  98916. //supporting older version of Oimo
  98917. world: this.world
  98918. };
  98919. switch (impostorJoint.joint.type) {
  98920. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98921. type = "jointBall";
  98922. break;
  98923. case BABYLON.PhysicsJoint.SpringJoint:
  98924. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98925. var springData = jointData;
  98926. nativeJointData.min = springData.length || nativeJointData.min;
  98927. //Max should also be set, just make sure it is at least min
  98928. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98929. case BABYLON.PhysicsJoint.DistanceJoint:
  98930. type = "jointDistance";
  98931. nativeJointData.max = jointData.maxDistance;
  98932. break;
  98933. case BABYLON.PhysicsJoint.PrismaticJoint:
  98934. type = "jointPrisme";
  98935. break;
  98936. case BABYLON.PhysicsJoint.SliderJoint:
  98937. type = "jointSlide";
  98938. break;
  98939. case BABYLON.PhysicsJoint.WheelJoint:
  98940. type = "jointWheel";
  98941. break;
  98942. case BABYLON.PhysicsJoint.HingeJoint:
  98943. default:
  98944. type = "jointHinge";
  98945. break;
  98946. }
  98947. nativeJointData.type = type;
  98948. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98949. };
  98950. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98951. //Bug in Oimo prevents us from disposing a joint in the playground
  98952. //joint.joint.physicsJoint.dispose();
  98953. //So we will bruteforce it!
  98954. try {
  98955. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98956. }
  98957. catch (e) {
  98958. BABYLON.Tools.Warn(e);
  98959. }
  98960. };
  98961. OimoJSPlugin.prototype.isSupported = function () {
  98962. return this.BJSOIMO !== undefined;
  98963. };
  98964. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98965. if (!impostor.physicsBody.sleeping) {
  98966. //TODO check that
  98967. /*if (impostor.physicsBody.shapes.next) {
  98968. var parentShape = this._getLastShape(impostor.physicsBody);
  98969. impostor.object.position.copyFrom(parentShape.position);
  98970. console.log(parentShape.position);
  98971. } else {*/
  98972. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98973. //}
  98974. if (impostor.object.rotationQuaternion) {
  98975. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98976. }
  98977. }
  98978. };
  98979. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98980. var body = impostor.physicsBody;
  98981. body.position.copy(newPosition);
  98982. body.orientation.copy(newRotation);
  98983. body.syncShapes();
  98984. body.awake();
  98985. };
  98986. /*private _getLastShape(body: any): any {
  98987. var lastShape = body.shapes;
  98988. while (lastShape.next) {
  98989. lastShape = lastShape.next;
  98990. }
  98991. return lastShape;
  98992. }*/
  98993. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98994. impostor.physicsBody.linearVelocity.copy(velocity);
  98995. };
  98996. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98997. impostor.physicsBody.angularVelocity.copy(velocity);
  98998. };
  98999. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99000. var v = impostor.physicsBody.linearVelocity;
  99001. if (!v) {
  99002. return null;
  99003. }
  99004. return new BABYLON.Vector3(v.x, v.y, v.z);
  99005. };
  99006. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99007. var v = impostor.physicsBody.angularVelocity;
  99008. if (!v) {
  99009. return null;
  99010. }
  99011. return new BABYLON.Vector3(v.x, v.y, v.z);
  99012. };
  99013. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99014. var staticBody = mass === 0;
  99015. //this will actually set the body's density and not its mass.
  99016. //But this is how oimo treats the mass variable.
  99017. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99018. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99019. };
  99020. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99021. return impostor.physicsBody.shapes.density;
  99022. };
  99023. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99024. return impostor.physicsBody.shapes.friction;
  99025. };
  99026. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99027. impostor.physicsBody.shapes.friction = friction;
  99028. };
  99029. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99030. return impostor.physicsBody.shapes.restitution;
  99031. };
  99032. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99033. impostor.physicsBody.shapes.restitution = restitution;
  99034. };
  99035. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99036. impostor.physicsBody.sleep();
  99037. };
  99038. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99039. impostor.physicsBody.awake();
  99040. };
  99041. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99042. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99043. if (minDistance !== void 0) {
  99044. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99045. }
  99046. };
  99047. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99048. //TODO separate rotational and transational motors.
  99049. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99050. if (motor) {
  99051. motor.setMotor(speed, maxForce);
  99052. }
  99053. };
  99054. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99055. //TODO separate rotational and transational motors.
  99056. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99057. if (motor) {
  99058. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99059. }
  99060. };
  99061. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99062. var body = impostor.physicsBody;
  99063. mesh.position.x = body.position.x;
  99064. mesh.position.y = body.position.y;
  99065. mesh.position.z = body.position.z;
  99066. if (mesh.rotationQuaternion) {
  99067. mesh.rotationQuaternion.x = body.orientation.x;
  99068. mesh.rotationQuaternion.y = body.orientation.y;
  99069. mesh.rotationQuaternion.z = body.orientation.z;
  99070. mesh.rotationQuaternion.w = body.orientation.s;
  99071. }
  99072. };
  99073. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99074. return impostor.physicsBody.shapes.radius;
  99075. };
  99076. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99077. var shape = impostor.physicsBody.shapes;
  99078. result.x = shape.halfWidth * 2;
  99079. result.y = shape.halfHeight * 2;
  99080. result.z = shape.halfDepth * 2;
  99081. };
  99082. OimoJSPlugin.prototype.dispose = function () {
  99083. this.world.clear();
  99084. };
  99085. return OimoJSPlugin;
  99086. }());
  99087. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99088. })(BABYLON || (BABYLON = {}));
  99089. //# sourceMappingURL=oimoJSPlugin.js.map
  99090. var BABYLON;
  99091. (function (BABYLON) {
  99092. /**
  99093. * Gets the current physics engine
  99094. * @returns a IPhysicsEngine or null if none attached
  99095. */
  99096. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99097. return this._physicsEngine;
  99098. };
  99099. /**
  99100. * Enables physics to the current scene
  99101. * @param gravity defines the scene's gravity for the physics engine
  99102. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99103. * @return a boolean indicating if the physics engine was initialized
  99104. */
  99105. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99106. if (gravity === void 0) { gravity = null; }
  99107. if (this._physicsEngine) {
  99108. return true;
  99109. }
  99110. // Register the component to the scene
  99111. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99112. if (!component) {
  99113. component = new PhysicsEngineSceneComponent(this);
  99114. this._addComponent(component);
  99115. }
  99116. try {
  99117. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99118. return true;
  99119. }
  99120. catch (e) {
  99121. BABYLON.Tools.Error(e.message);
  99122. return false;
  99123. }
  99124. };
  99125. /**
  99126. * Disables and disposes the physics engine associated with the scene
  99127. */
  99128. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99129. if (!this._physicsEngine) {
  99130. return;
  99131. }
  99132. this._physicsEngine.dispose();
  99133. this._physicsEngine = null;
  99134. };
  99135. /**
  99136. * Gets a boolean indicating if there is an active physics engine
  99137. * @returns a boolean indicating if there is an active physics engine
  99138. */
  99139. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99140. return this._physicsEngine !== undefined;
  99141. };
  99142. /**
  99143. * Deletes a physics compound impostor
  99144. * @param compound defines the compound to delete
  99145. */
  99146. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99147. var mesh = compound.parts[0].mesh;
  99148. if (mesh.physicsImpostor) {
  99149. mesh.physicsImpostor.dispose( /*true*/);
  99150. mesh.physicsImpostor = null;
  99151. }
  99152. };
  99153. /** @hidden */
  99154. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99155. if (this._physicsEngine) {
  99156. this.onBeforePhysicsObservable.notifyObservers(this);
  99157. this._physicsEngine._step(step / 1000);
  99158. this.onAfterPhysicsObservable.notifyObservers(this);
  99159. }
  99160. };
  99161. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99162. get: function () {
  99163. return this._physicsImpostor;
  99164. },
  99165. set: function (value) {
  99166. var _this = this;
  99167. if (this._physicsImpostor === value) {
  99168. return;
  99169. }
  99170. if (this._disposePhysicsObserver) {
  99171. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99172. }
  99173. this._physicsImpostor = value;
  99174. if (value) {
  99175. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99176. // Physics
  99177. if (_this.physicsImpostor) {
  99178. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99179. _this.physicsImpostor = null;
  99180. }
  99181. });
  99182. }
  99183. },
  99184. enumerable: true,
  99185. configurable: true
  99186. });
  99187. /**
  99188. * Gets the current physics impostor
  99189. * @see http://doc.babylonjs.com/features/physics_engine
  99190. * @returns a physics impostor or null
  99191. */
  99192. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99193. return this.physicsImpostor;
  99194. };
  99195. /**
  99196. * Apply a physic impulse to the mesh
  99197. * @param force defines the force to apply
  99198. * @param contactPoint defines where to apply the force
  99199. * @returns the current mesh
  99200. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99201. */
  99202. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99203. if (!this.physicsImpostor) {
  99204. return this;
  99205. }
  99206. this.physicsImpostor.applyImpulse(force, contactPoint);
  99207. return this;
  99208. };
  99209. /**
  99210. * Creates a physic joint between two meshes
  99211. * @param otherMesh defines the other mesh to use
  99212. * @param pivot1 defines the pivot to use on this mesh
  99213. * @param pivot2 defines the pivot to use on the other mesh
  99214. * @param options defines additional options (can be plugin dependent)
  99215. * @returns the current mesh
  99216. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99217. */
  99218. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99219. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99220. return this;
  99221. }
  99222. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99223. mainPivot: pivot1,
  99224. connectedPivot: pivot2,
  99225. nativeParams: options
  99226. });
  99227. return this;
  99228. };
  99229. /**
  99230. * Defines the physics engine scene component responsible to manage a physics engine
  99231. */
  99232. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99233. /**
  99234. * Creates a new instance of the component for the given scene
  99235. * @param scene Defines the scene to register the component in
  99236. */
  99237. function PhysicsEngineSceneComponent(scene) {
  99238. var _this = this;
  99239. /**
  99240. * The component name helpful to identify the component in the list of scene components.
  99241. */
  99242. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99243. this.scene = scene;
  99244. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99245. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99246. // Replace the function used to get the deterministic frame time
  99247. this.scene.getDeterministicFrameTime = function () {
  99248. if (_this.scene._physicsEngine) {
  99249. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99250. }
  99251. return 1000.0 / 60.0;
  99252. };
  99253. }
  99254. /**
  99255. * Registers the component in a given scene
  99256. */
  99257. PhysicsEngineSceneComponent.prototype.register = function () {
  99258. };
  99259. /**
  99260. * Rebuilds the elements related to this component in case of
  99261. * context lost for instance.
  99262. */
  99263. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99264. // Nothing to do for this component
  99265. };
  99266. /**
  99267. * Disposes the component and the associated ressources
  99268. */
  99269. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99270. this.scene.onBeforePhysicsObservable.clear();
  99271. this.scene.onAfterPhysicsObservable.clear();
  99272. if (this.scene._physicsEngine) {
  99273. this.scene.disablePhysicsEngine();
  99274. }
  99275. };
  99276. return PhysicsEngineSceneComponent;
  99277. }());
  99278. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99279. })(BABYLON || (BABYLON = {}));
  99280. //# sourceMappingURL=physicsEngineComponent.js.map
  99281. var BABYLON;
  99282. (function (BABYLON) {
  99283. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99284. // All values and structures referenced from:
  99285. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99286. var DDS_MAGIC = 0x20534444;
  99287. var
  99288. //DDSD_CAPS = 0x1,
  99289. //DDSD_HEIGHT = 0x2,
  99290. //DDSD_WIDTH = 0x4,
  99291. //DDSD_PITCH = 0x8,
  99292. //DDSD_PIXELFORMAT = 0x1000,
  99293. DDSD_MIPMAPCOUNT = 0x20000;
  99294. //DDSD_LINEARSIZE = 0x80000,
  99295. //DDSD_DEPTH = 0x800000;
  99296. // var DDSCAPS_COMPLEX = 0x8,
  99297. // DDSCAPS_MIPMAP = 0x400000,
  99298. // DDSCAPS_TEXTURE = 0x1000;
  99299. var DDSCAPS2_CUBEMAP = 0x200;
  99300. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99301. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99302. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99303. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99304. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99305. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99306. // DDSCAPS2_VOLUME = 0x200000;
  99307. var
  99308. //DDPF_ALPHAPIXELS = 0x1,
  99309. //DDPF_ALPHA = 0x2,
  99310. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99311. //DDPF_YUV = 0x200,
  99312. DDPF_LUMINANCE = 0x20000;
  99313. function FourCCToInt32(value) {
  99314. return value.charCodeAt(0) +
  99315. (value.charCodeAt(1) << 8) +
  99316. (value.charCodeAt(2) << 16) +
  99317. (value.charCodeAt(3) << 24);
  99318. }
  99319. function Int32ToFourCC(value) {
  99320. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99321. }
  99322. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99323. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99324. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99325. var FOURCC_DX10 = FourCCToInt32("DX10");
  99326. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99327. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99328. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99329. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99330. var headerLengthInt = 31; // The header length in 32 bit ints
  99331. // Offsets into the header array
  99332. var off_magic = 0;
  99333. var off_size = 1;
  99334. var off_flags = 2;
  99335. var off_height = 3;
  99336. var off_width = 4;
  99337. var off_mipmapCount = 7;
  99338. var off_pfFlags = 20;
  99339. var off_pfFourCC = 21;
  99340. var off_RGBbpp = 22;
  99341. var off_RMask = 23;
  99342. var off_GMask = 24;
  99343. var off_BMask = 25;
  99344. var off_AMask = 26;
  99345. // var off_caps1 = 27;
  99346. var off_caps2 = 28;
  99347. // var off_caps3 = 29;
  99348. // var off_caps4 = 30;
  99349. var off_dxgiFormat = 32;
  99350. /**
  99351. * Class used to provide DDS decompression tools
  99352. */
  99353. var DDSTools = /** @class */ (function () {
  99354. function DDSTools() {
  99355. }
  99356. /**
  99357. * Gets DDS information from an array buffer
  99358. * @param arrayBuffer defines the array buffer to read data from
  99359. * @returns the DDS information
  99360. */
  99361. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99362. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99363. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99364. var mipmapCount = 1;
  99365. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99366. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99367. }
  99368. var fourCC = header[off_pfFourCC];
  99369. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99370. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99371. switch (fourCC) {
  99372. case FOURCC_D3DFMT_R16G16B16A16F:
  99373. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99374. break;
  99375. case FOURCC_D3DFMT_R32G32B32A32F:
  99376. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99377. break;
  99378. case FOURCC_DX10:
  99379. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99380. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99381. break;
  99382. }
  99383. }
  99384. return {
  99385. width: header[off_width],
  99386. height: header[off_height],
  99387. mipmapCount: mipmapCount,
  99388. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99389. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99390. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99391. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99392. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99393. dxgiFormat: dxgiFormat,
  99394. textureType: textureType
  99395. };
  99396. };
  99397. DDSTools._ToHalfFloat = function (value) {
  99398. if (!DDSTools._FloatView) {
  99399. DDSTools._FloatView = new Float32Array(1);
  99400. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99401. }
  99402. DDSTools._FloatView[0] = value;
  99403. var x = DDSTools._Int32View[0];
  99404. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99405. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99406. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99407. /* If zero, or denormal, or exponent underflows too much for a denormal
  99408. * half, return signed zero. */
  99409. if (e < 103) {
  99410. return bits;
  99411. }
  99412. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99413. if (e > 142) {
  99414. bits |= 0x7c00;
  99415. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99416. * not Inf, so make sure we set one mantissa bit too. */
  99417. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99418. return bits;
  99419. }
  99420. /* If exponent underflows but not too much, return a denormal */
  99421. if (e < 113) {
  99422. m |= 0x0800;
  99423. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99424. * to 1, which is OK. */
  99425. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99426. return bits;
  99427. }
  99428. bits |= ((e - 112) << 10) | (m >> 1);
  99429. bits += m & 1;
  99430. return bits;
  99431. };
  99432. DDSTools._FromHalfFloat = function (value) {
  99433. var s = (value & 0x8000) >> 15;
  99434. var e = (value & 0x7C00) >> 10;
  99435. var f = value & 0x03FF;
  99436. if (e === 0) {
  99437. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99438. }
  99439. else if (e == 0x1F) {
  99440. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99441. }
  99442. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99443. };
  99444. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99445. var destArray = new Float32Array(dataLength);
  99446. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99447. var index = 0;
  99448. for (var y = 0; y < height; y++) {
  99449. for (var x = 0; x < width; x++) {
  99450. var srcPos = (x + y * width) * 4;
  99451. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99452. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99453. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99454. if (DDSTools.StoreLODInAlphaChannel) {
  99455. destArray[index + 3] = lod;
  99456. }
  99457. else {
  99458. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99459. }
  99460. index += 4;
  99461. }
  99462. }
  99463. return destArray;
  99464. };
  99465. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99466. if (DDSTools.StoreLODInAlphaChannel) {
  99467. var destArray = new Uint16Array(dataLength);
  99468. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99469. var index = 0;
  99470. for (var y = 0; y < height; y++) {
  99471. for (var x = 0; x < width; x++) {
  99472. var srcPos = (x + y * width) * 4;
  99473. destArray[index] = srcData[srcPos];
  99474. destArray[index + 1] = srcData[srcPos + 1];
  99475. destArray[index + 2] = srcData[srcPos + 2];
  99476. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99477. index += 4;
  99478. }
  99479. }
  99480. return destArray;
  99481. }
  99482. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99483. };
  99484. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99485. if (DDSTools.StoreLODInAlphaChannel) {
  99486. var destArray = new Float32Array(dataLength);
  99487. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99488. var index = 0;
  99489. for (var y = 0; y < height; y++) {
  99490. for (var x = 0; x < width; x++) {
  99491. var srcPos = (x + y * width) * 4;
  99492. destArray[index] = srcData[srcPos];
  99493. destArray[index + 1] = srcData[srcPos + 1];
  99494. destArray[index + 2] = srcData[srcPos + 2];
  99495. destArray[index + 3] = lod;
  99496. index += 4;
  99497. }
  99498. }
  99499. return destArray;
  99500. }
  99501. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99502. };
  99503. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99504. var destArray = new Uint8Array(dataLength);
  99505. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99506. var index = 0;
  99507. for (var y = 0; y < height; y++) {
  99508. for (var x = 0; x < width; x++) {
  99509. var srcPos = (x + y * width) * 4;
  99510. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99511. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99512. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99513. if (DDSTools.StoreLODInAlphaChannel) {
  99514. destArray[index + 3] = lod;
  99515. }
  99516. else {
  99517. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99518. }
  99519. index += 4;
  99520. }
  99521. }
  99522. return destArray;
  99523. };
  99524. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99525. var destArray = new Uint8Array(dataLength);
  99526. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99527. var index = 0;
  99528. for (var y = 0; y < height; y++) {
  99529. for (var x = 0; x < width; x++) {
  99530. var srcPos = (x + y * width) * 4;
  99531. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99532. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99533. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99534. if (DDSTools.StoreLODInAlphaChannel) {
  99535. destArray[index + 3] = lod;
  99536. }
  99537. else {
  99538. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99539. }
  99540. index += 4;
  99541. }
  99542. }
  99543. return destArray;
  99544. };
  99545. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99546. var byteArray = new Uint8Array(dataLength);
  99547. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99548. var index = 0;
  99549. for (var y = 0; y < height; y++) {
  99550. for (var x = 0; x < width; x++) {
  99551. var srcPos = (x + y * width) * 4;
  99552. byteArray[index] = srcData[srcPos + rOffset];
  99553. byteArray[index + 1] = srcData[srcPos + gOffset];
  99554. byteArray[index + 2] = srcData[srcPos + bOffset];
  99555. byteArray[index + 3] = srcData[srcPos + aOffset];
  99556. index += 4;
  99557. }
  99558. }
  99559. return byteArray;
  99560. };
  99561. DDSTools._ExtractLongWordOrder = function (value) {
  99562. if (value === 0 || value === 255 || value === -16777216) {
  99563. return 0;
  99564. }
  99565. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99566. };
  99567. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99568. var byteArray = new Uint8Array(dataLength);
  99569. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99570. var index = 0;
  99571. for (var y = 0; y < height; y++) {
  99572. for (var x = 0; x < width; x++) {
  99573. var srcPos = (x + y * width) * 3;
  99574. byteArray[index] = srcData[srcPos + rOffset];
  99575. byteArray[index + 1] = srcData[srcPos + gOffset];
  99576. byteArray[index + 2] = srcData[srcPos + bOffset];
  99577. index += 3;
  99578. }
  99579. }
  99580. return byteArray;
  99581. };
  99582. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99583. var byteArray = new Uint8Array(dataLength);
  99584. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99585. var index = 0;
  99586. for (var y = 0; y < height; y++) {
  99587. for (var x = 0; x < width; x++) {
  99588. var srcPos = (x + y * width);
  99589. byteArray[index] = srcData[srcPos];
  99590. index++;
  99591. }
  99592. }
  99593. return byteArray;
  99594. };
  99595. /**
  99596. * Uploads DDS Levels to a Babylon Texture
  99597. * @hidden
  99598. */
  99599. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99600. if (lodIndex === void 0) { lodIndex = -1; }
  99601. var sphericalPolynomialFaces = null;
  99602. if (info.sphericalPolynomial) {
  99603. sphericalPolynomialFaces = new Array();
  99604. }
  99605. var ext = engine.getCaps().s3tc;
  99606. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99607. var fourCC, width, height, dataLength = 0, dataOffset;
  99608. var byteArray, mipmapCount, mip;
  99609. var internalCompressedFormat = 0;
  99610. var blockBytes = 1;
  99611. if (header[off_magic] !== DDS_MAGIC) {
  99612. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99613. return;
  99614. }
  99615. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99616. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99617. return;
  99618. }
  99619. if (info.isCompressed && !ext) {
  99620. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99621. return;
  99622. }
  99623. var bpp = header[off_RGBbpp];
  99624. dataOffset = header[off_size] + 4;
  99625. var computeFormats = false;
  99626. if (info.isFourCC) {
  99627. fourCC = header[off_pfFourCC];
  99628. switch (fourCC) {
  99629. case FOURCC_DXT1:
  99630. blockBytes = 8;
  99631. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99632. break;
  99633. case FOURCC_DXT3:
  99634. blockBytes = 16;
  99635. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99636. break;
  99637. case FOURCC_DXT5:
  99638. blockBytes = 16;
  99639. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99640. break;
  99641. case FOURCC_D3DFMT_R16G16B16A16F:
  99642. computeFormats = true;
  99643. break;
  99644. case FOURCC_D3DFMT_R32G32B32A32F:
  99645. computeFormats = true;
  99646. break;
  99647. case FOURCC_DX10:
  99648. // There is an additionnal header so dataOffset need to be changed
  99649. dataOffset += 5 * 4; // 5 uints
  99650. var supported = false;
  99651. switch (info.dxgiFormat) {
  99652. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99653. computeFormats = true;
  99654. supported = true;
  99655. break;
  99656. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99657. info.isRGB = true;
  99658. info.isFourCC = false;
  99659. bpp = 32;
  99660. supported = true;
  99661. break;
  99662. }
  99663. if (supported) {
  99664. break;
  99665. }
  99666. default:
  99667. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99668. return;
  99669. }
  99670. }
  99671. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99672. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99673. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99674. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99675. if (computeFormats) {
  99676. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99677. }
  99678. mipmapCount = 1;
  99679. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99680. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99681. }
  99682. for (var face = 0; face < faces; face++) {
  99683. width = header[off_width];
  99684. height = header[off_height];
  99685. for (mip = 0; mip < mipmapCount; ++mip) {
  99686. if (lodIndex === -1 || lodIndex === mip) {
  99687. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99688. var i = (lodIndex === -1) ? mip : 0;
  99689. if (!info.isCompressed && info.isFourCC) {
  99690. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99691. dataLength = width * height * 4;
  99692. var floatArray = null;
  99693. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99694. if (bpp === 128) {
  99695. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99696. if (sphericalPolynomialFaces && i == 0) {
  99697. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99698. }
  99699. }
  99700. else if (bpp === 64) {
  99701. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99702. if (sphericalPolynomialFaces && i == 0) {
  99703. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99704. }
  99705. }
  99706. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99707. }
  99708. else {
  99709. if (bpp === 128) {
  99710. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99711. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99712. if (sphericalPolynomialFaces && i == 0) {
  99713. sphericalPolynomialFaces.push(floatArray);
  99714. }
  99715. }
  99716. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99717. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99718. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99719. if (sphericalPolynomialFaces && i == 0) {
  99720. sphericalPolynomialFaces.push(floatArray);
  99721. }
  99722. }
  99723. else { // 64
  99724. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99725. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99726. if (sphericalPolynomialFaces && i == 0) {
  99727. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99728. }
  99729. }
  99730. }
  99731. if (floatArray) {
  99732. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99733. }
  99734. }
  99735. else if (info.isRGB) {
  99736. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99737. if (bpp === 24) {
  99738. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99739. dataLength = width * height * 3;
  99740. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99741. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99742. }
  99743. else { // 32
  99744. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99745. dataLength = width * height * 4;
  99746. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99747. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99748. }
  99749. }
  99750. else if (info.isLuminance) {
  99751. var unpackAlignment = engine._getUnpackAlignement();
  99752. var unpaddedRowSize = width;
  99753. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99754. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99755. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99756. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99757. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99758. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99759. }
  99760. else {
  99761. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99762. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99763. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99764. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99765. }
  99766. }
  99767. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99768. width *= 0.5;
  99769. height *= 0.5;
  99770. width = Math.max(1.0, width);
  99771. height = Math.max(1.0, height);
  99772. }
  99773. if (currentFace !== undefined) {
  99774. // Loading a single face
  99775. break;
  99776. }
  99777. }
  99778. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99779. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99780. size: header[off_width],
  99781. right: sphericalPolynomialFaces[0],
  99782. left: sphericalPolynomialFaces[1],
  99783. up: sphericalPolynomialFaces[2],
  99784. down: sphericalPolynomialFaces[3],
  99785. front: sphericalPolynomialFaces[4],
  99786. back: sphericalPolynomialFaces[5],
  99787. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99788. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99789. gammaSpace: false,
  99790. });
  99791. }
  99792. else {
  99793. info.sphericalPolynomial = undefined;
  99794. }
  99795. };
  99796. /**
  99797. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99798. */
  99799. DDSTools.StoreLODInAlphaChannel = false;
  99800. return DDSTools;
  99801. }());
  99802. BABYLON.DDSTools = DDSTools;
  99803. })(BABYLON || (BABYLON = {}));
  99804. //# sourceMappingURL=dds.js.map
  99805. var BABYLON;
  99806. (function (BABYLON) {
  99807. /**
  99808. * Implementation of the DDS Texture Loader.
  99809. */
  99810. var DDSTextureLoader = /** @class */ (function () {
  99811. function DDSTextureLoader() {
  99812. /**
  99813. * Defines wether the loader supports cascade loading the different faces.
  99814. */
  99815. this.supportCascades = true;
  99816. }
  99817. /**
  99818. * This returns if the loader support the current file information.
  99819. * @param extension defines the file extension of the file being loaded
  99820. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99821. * @param fallback defines the fallback internal texture if any
  99822. * @param isBase64 defines whether the texture is encoded as a base64
  99823. * @param isBuffer defines whether the texture data are stored as a buffer
  99824. * @returns true if the loader can load the specified file
  99825. */
  99826. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99827. return extension.indexOf(".dds") === 0;
  99828. };
  99829. /**
  99830. * Transform the url before loading if required.
  99831. * @param rootUrl the url of the texture
  99832. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99833. * @returns the transformed texture
  99834. */
  99835. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99836. return rootUrl;
  99837. };
  99838. /**
  99839. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99840. * @param rootUrl the url of the texture
  99841. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99842. * @returns the fallback texture
  99843. */
  99844. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99845. return null;
  99846. };
  99847. /**
  99848. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99849. * @param data contains the texture data
  99850. * @param texture defines the BabylonJS internal texture
  99851. * @param createPolynomials will be true if polynomials have been requested
  99852. * @param onLoad defines the callback to trigger once the texture is ready
  99853. * @param onError defines the callback to trigger in case of error
  99854. */
  99855. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99856. var engine = texture.getEngine();
  99857. var info;
  99858. var loadMipmap = false;
  99859. if (Array.isArray(imgs)) {
  99860. for (var index = 0; index < imgs.length; index++) {
  99861. var data_1 = imgs[index];
  99862. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99863. texture.width = info.width;
  99864. texture.height = info.height;
  99865. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99866. engine._unpackFlipY(info.isCompressed);
  99867. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99868. if (!info.isFourCC && info.mipmapCount === 1) {
  99869. engine.generateMipMapsForCubemap(texture);
  99870. }
  99871. }
  99872. }
  99873. else {
  99874. var data = imgs;
  99875. info = BABYLON.DDSTools.GetDDSInfo(data);
  99876. texture.width = info.width;
  99877. texture.height = info.height;
  99878. if (createPolynomials) {
  99879. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99880. }
  99881. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99882. engine._unpackFlipY(info.isCompressed);
  99883. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99884. if (!info.isFourCC && info.mipmapCount === 1) {
  99885. engine.generateMipMapsForCubemap(texture);
  99886. }
  99887. }
  99888. engine._setCubeMapTextureParams(loadMipmap);
  99889. texture.isReady = true;
  99890. if (onLoad) {
  99891. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99892. }
  99893. };
  99894. /**
  99895. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99896. * @param data contains the texture data
  99897. * @param texture defines the BabylonJS internal texture
  99898. * @param callback defines the method to call once ready to upload
  99899. */
  99900. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99901. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99902. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99903. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99904. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99905. });
  99906. };
  99907. return DDSTextureLoader;
  99908. }());
  99909. // Register the loader.
  99910. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99911. })(BABYLON || (BABYLON = {}));
  99912. //# sourceMappingURL=ddsTextureLoader.js.map
  99913. var BABYLON;
  99914. (function (BABYLON) {
  99915. /**
  99916. * Based on jsTGALoader - Javascript loader for TGA file
  99917. * By Vincent Thibault
  99918. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99919. */
  99920. var TGATools = /** @class */ (function () {
  99921. function TGATools() {
  99922. }
  99923. /**
  99924. * Gets the header of a TGA file
  99925. * @param data defines the TGA data
  99926. * @returns the header
  99927. */
  99928. TGATools.GetTGAHeader = function (data) {
  99929. var offset = 0;
  99930. var header = {
  99931. id_length: data[offset++],
  99932. colormap_type: data[offset++],
  99933. image_type: data[offset++],
  99934. colormap_index: data[offset++] | data[offset++] << 8,
  99935. colormap_length: data[offset++] | data[offset++] << 8,
  99936. colormap_size: data[offset++],
  99937. origin: [
  99938. data[offset++] | data[offset++] << 8,
  99939. data[offset++] | data[offset++] << 8
  99940. ],
  99941. width: data[offset++] | data[offset++] << 8,
  99942. height: data[offset++] | data[offset++] << 8,
  99943. pixel_size: data[offset++],
  99944. flags: data[offset++]
  99945. };
  99946. return header;
  99947. };
  99948. /**
  99949. * Uploads TGA content to a Babylon Texture
  99950. * @hidden
  99951. */
  99952. TGATools.UploadContent = function (texture, data) {
  99953. // Not enough data to contain header ?
  99954. if (data.length < 19) {
  99955. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99956. return;
  99957. }
  99958. // Read Header
  99959. var offset = 18;
  99960. var header = TGATools.GetTGAHeader(data);
  99961. // Assume it's a valid Targa file.
  99962. if (header.id_length + offset > data.length) {
  99963. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99964. return;
  99965. }
  99966. // Skip not needed data
  99967. offset += header.id_length;
  99968. var use_rle = false;
  99969. var use_pal = false;
  99970. var use_grey = false;
  99971. // Get some informations.
  99972. switch (header.image_type) {
  99973. case TGATools._TYPE_RLE_INDEXED:
  99974. use_rle = true;
  99975. case TGATools._TYPE_INDEXED:
  99976. use_pal = true;
  99977. break;
  99978. case TGATools._TYPE_RLE_RGB:
  99979. use_rle = true;
  99980. case TGATools._TYPE_RGB:
  99981. // use_rgb = true;
  99982. break;
  99983. case TGATools._TYPE_RLE_GREY:
  99984. use_rle = true;
  99985. case TGATools._TYPE_GREY:
  99986. use_grey = true;
  99987. break;
  99988. }
  99989. var pixel_data;
  99990. // var numAlphaBits = header.flags & 0xf;
  99991. var pixel_size = header.pixel_size >> 3;
  99992. var pixel_total = header.width * header.height * pixel_size;
  99993. // Read palettes
  99994. var palettes;
  99995. if (use_pal) {
  99996. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99997. }
  99998. // Read LRE
  99999. if (use_rle) {
  100000. pixel_data = new Uint8Array(pixel_total);
  100001. var c, count, i;
  100002. var localOffset = 0;
  100003. var pixels = new Uint8Array(pixel_size);
  100004. while (offset < pixel_total && localOffset < pixel_total) {
  100005. c = data[offset++];
  100006. count = (c & 0x7f) + 1;
  100007. // RLE pixels
  100008. if (c & 0x80) {
  100009. // Bind pixel tmp array
  100010. for (i = 0; i < pixel_size; ++i) {
  100011. pixels[i] = data[offset++];
  100012. }
  100013. // Copy pixel array
  100014. for (i = 0; i < count; ++i) {
  100015. pixel_data.set(pixels, localOffset + i * pixel_size);
  100016. }
  100017. localOffset += pixel_size * count;
  100018. }
  100019. // Raw pixels
  100020. else {
  100021. count *= pixel_size;
  100022. for (i = 0; i < count; ++i) {
  100023. pixel_data[localOffset + i] = data[offset++];
  100024. }
  100025. localOffset += count;
  100026. }
  100027. }
  100028. }
  100029. // RAW Pixels
  100030. else {
  100031. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100032. }
  100033. // Load to texture
  100034. var x_start, y_start, x_step, y_step, y_end, x_end;
  100035. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100036. default:
  100037. case TGATools._ORIGIN_UL:
  100038. x_start = 0;
  100039. x_step = 1;
  100040. x_end = header.width;
  100041. y_start = 0;
  100042. y_step = 1;
  100043. y_end = header.height;
  100044. break;
  100045. case TGATools._ORIGIN_BL:
  100046. x_start = 0;
  100047. x_step = 1;
  100048. x_end = header.width;
  100049. y_start = header.height - 1;
  100050. y_step = -1;
  100051. y_end = -1;
  100052. break;
  100053. case TGATools._ORIGIN_UR:
  100054. x_start = header.width - 1;
  100055. x_step = -1;
  100056. x_end = -1;
  100057. y_start = 0;
  100058. y_step = 1;
  100059. y_end = header.height;
  100060. break;
  100061. case TGATools._ORIGIN_BR:
  100062. x_start = header.width - 1;
  100063. x_step = -1;
  100064. x_end = -1;
  100065. y_start = header.height - 1;
  100066. y_step = -1;
  100067. y_end = -1;
  100068. break;
  100069. }
  100070. // Load the specify method
  100071. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100072. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100073. var engine = texture.getEngine();
  100074. engine._uploadDataToTextureDirectly(texture, imageData);
  100075. };
  100076. /** @hidden */
  100077. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100078. var image = pixel_data, colormap = palettes;
  100079. var width = header.width, height = header.height;
  100080. var color, i = 0, x, y;
  100081. var imageData = new Uint8Array(width * height * 4);
  100082. for (y = y_start; y !== y_end; y += y_step) {
  100083. for (x = x_start; x !== x_end; x += x_step, i++) {
  100084. color = image[i];
  100085. imageData[(x + width * y) * 4 + 3] = 255;
  100086. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100087. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100088. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100089. }
  100090. }
  100091. return imageData;
  100092. };
  100093. /** @hidden */
  100094. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100095. var image = pixel_data;
  100096. var width = header.width, height = header.height;
  100097. var color, i = 0, x, y;
  100098. var imageData = new Uint8Array(width * height * 4);
  100099. for (y = y_start; y !== y_end; y += y_step) {
  100100. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100101. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100102. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100103. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100104. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100105. imageData[(x + width * y) * 4 + 0] = r;
  100106. imageData[(x + width * y) * 4 + 1] = g;
  100107. imageData[(x + width * y) * 4 + 2] = b;
  100108. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100109. }
  100110. }
  100111. return imageData;
  100112. };
  100113. /** @hidden */
  100114. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100115. var image = pixel_data;
  100116. var width = header.width, height = header.height;
  100117. var i = 0, x, y;
  100118. var imageData = new Uint8Array(width * height * 4);
  100119. for (y = y_start; y !== y_end; y += y_step) {
  100120. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100121. imageData[(x + width * y) * 4 + 3] = 255;
  100122. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100123. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100124. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100125. }
  100126. }
  100127. return imageData;
  100128. };
  100129. /** @hidden */
  100130. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100131. var image = pixel_data;
  100132. var width = header.width, height = header.height;
  100133. var i = 0, x, y;
  100134. var imageData = new Uint8Array(width * height * 4);
  100135. for (y = y_start; y !== y_end; y += y_step) {
  100136. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100137. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100138. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100139. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100140. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100141. }
  100142. }
  100143. return imageData;
  100144. };
  100145. /** @hidden */
  100146. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100147. var image = pixel_data;
  100148. var width = header.width, height = header.height;
  100149. var color, i = 0, x, y;
  100150. var imageData = new Uint8Array(width * height * 4);
  100151. for (y = y_start; y !== y_end; y += y_step) {
  100152. for (x = x_start; x !== x_end; x += x_step, i++) {
  100153. color = image[i];
  100154. imageData[(x + width * y) * 4 + 0] = color;
  100155. imageData[(x + width * y) * 4 + 1] = color;
  100156. imageData[(x + width * y) * 4 + 2] = color;
  100157. imageData[(x + width * y) * 4 + 3] = 255;
  100158. }
  100159. }
  100160. return imageData;
  100161. };
  100162. /** @hidden */
  100163. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100164. var image = pixel_data;
  100165. var width = header.width, height = header.height;
  100166. var i = 0, x, y;
  100167. var imageData = new Uint8Array(width * height * 4);
  100168. for (y = y_start; y !== y_end; y += y_step) {
  100169. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100170. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100171. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100172. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100173. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100174. }
  100175. }
  100176. return imageData;
  100177. };
  100178. //private static _TYPE_NO_DATA = 0;
  100179. TGATools._TYPE_INDEXED = 1;
  100180. TGATools._TYPE_RGB = 2;
  100181. TGATools._TYPE_GREY = 3;
  100182. TGATools._TYPE_RLE_INDEXED = 9;
  100183. TGATools._TYPE_RLE_RGB = 10;
  100184. TGATools._TYPE_RLE_GREY = 11;
  100185. TGATools._ORIGIN_MASK = 0x30;
  100186. TGATools._ORIGIN_SHIFT = 0x04;
  100187. TGATools._ORIGIN_BL = 0x00;
  100188. TGATools._ORIGIN_BR = 0x01;
  100189. TGATools._ORIGIN_UL = 0x02;
  100190. TGATools._ORIGIN_UR = 0x03;
  100191. return TGATools;
  100192. }());
  100193. BABYLON.TGATools = TGATools;
  100194. })(BABYLON || (BABYLON = {}));
  100195. //# sourceMappingURL=tga.js.map
  100196. var BABYLON;
  100197. (function (BABYLON) {
  100198. /**
  100199. * Implementation of the TGA Texture Loader.
  100200. */
  100201. var TGATextureLoader = /** @class */ (function () {
  100202. function TGATextureLoader() {
  100203. /**
  100204. * Defines wether the loader supports cascade loading the different faces.
  100205. */
  100206. this.supportCascades = false;
  100207. }
  100208. /**
  100209. * This returns if the loader support the current file information.
  100210. * @param extension defines the file extension of the file being loaded
  100211. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100212. * @param fallback defines the fallback internal texture if any
  100213. * @param isBase64 defines whether the texture is encoded as a base64
  100214. * @param isBuffer defines whether the texture data are stored as a buffer
  100215. * @returns true if the loader can load the specified file
  100216. */
  100217. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100218. return extension.indexOf(".tga") === 0;
  100219. };
  100220. /**
  100221. * Transform the url before loading if required.
  100222. * @param rootUrl the url of the texture
  100223. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100224. * @returns the transformed texture
  100225. */
  100226. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100227. return rootUrl;
  100228. };
  100229. /**
  100230. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100231. * @param rootUrl the url of the texture
  100232. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100233. * @returns the fallback texture
  100234. */
  100235. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100236. return null;
  100237. };
  100238. /**
  100239. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100240. * @param data contains the texture data
  100241. * @param texture defines the BabylonJS internal texture
  100242. * @param createPolynomials will be true if polynomials have been requested
  100243. * @param onLoad defines the callback to trigger once the texture is ready
  100244. * @param onError defines the callback to trigger in case of error
  100245. */
  100246. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100247. throw ".env not supported in Cube.";
  100248. };
  100249. /**
  100250. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100251. * @param data contains the texture data
  100252. * @param texture defines the BabylonJS internal texture
  100253. * @param callback defines the method to call once ready to upload
  100254. */
  100255. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100256. var uintData = new Uint8Array(data);
  100257. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100258. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100259. BABYLON.TGATools.UploadContent(texture, uintData);
  100260. });
  100261. };
  100262. return TGATextureLoader;
  100263. }());
  100264. // Register the loader.
  100265. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100266. })(BABYLON || (BABYLON = {}));
  100267. //# sourceMappingURL=tgaTextureLoader.js.map
  100268. var BABYLON;
  100269. (function (BABYLON) {
  100270. /**
  100271. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100272. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100273. */
  100274. var KhronosTextureContainer = /** @class */ (function () {
  100275. /**
  100276. * Creates a new KhronosTextureContainer
  100277. * @param arrayBuffer contents of the KTX container file
  100278. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100279. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100280. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100281. */
  100282. function KhronosTextureContainer(
  100283. /** contents of the KTX container file */
  100284. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100285. this.arrayBuffer = arrayBuffer;
  100286. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100287. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100288. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100289. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100290. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100291. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100292. BABYLON.Tools.Error("texture missing KTX identifier");
  100293. return;
  100294. }
  100295. // load the reset of the header in native 32 bit int
  100296. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100297. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100298. var oppositeEndianess = header[0] === 0x01020304;
  100299. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100300. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100301. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100302. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100303. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100304. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100305. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100306. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100307. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100308. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100309. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100310. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100311. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100312. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100313. if (this.glType !== 0) {
  100314. BABYLON.Tools.Error("only compressed formats currently supported");
  100315. return;
  100316. }
  100317. else {
  100318. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100319. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100320. }
  100321. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100322. BABYLON.Tools.Error("only 2D textures currently supported");
  100323. return;
  100324. }
  100325. if (this.numberOfArrayElements !== 0) {
  100326. BABYLON.Tools.Error("texture arrays not currently supported");
  100327. return;
  100328. }
  100329. if (this.numberOfFaces !== facesExpected) {
  100330. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100331. return;
  100332. }
  100333. // we now have a completely validated file, so could use existence of loadType as success
  100334. // would need to make this more elaborate & adjust checks above to support more than one load type
  100335. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100336. }
  100337. //
  100338. /**
  100339. * Revert the endianness of a value.
  100340. * Not as fast hardware based, but will probably never need to use
  100341. * @param val defines the value to convert
  100342. * @returns the new value
  100343. */
  100344. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100345. return ((val & 0xFF) << 24)
  100346. | ((val & 0xFF00) << 8)
  100347. | ((val >> 8) & 0xFF00)
  100348. | ((val >> 24) & 0xFF);
  100349. };
  100350. /**
  100351. * Uploads KTX content to a Babylon Texture.
  100352. * It is assumed that the texture has already been created & is currently bound
  100353. * @hidden
  100354. */
  100355. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100356. switch (this.loadType) {
  100357. case KhronosTextureContainer.COMPRESSED_2D:
  100358. this._upload2DCompressedLevels(texture, loadMipmaps);
  100359. break;
  100360. case KhronosTextureContainer.TEX_2D:
  100361. case KhronosTextureContainer.COMPRESSED_3D:
  100362. case KhronosTextureContainer.TEX_3D:
  100363. }
  100364. };
  100365. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100366. // initialize width & height for level 1
  100367. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100368. var width = this.pixelWidth;
  100369. var height = this.pixelHeight;
  100370. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100371. for (var level = 0; level < mipmapCount; level++) {
  100372. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100373. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100374. for (var face = 0; face < this.numberOfFaces; face++) {
  100375. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100376. var engine = texture.getEngine();
  100377. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100378. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100379. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100380. }
  100381. width = Math.max(1.0, width * 0.5);
  100382. height = Math.max(1.0, height * 0.5);
  100383. }
  100384. };
  100385. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100386. // load types
  100387. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100388. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100389. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100390. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100391. return KhronosTextureContainer;
  100392. }());
  100393. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100394. })(BABYLON || (BABYLON = {}));
  100395. //# sourceMappingURL=khronosTextureContainer.js.map
  100396. var BABYLON;
  100397. (function (BABYLON) {
  100398. /**
  100399. * Implementation of the KTX Texture Loader.
  100400. */
  100401. var KTXTextureLoader = /** @class */ (function () {
  100402. function KTXTextureLoader() {
  100403. /**
  100404. * Defines wether the loader supports cascade loading the different faces.
  100405. */
  100406. this.supportCascades = false;
  100407. }
  100408. /**
  100409. * This returns if the loader support the current file information.
  100410. * @param extension defines the file extension of the file being loaded
  100411. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100412. * @param fallback defines the fallback internal texture if any
  100413. * @param isBase64 defines whether the texture is encoded as a base64
  100414. * @param isBuffer defines whether the texture data are stored as a buffer
  100415. * @returns true if the loader can load the specified file
  100416. */
  100417. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100418. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100419. return true;
  100420. }
  100421. return false;
  100422. };
  100423. /**
  100424. * Transform the url before loading if required.
  100425. * @param rootUrl the url of the texture
  100426. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100427. * @returns the transformed texture
  100428. */
  100429. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100430. var lastDot = rootUrl.lastIndexOf('.');
  100431. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100432. };
  100433. /**
  100434. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100435. * @param rootUrl the url of the texture
  100436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100437. * @returns the fallback texture
  100438. */
  100439. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100440. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100441. var exp = new RegExp("" + textureFormatInUse + "$");
  100442. return rootUrl.replace(exp, "");
  100443. };
  100444. /**
  100445. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100446. * @param data contains the texture data
  100447. * @param texture defines the BabylonJS internal texture
  100448. * @param createPolynomials will be true if polynomials have been requested
  100449. * @param onLoad defines the callback to trigger once the texture is ready
  100450. * @param onError defines the callback to trigger in case of error
  100451. */
  100452. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100453. if (Array.isArray(data)) {
  100454. return;
  100455. }
  100456. var engine = texture.getEngine();
  100457. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100458. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100459. engine._unpackFlipY(true);
  100460. ktx.uploadLevels(texture, texture.generateMipMaps);
  100461. texture.width = ktx.pixelWidth;
  100462. texture.height = ktx.pixelHeight;
  100463. engine._setCubeMapTextureParams(loadMipmap);
  100464. texture.isReady = true;
  100465. };
  100466. /**
  100467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100468. * @param data contains the texture data
  100469. * @param texture defines the BabylonJS internal texture
  100470. * @param callback defines the method to call once ready to upload
  100471. */
  100472. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100473. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100474. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100475. ktx.uploadLevels(texture, texture.generateMipMaps);
  100476. });
  100477. };
  100478. return KTXTextureLoader;
  100479. }());
  100480. // Register the loader.
  100481. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100482. })(BABYLON || (BABYLON = {}));
  100483. //# sourceMappingURL=ktxTextureLoader.js.map
  100484. var BABYLON;
  100485. (function (BABYLON) {
  100486. /**
  100487. * Sets of helpers addressing the serialization and deserialization of environment texture
  100488. * stored in a BabylonJS env file.
  100489. * Those files are usually stored as .env files.
  100490. */
  100491. var EnvironmentTextureTools = /** @class */ (function () {
  100492. function EnvironmentTextureTools() {
  100493. }
  100494. /**
  100495. * Gets the environment info from an env file.
  100496. * @param data The array buffer containing the .env bytes.
  100497. * @returns the environment file info (the json header) if successfully parsed.
  100498. */
  100499. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100500. var dataView = new DataView(data);
  100501. var pos = 0;
  100502. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100503. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100504. BABYLON.Tools.Error('Not a babylon environment map');
  100505. return null;
  100506. }
  100507. }
  100508. // Read json manifest - collect characters up to null terminator
  100509. var manifestString = '';
  100510. var charCode = 0x00;
  100511. while ((charCode = dataView.getUint8(pos++))) {
  100512. manifestString += String.fromCharCode(charCode);
  100513. }
  100514. var manifest = JSON.parse(manifestString);
  100515. if (manifest.specular) {
  100516. // Extend the header with the position of the payload.
  100517. manifest.specular.specularDataPosition = pos;
  100518. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100519. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100520. }
  100521. return manifest;
  100522. };
  100523. /**
  100524. * Creates an environment texture from a loaded cube texture.
  100525. * @param texture defines the cube texture to convert in env file
  100526. * @return a promise containing the environment data if succesfull.
  100527. */
  100528. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100529. var _this = this;
  100530. var internalTexture = texture.getInternalTexture();
  100531. if (!internalTexture) {
  100532. return Promise.reject("The cube texture is invalid.");
  100533. }
  100534. if (!texture._prefiltered) {
  100535. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100536. }
  100537. var engine = internalTexture.getEngine();
  100538. if (engine && engine.premultipliedAlpha) {
  100539. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100540. }
  100541. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100542. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100543. }
  100544. var canvas = engine.getRenderingCanvas();
  100545. if (!canvas) {
  100546. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100547. }
  100548. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100549. if (!engine.getCaps().textureFloatRender) {
  100550. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100551. if (!engine.getCaps().textureHalfFloatRender) {
  100552. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100553. }
  100554. }
  100555. var cubeWidth = internalTexture.width;
  100556. var hostingScene = new BABYLON.Scene(engine);
  100557. var specularTextures = {};
  100558. var promises = [];
  100559. // Read and collect all mipmaps data from the cube.
  100560. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100561. mipmapsCount = Math.round(mipmapsCount);
  100562. var _loop_1 = function (i) {
  100563. var faceWidth = Math.pow(2, mipmapsCount - i);
  100564. var _loop_2 = function (face) {
  100565. var data = texture.readPixels(face, i);
  100566. // Creates a temp texture with the face data.
  100567. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100568. // And rgbdEncode them.
  100569. var promise = new Promise(function (resolve, reject) {
  100570. 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);
  100571. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100572. rgbdPostProcess.onApply = function (effect) {
  100573. effect._bindTexture("textureSampler", tempTexture);
  100574. };
  100575. // As the process needs to happen on the main canvas, keep track of the current size
  100576. var currentW = engine.getRenderWidth();
  100577. var currentH = engine.getRenderHeight();
  100578. // Set the desired size for the texture
  100579. engine.setSize(faceWidth, faceWidth);
  100580. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100581. // Reading datas from WebGL
  100582. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100583. var fileReader = new FileReader();
  100584. fileReader.onload = function (event) {
  100585. var arrayBuffer = event.target.result;
  100586. specularTextures[i * 6 + face] = arrayBuffer;
  100587. resolve();
  100588. };
  100589. fileReader.readAsArrayBuffer(blob);
  100590. });
  100591. // Reapply the previous canvas size
  100592. engine.setSize(currentW, currentH);
  100593. });
  100594. });
  100595. promises.push(promise);
  100596. };
  100597. // All faces of the cube.
  100598. for (var face = 0; face < 6; face++) {
  100599. _loop_2(face);
  100600. }
  100601. };
  100602. for (var i = 0; i <= mipmapsCount; i++) {
  100603. _loop_1(i);
  100604. }
  100605. // Once all the textures haves been collected as RGBD stored in PNGs
  100606. return Promise.all(promises).then(function () {
  100607. // We can delete the hosting scene keeping track of all the creation objects
  100608. hostingScene.dispose();
  100609. // Creates the json header for the env texture
  100610. var info = {
  100611. version: 1,
  100612. width: cubeWidth,
  100613. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100614. specular: {
  100615. mipmaps: [],
  100616. lodGenerationScale: texture.lodGenerationScale
  100617. }
  100618. };
  100619. // Sets the specular image data information
  100620. var position = 0;
  100621. for (var i = 0; i <= mipmapsCount; i++) {
  100622. for (var face = 0; face < 6; face++) {
  100623. var byteLength = specularTextures[i * 6 + face].byteLength;
  100624. info.specular.mipmaps.push({
  100625. length: byteLength,
  100626. position: position
  100627. });
  100628. position += byteLength;
  100629. }
  100630. }
  100631. // Encode the JSON as an array buffer
  100632. var infoString = JSON.stringify(info);
  100633. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100634. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100635. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100636. infoView[i] = infoString.charCodeAt(i);
  100637. }
  100638. // Ends up with a null terminator for easier parsing
  100639. infoView[infoString.length] = 0x00;
  100640. // Computes the final required size and creates the storage
  100641. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100642. var finalBuffer = new ArrayBuffer(totalSize);
  100643. var finalBufferView = new Uint8Array(finalBuffer);
  100644. var dataView = new DataView(finalBuffer);
  100645. // Copy the magic bytes identifying the file in
  100646. var pos = 0;
  100647. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100648. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100649. }
  100650. // Add the json info
  100651. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100652. pos += infoBuffer.byteLength;
  100653. // Finally inserts the texture data
  100654. for (var i = 0; i <= mipmapsCount; i++) {
  100655. for (var face = 0; face < 6; face++) {
  100656. var dataBuffer = specularTextures[i * 6 + face];
  100657. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100658. pos += dataBuffer.byteLength;
  100659. }
  100660. }
  100661. // Voila
  100662. return finalBuffer;
  100663. });
  100664. };
  100665. /**
  100666. * Creates a JSON representation of the spherical data.
  100667. * @param texture defines the texture containing the polynomials
  100668. * @return the JSON representation of the spherical info
  100669. */
  100670. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100671. var polynmials = texture.sphericalPolynomial;
  100672. if (polynmials == null) {
  100673. return null;
  100674. }
  100675. return {
  100676. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100677. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100678. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100679. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100680. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100681. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100682. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100683. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100684. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100685. };
  100686. };
  100687. /**
  100688. * Uploads the texture info contained in the env file to the GPU.
  100689. * @param texture defines the internal texture to upload to
  100690. * @param arrayBuffer defines the buffer cotaining the data to load
  100691. * @param info defines the texture info retrieved through the GetEnvInfo method
  100692. * @returns a promise
  100693. */
  100694. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100695. if (info.version !== 1) {
  100696. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100697. }
  100698. var specularInfo = info.specular;
  100699. if (!specularInfo) {
  100700. // Nothing else parsed so far
  100701. return Promise.resolve();
  100702. }
  100703. // Double checks the enclosed info
  100704. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100705. mipmapsCount = Math.round(mipmapsCount) + 1;
  100706. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100707. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100708. }
  100709. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100710. var imageData = new Array(mipmapsCount);
  100711. for (var i = 0; i < mipmapsCount; i++) {
  100712. imageData[i] = new Array(6);
  100713. for (var face = 0; face < 6; face++) {
  100714. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100715. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100716. }
  100717. }
  100718. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100719. };
  100720. /**
  100721. * Uploads the levels of image data to the GPU.
  100722. * @param texture defines the internal texture to upload to
  100723. * @param imageData defines the array buffer views of image data [mipmap][face]
  100724. * @returns a promise
  100725. */
  100726. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100727. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100728. throw new Error("Texture size must be a power of two");
  100729. }
  100730. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100731. // Gets everything ready.
  100732. var engine = texture.getEngine();
  100733. var expandTexture = false;
  100734. var generateNonLODTextures = false;
  100735. var rgbdPostProcess = null;
  100736. var cubeRtt = null;
  100737. var lodTextures = null;
  100738. var caps = engine.getCaps();
  100739. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100740. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100741. texture.generateMipMaps = true;
  100742. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100743. // Add extra process if texture lod is not supported
  100744. if (!caps.textureLOD) {
  100745. expandTexture = false;
  100746. generateNonLODTextures = true;
  100747. lodTextures = {};
  100748. }
  100749. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100750. else if (engine.webGLVersion < 2) {
  100751. expandTexture = false;
  100752. }
  100753. // If half float available we can uncompress the texture
  100754. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100755. expandTexture = true;
  100756. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100757. }
  100758. // If full float available we can uncompress the texture
  100759. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100760. expandTexture = true;
  100761. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100762. }
  100763. // Expand the texture if possible
  100764. if (expandTexture) {
  100765. // Simply run through the decode PP
  100766. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100767. texture._isRGBD = false;
  100768. texture.invertY = false;
  100769. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100770. generateDepthBuffer: false,
  100771. generateMipMaps: true,
  100772. generateStencilBuffer: false,
  100773. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100774. type: texture.type,
  100775. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100776. });
  100777. }
  100778. else {
  100779. texture._isRGBD = true;
  100780. texture.invertY = true;
  100781. // In case of missing support, applies the same patch than DDS files.
  100782. if (generateNonLODTextures) {
  100783. var mipSlices = 3;
  100784. var scale = texture._lodGenerationScale;
  100785. var offset = texture._lodGenerationOffset;
  100786. for (var i = 0; i < mipSlices; i++) {
  100787. //compute LOD from even spacing in smoothness (matching shader calculation)
  100788. var smoothness = i / (mipSlices - 1);
  100789. var roughness = 1 - smoothness;
  100790. var minLODIndex = offset; // roughness = 0
  100791. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100792. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100793. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100794. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100795. glTextureFromLod.isCube = true;
  100796. glTextureFromLod.invertY = true;
  100797. glTextureFromLod.generateMipMaps = false;
  100798. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100799. // Wrap in a base texture for easy binding.
  100800. var lodTexture = new BABYLON.BaseTexture(null);
  100801. lodTexture.isCube = true;
  100802. lodTexture._texture = glTextureFromLod;
  100803. lodTextures[mipmapIndex] = lodTexture;
  100804. switch (i) {
  100805. case 0:
  100806. texture._lodTextureLow = lodTexture;
  100807. break;
  100808. case 1:
  100809. texture._lodTextureMid = lodTexture;
  100810. break;
  100811. case 2:
  100812. texture._lodTextureHigh = lodTexture;
  100813. break;
  100814. }
  100815. }
  100816. }
  100817. }
  100818. var promises = [];
  100819. var _loop_3 = function (i) {
  100820. var _loop_4 = function (face) {
  100821. // Constructs an image element from image data
  100822. var bytes = imageData[i][face];
  100823. var blob = new Blob([bytes], { type: 'image/png' });
  100824. var url = URL.createObjectURL(blob);
  100825. var image = new Image();
  100826. image.src = url;
  100827. // Enqueue promise to upload to the texture.
  100828. var promise = new Promise(function (resolve, reject) {
  100829. image.onload = function () {
  100830. if (expandTexture) {
  100831. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100832. reject(message);
  100833. }, image);
  100834. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100835. // Uncompress the data to a RTT
  100836. rgbdPostProcess.onApply = function (effect) {
  100837. effect._bindTexture("textureSampler", tempTexture_1);
  100838. effect.setFloat2("scale", 1, 1);
  100839. };
  100840. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100841. // Cleanup
  100842. engine.restoreDefaultFramebuffer();
  100843. tempTexture_1.dispose();
  100844. window.URL.revokeObjectURL(url);
  100845. resolve();
  100846. });
  100847. }
  100848. else {
  100849. engine._uploadImageToTexture(texture, image, face, i);
  100850. // Upload the face to the non lod texture support
  100851. if (generateNonLODTextures) {
  100852. var lodTexture = lodTextures[i];
  100853. if (lodTexture) {
  100854. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100855. }
  100856. }
  100857. resolve();
  100858. }
  100859. };
  100860. image.onerror = function (error) {
  100861. reject(error);
  100862. };
  100863. });
  100864. promises.push(promise);
  100865. };
  100866. // All faces
  100867. for (var face = 0; face < 6; face++) {
  100868. _loop_4(face);
  100869. }
  100870. };
  100871. // All mipmaps up to provided number of images
  100872. for (var i = 0; i < imageData.length; i++) {
  100873. _loop_3(i);
  100874. }
  100875. // Fill remaining mipmaps with black textures.
  100876. if (imageData.length < mipmapsCount) {
  100877. var data = void 0;
  100878. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100879. var dataLength = size * size * 4;
  100880. switch (texture.type) {
  100881. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100882. data = new Uint8Array(dataLength);
  100883. break;
  100884. }
  100885. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100886. data = new Uint16Array(dataLength);
  100887. break;
  100888. }
  100889. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100890. data = new Float32Array(dataLength);
  100891. break;
  100892. }
  100893. }
  100894. for (var i = imageData.length; i < mipmapsCount; i++) {
  100895. for (var face = 0; face < 6; face++) {
  100896. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100897. }
  100898. }
  100899. }
  100900. // Once all done, finishes the cleanup and return
  100901. return Promise.all(promises).then(function () {
  100902. // Release temp RTT.
  100903. if (cubeRtt) {
  100904. engine._releaseFramebufferObjects(cubeRtt);
  100905. cubeRtt._swapAndDie(texture);
  100906. }
  100907. // Release temp Post Process.
  100908. if (rgbdPostProcess) {
  100909. rgbdPostProcess.dispose();
  100910. }
  100911. // Flag internal texture as ready in case they are in use.
  100912. if (generateNonLODTextures) {
  100913. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100914. texture._lodTextureHigh._texture.isReady = true;
  100915. }
  100916. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100917. texture._lodTextureMid._texture.isReady = true;
  100918. }
  100919. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100920. texture._lodTextureLow._texture.isReady = true;
  100921. }
  100922. }
  100923. });
  100924. };
  100925. /**
  100926. * Uploads spherical polynomials information to the texture.
  100927. * @param texture defines the texture we are trying to upload the information to
  100928. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100929. */
  100930. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100931. if (info.version !== 1) {
  100932. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100933. }
  100934. var irradianceInfo = info.irradiance;
  100935. if (!irradianceInfo) {
  100936. return;
  100937. }
  100938. var sp = new BABYLON.SphericalPolynomial();
  100939. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100940. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100941. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100942. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100943. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100944. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100945. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100946. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100947. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100948. texture._sphericalPolynomial = sp;
  100949. };
  100950. /**
  100951. * Magic number identifying the env file.
  100952. */
  100953. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100954. return EnvironmentTextureTools;
  100955. }());
  100956. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100957. })(BABYLON || (BABYLON = {}));
  100958. //# sourceMappingURL=environmentTextureTools.js.map
  100959. var BABYLON;
  100960. (function (BABYLON) {
  100961. /**
  100962. * Implementation of the ENV Texture Loader.
  100963. */
  100964. var ENVTextureLoader = /** @class */ (function () {
  100965. function ENVTextureLoader() {
  100966. /**
  100967. * Defines wether the loader supports cascade loading the different faces.
  100968. */
  100969. this.supportCascades = false;
  100970. }
  100971. /**
  100972. * This returns if the loader support the current file information.
  100973. * @param extension defines the file extension of the file being loaded
  100974. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100975. * @param fallback defines the fallback internal texture if any
  100976. * @param isBase64 defines whether the texture is encoded as a base64
  100977. * @param isBuffer defines whether the texture data are stored as a buffer
  100978. * @returns true if the loader can load the specified file
  100979. */
  100980. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100981. return extension.indexOf(".env") === 0;
  100982. };
  100983. /**
  100984. * Transform the url before loading if required.
  100985. * @param rootUrl the url of the texture
  100986. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100987. * @returns the transformed texture
  100988. */
  100989. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100990. return rootUrl;
  100991. };
  100992. /**
  100993. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100994. * @param rootUrl the url of the texture
  100995. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100996. * @returns the fallback texture
  100997. */
  100998. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100999. return null;
  101000. };
  101001. /**
  101002. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101003. * @param data contains the texture data
  101004. * @param texture defines the BabylonJS internal texture
  101005. * @param createPolynomials will be true if polynomials have been requested
  101006. * @param onLoad defines the callback to trigger once the texture is ready
  101007. * @param onError defines the callback to trigger in case of error
  101008. */
  101009. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101010. if (Array.isArray(data)) {
  101011. return;
  101012. }
  101013. data = data;
  101014. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101015. if (info) {
  101016. texture.width = info.width;
  101017. texture.height = info.width;
  101018. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101019. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101020. texture.isReady = true;
  101021. if (onLoad) {
  101022. onLoad();
  101023. }
  101024. });
  101025. }
  101026. else if (onError) {
  101027. onError("Can not parse the environment file", null);
  101028. }
  101029. };
  101030. /**
  101031. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101032. * @param data contains the texture data
  101033. * @param texture defines the BabylonJS internal texture
  101034. * @param callback defines the method to call once ready to upload
  101035. */
  101036. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101037. throw ".env not supported in 2d.";
  101038. };
  101039. return ENVTextureLoader;
  101040. }());
  101041. // Register the loader.
  101042. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101043. })(BABYLON || (BABYLON = {}));
  101044. //# sourceMappingURL=envTextureLoader.js.map
  101045. var BABYLON;
  101046. (function (BABYLON) {
  101047. /**
  101048. * Renders a layer on top of an existing scene
  101049. */
  101050. var UtilityLayerRenderer = /** @class */ (function () {
  101051. /**
  101052. * Instantiates a UtilityLayerRenderer
  101053. * @param originalScene the original scene that will be rendered on top of
  101054. */
  101055. function UtilityLayerRenderer(
  101056. /** the original scene that will be rendered on top of */
  101057. originalScene) {
  101058. var _this = this;
  101059. this.originalScene = originalScene;
  101060. this._pointerCaptures = {};
  101061. this._lastPointerEvents = {};
  101062. /**
  101063. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101064. */
  101065. this.pickUtilitySceneFirst = true;
  101066. /**
  101067. * If the utility layer should automatically be rendered on top of existing scene
  101068. */
  101069. this.shouldRender = true;
  101070. /**
  101071. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101072. */
  101073. this.onlyCheckPointerDownEvents = true;
  101074. /**
  101075. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101076. */
  101077. this.processAllEvents = false;
  101078. /**
  101079. * Observable raised when the pointer move from the utility layer scene to the main scene
  101080. */
  101081. this.onPointerOutObservable = new BABYLON.Observable();
  101082. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101083. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101084. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101085. this.utilityLayerScene._allowPostProcessClearColor = false;
  101086. originalScene.getEngine().scenes.pop();
  101087. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101088. this.utilityLayerScene.detachControl();
  101089. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101090. if (!_this.processAllEvents) {
  101091. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101092. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101093. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101094. return;
  101095. }
  101096. }
  101097. var pointerEvent = (prePointerInfo.event);
  101098. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101099. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101100. return;
  101101. }
  101102. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101103. if (!prePointerInfo.ray && utilityScenePick) {
  101104. prePointerInfo.ray = utilityScenePick.ray;
  101105. }
  101106. // always fire the prepointer oversvable
  101107. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101108. // allow every non pointer down event to flow to the utility layer
  101109. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101110. if (!prePointerInfo.skipOnPointerObservable) {
  101111. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101112. }
  101113. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101114. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101115. }
  101116. return;
  101117. }
  101118. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101119. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101120. if (utilityScenePick && utilityScenePick.hit) {
  101121. if (!prePointerInfo.skipOnPointerObservable) {
  101122. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101123. }
  101124. prePointerInfo.skipOnPointerObservable = true;
  101125. }
  101126. }
  101127. else {
  101128. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101129. var pointerEvent_1 = (prePointerInfo.event);
  101130. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101131. if (originalScenePick && utilityScenePick) {
  101132. // No pick in utility scene
  101133. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101134. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101135. // We touched an utility mesh present in the main scene
  101136. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101137. prePointerInfo.skipOnPointerObservable = true;
  101138. }
  101139. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101140. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101141. }
  101142. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101143. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101144. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101145. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101146. }
  101147. }
  101148. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101149. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101150. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101151. // If a previous utility layer set this, do not unset this
  101152. if (!prePointerInfo.skipOnPointerObservable) {
  101153. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101154. }
  101155. }
  101156. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101157. // We have a pick in both scenes but main is closer than utility
  101158. // We touched an utility mesh present in the main scene
  101159. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101160. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101161. prePointerInfo.skipOnPointerObservable = true;
  101162. }
  101163. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101164. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101165. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101166. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101167. }
  101168. }
  101169. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101170. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101171. }
  101172. }
  101173. }
  101174. });
  101175. // Render directly on top of existing scene without clearing
  101176. this.utilityLayerScene.autoClear = false;
  101177. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101178. if (_this.shouldRender) {
  101179. _this.render();
  101180. }
  101181. });
  101182. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101183. _this.dispose();
  101184. });
  101185. this._updateCamera();
  101186. }
  101187. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101188. /**
  101189. * 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)
  101190. */
  101191. get: function () {
  101192. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101193. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101194. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101195. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101196. });
  101197. }
  101198. return UtilityLayerRenderer._DefaultUtilityLayer;
  101199. },
  101200. enumerable: true,
  101201. configurable: true
  101202. });
  101203. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101204. /**
  101205. * 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)
  101206. */
  101207. get: function () {
  101208. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101209. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101210. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101211. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101212. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101213. });
  101214. }
  101215. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101216. },
  101217. enumerable: true,
  101218. configurable: true
  101219. });
  101220. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101221. if (!prePointerInfo.skipOnPointerObservable) {
  101222. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101223. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101224. }
  101225. };
  101226. /**
  101227. * Renders the utility layers scene on top of the original scene
  101228. */
  101229. UtilityLayerRenderer.prototype.render = function () {
  101230. this._updateCamera();
  101231. if (this.utilityLayerScene.activeCamera) {
  101232. // Set the camera's scene to utility layers scene
  101233. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101234. var camera = this.utilityLayerScene.activeCamera;
  101235. camera._scene = this.utilityLayerScene;
  101236. if (camera.leftCamera) {
  101237. camera.leftCamera._scene = this.utilityLayerScene;
  101238. }
  101239. if (camera.rightCamera) {
  101240. camera.rightCamera._scene = this.utilityLayerScene;
  101241. }
  101242. this.utilityLayerScene.render(false);
  101243. // Reset camera's scene back to original
  101244. camera._scene = oldScene;
  101245. if (camera.leftCamera) {
  101246. camera.leftCamera._scene = oldScene;
  101247. }
  101248. if (camera.rightCamera) {
  101249. camera.rightCamera._scene = oldScene;
  101250. }
  101251. }
  101252. };
  101253. /**
  101254. * Disposes of the renderer
  101255. */
  101256. UtilityLayerRenderer.prototype.dispose = function () {
  101257. this.onPointerOutObservable.clear();
  101258. if (this._afterRenderObserver) {
  101259. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101260. }
  101261. if (this._sceneDisposeObserver) {
  101262. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101263. }
  101264. if (this._originalPointerObserver) {
  101265. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101266. }
  101267. this.utilityLayerScene.dispose();
  101268. };
  101269. UtilityLayerRenderer.prototype._updateCamera = function () {
  101270. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101271. };
  101272. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101273. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101274. return UtilityLayerRenderer;
  101275. }());
  101276. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101277. })(BABYLON || (BABYLON = {}));
  101278. //# sourceMappingURL=utilityLayerRenderer.js.map
  101279. //# sourceMappingURL=behavior.js.map
  101280. var BABYLON;
  101281. (function (BABYLON) {
  101282. /**
  101283. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101284. */
  101285. var PointerDragBehavior = /** @class */ (function () {
  101286. /**
  101287. * Creates a pointer drag behavior that can be attached to a mesh
  101288. * @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)
  101289. */
  101290. function PointerDragBehavior(options) {
  101291. /**
  101292. * 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)
  101293. */
  101294. this.maxDragAngle = 0;
  101295. /**
  101296. * @hidden
  101297. */
  101298. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101299. /**
  101300. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101301. */
  101302. this.currentDraggingPointerID = -1;
  101303. /**
  101304. * If the behavior is currently in a dragging state
  101305. */
  101306. this.dragging = false;
  101307. /**
  101308. * 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)
  101309. */
  101310. this.dragDeltaRatio = 0.2;
  101311. /**
  101312. * If the drag plane orientation should be updated during the dragging (Default: true)
  101313. */
  101314. this.updateDragPlane = true;
  101315. // Debug mode will display drag planes to help visualize behavior
  101316. this._debugMode = false;
  101317. this._moving = false;
  101318. /**
  101319. * Fires each time the attached mesh is dragged with the pointer
  101320. * * delta between last drag position and current drag position in world space
  101321. * * dragDistance along the drag axis
  101322. * * dragPlaneNormal normal of the current drag plane used during the drag
  101323. * * dragPlanePoint in world space where the drag intersects the drag plane
  101324. */
  101325. this.onDragObservable = new BABYLON.Observable();
  101326. /**
  101327. * Fires each time a drag begins (eg. mouse down on mesh)
  101328. */
  101329. this.onDragStartObservable = new BABYLON.Observable();
  101330. /**
  101331. * Fires each time a drag ends (eg. mouse release after drag)
  101332. */
  101333. this.onDragEndObservable = new BABYLON.Observable();
  101334. /**
  101335. * If the attached mesh should be moved when dragged
  101336. */
  101337. this.moveAttached = true;
  101338. /**
  101339. * If the drag behavior will react to drag events (Default: true)
  101340. */
  101341. this.enabled = true;
  101342. /**
  101343. * If camera controls should be detached during the drag
  101344. */
  101345. this.detachCameraControls = true;
  101346. /**
  101347. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101348. */
  101349. this.useObjectOrienationForDragging = true;
  101350. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101351. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101352. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101353. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101354. this._attachedElement = null;
  101355. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101356. this._lastPointerRay = {};
  101357. this._dragDelta = new BABYLON.Vector3();
  101358. // Variables to avoid instantiation in the below method
  101359. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101360. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101361. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101362. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101363. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101364. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101365. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101366. this._options = options ? options : {};
  101367. var optionCount = 0;
  101368. if (this._options.dragAxis) {
  101369. optionCount++;
  101370. }
  101371. if (this._options.dragPlaneNormal) {
  101372. optionCount++;
  101373. }
  101374. if (optionCount > 1) {
  101375. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101376. }
  101377. }
  101378. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101379. /**
  101380. * The name of the behavior
  101381. */
  101382. get: function () {
  101383. return "PointerDrag";
  101384. },
  101385. enumerable: true,
  101386. configurable: true
  101387. });
  101388. /**
  101389. * Initializes the behavior
  101390. */
  101391. PointerDragBehavior.prototype.init = function () { };
  101392. /**
  101393. * Attaches the drag behavior the passed in mesh
  101394. * @param ownerNode The mesh that will be dragged around once attached
  101395. */
  101396. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101397. var _this = this;
  101398. this._scene = ownerNode.getScene();
  101399. this._attachedNode = ownerNode;
  101400. // Initialize drag plane to not interfere with existing scene
  101401. if (!PointerDragBehavior._planeScene) {
  101402. if (this._debugMode) {
  101403. PointerDragBehavior._planeScene = this._scene;
  101404. }
  101405. else {
  101406. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101407. PointerDragBehavior._planeScene.detachControl();
  101408. this._scene.getEngine().scenes.pop();
  101409. this._scene.onDisposeObservable.addOnce(function () {
  101410. PointerDragBehavior._planeScene.dispose();
  101411. PointerDragBehavior._planeScene = null;
  101412. });
  101413. }
  101414. }
  101415. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101416. // State of the drag
  101417. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101418. var pickPredicate = function (m) {
  101419. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101420. };
  101421. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101422. if (!_this.enabled) {
  101423. return;
  101424. }
  101425. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101426. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101427. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101428. }
  101429. }
  101430. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101431. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101432. _this.releaseDrag();
  101433. }
  101434. }
  101435. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101436. var pointerId = pointerInfo.event.pointerId;
  101437. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101438. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101439. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101440. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101441. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101442. }
  101443. _this.currentDraggingPointerID = pointerId;
  101444. }
  101445. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101446. if (!_this._lastPointerRay[pointerId]) {
  101447. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101448. }
  101449. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101450. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101451. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101452. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101453. _this._moveDrag(pointerInfo.pickInfo.ray);
  101454. }
  101455. }
  101456. }
  101457. });
  101458. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101459. if (_this._moving && _this.moveAttached) {
  101460. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101461. // Slowly move mesh to avoid jitter
  101462. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101463. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101464. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101465. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101466. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101467. }
  101468. });
  101469. };
  101470. /**
  101471. * Force relase the drag action by code.
  101472. */
  101473. PointerDragBehavior.prototype.releaseDrag = function () {
  101474. this.dragging = false;
  101475. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101476. this.currentDraggingPointerID = -1;
  101477. this._moving = false;
  101478. // Reattach camera controls
  101479. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101480. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101481. }
  101482. };
  101483. /**
  101484. * Simulates the start of a pointer drag event on the behavior
  101485. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101486. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101487. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101488. */
  101489. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101490. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101491. this._startDrag(pointerId, fromRay, startPickedPoint);
  101492. var lastRay = this._lastPointerRay[pointerId];
  101493. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101494. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101495. }
  101496. if (lastRay) {
  101497. // if there was a last pointer ray drag the object there
  101498. this._moveDrag(lastRay);
  101499. }
  101500. };
  101501. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101502. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101503. return;
  101504. }
  101505. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101506. // Create start ray from the camera to the object
  101507. if (fromRay) {
  101508. this._startDragRay.direction.copyFrom(fromRay.direction);
  101509. this._startDragRay.origin.copyFrom(fromRay.origin);
  101510. }
  101511. else {
  101512. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101513. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101514. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101515. }
  101516. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101517. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101518. if (pickedPoint) {
  101519. this.dragging = true;
  101520. this.currentDraggingPointerID = pointerId;
  101521. this.lastDragPosition.copyFrom(pickedPoint);
  101522. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101523. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101524. // Detatch camera controls
  101525. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101526. if (this._scene.activeCamera.inputs.attachedElement) {
  101527. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101528. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101529. }
  101530. else {
  101531. this._attachedElement = null;
  101532. }
  101533. }
  101534. }
  101535. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101536. };
  101537. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101538. this._moving = true;
  101539. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101540. if (pickedPoint) {
  101541. if (this.updateDragPlane) {
  101542. this._updateDragPlanePosition(ray, pickedPoint);
  101543. }
  101544. var dragLength = 0;
  101545. // depending on the drag mode option drag accordingly
  101546. if (this._options.dragAxis) {
  101547. // Convert local drag axis to world
  101548. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101549. // Project delta drag from the drag plane onto the drag axis
  101550. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101551. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101552. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101553. }
  101554. else {
  101555. dragLength = this._dragDelta.length();
  101556. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101557. }
  101558. this._targetPosition.addInPlace(this._dragDelta);
  101559. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101560. this.lastDragPosition.copyFrom(pickedPoint);
  101561. }
  101562. };
  101563. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101564. var _this = this;
  101565. if (!ray) {
  101566. return null;
  101567. }
  101568. // Calculate angle between plane normal and ray
  101569. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101570. // Correct if ray is casted from oposite side
  101571. if (angle > Math.PI / 2) {
  101572. angle = Math.PI - angle;
  101573. }
  101574. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101575. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101576. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101577. // Invert ray direction along the towards object axis
  101578. this._tmpVector.copyFrom(ray.direction);
  101579. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101580. this._alternatePickedPoint.normalize();
  101581. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101582. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101583. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101584. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101585. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101586. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101587. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101588. return this._alternatePickedPoint;
  101589. }
  101590. else {
  101591. return null;
  101592. }
  101593. }
  101594. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101595. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101596. return pickResult.pickedPoint;
  101597. }
  101598. else {
  101599. return null;
  101600. }
  101601. };
  101602. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101603. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101604. this._pointA.copyFrom(dragPlanePosition);
  101605. if (this._options.dragAxis) {
  101606. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101607. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101608. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101609. ray.origin.subtractToRef(this._pointA, this._pointC);
  101610. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101611. // Get perpendicular line from direction to camera and drag axis
  101612. this._pointB.subtractToRef(this._pointA, this._lineA);
  101613. this._pointC.subtractToRef(this._pointA, this._lineB);
  101614. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101615. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101616. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101617. this._lookAt.normalize();
  101618. this._dragPlane.position.copyFrom(this._pointA);
  101619. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101620. this._dragPlane.lookAt(this._lookAt);
  101621. }
  101622. else if (this._options.dragPlaneNormal) {
  101623. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101624. this._dragPlane.position.copyFrom(this._pointA);
  101625. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101626. this._dragPlane.lookAt(this._lookAt);
  101627. }
  101628. else {
  101629. this._dragPlane.position.copyFrom(this._pointA);
  101630. this._dragPlane.lookAt(ray.origin);
  101631. }
  101632. this._dragPlane.computeWorldMatrix(true);
  101633. };
  101634. /**
  101635. * Detaches the behavior from the mesh
  101636. */
  101637. PointerDragBehavior.prototype.detach = function () {
  101638. if (this._pointerObserver) {
  101639. this._scene.onPointerObservable.remove(this._pointerObserver);
  101640. }
  101641. if (this._beforeRenderObserver) {
  101642. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101643. }
  101644. };
  101645. PointerDragBehavior._AnyMouseID = -2;
  101646. return PointerDragBehavior;
  101647. }());
  101648. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101649. })(BABYLON || (BABYLON = {}));
  101650. //# sourceMappingURL=pointerDragBehavior.js.map
  101651. var BABYLON;
  101652. (function (BABYLON) {
  101653. /**
  101654. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101655. */
  101656. var MultiPointerScaleBehavior = /** @class */ (function () {
  101657. /**
  101658. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101659. */
  101660. function MultiPointerScaleBehavior() {
  101661. this._startDistance = 0;
  101662. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101663. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101664. this._sceneRenderObserver = null;
  101665. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101666. this._dragBehaviorA.moveAttached = false;
  101667. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101668. this._dragBehaviorB.moveAttached = false;
  101669. }
  101670. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101671. /**
  101672. * The name of the behavior
  101673. */
  101674. get: function () {
  101675. return "MultiPointerScale";
  101676. },
  101677. enumerable: true,
  101678. configurable: true
  101679. });
  101680. /**
  101681. * Initializes the behavior
  101682. */
  101683. MultiPointerScaleBehavior.prototype.init = function () { };
  101684. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101685. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101686. };
  101687. /**
  101688. * Attaches the scale behavior the passed in mesh
  101689. * @param ownerNode The mesh that will be scaled around once attached
  101690. */
  101691. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101692. var _this = this;
  101693. this._ownerNode = ownerNode;
  101694. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101695. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101696. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101697. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101698. _this._dragBehaviorA.releaseDrag();
  101699. }
  101700. else {
  101701. _this._initialScale.copyFrom(ownerNode.scaling);
  101702. _this._startDistance = _this._getCurrentDistance();
  101703. }
  101704. }
  101705. });
  101706. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101707. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101708. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101709. _this._dragBehaviorB.releaseDrag();
  101710. }
  101711. else {
  101712. _this._initialScale.copyFrom(ownerNode.scaling);
  101713. _this._startDistance = _this._getCurrentDistance();
  101714. }
  101715. }
  101716. });
  101717. // Once both drag behaviors are active scale based on the distance between the two pointers
  101718. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101719. behavior.onDragObservable.add(function () {
  101720. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101721. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101722. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101723. }
  101724. });
  101725. });
  101726. ownerNode.addBehavior(this._dragBehaviorA);
  101727. ownerNode.addBehavior(this._dragBehaviorB);
  101728. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101729. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101730. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101731. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101732. if (change.length() > 0.01) {
  101733. ownerNode.scaling.addInPlace(change);
  101734. }
  101735. }
  101736. });
  101737. };
  101738. /**
  101739. * Detaches the behavior from the mesh
  101740. */
  101741. MultiPointerScaleBehavior.prototype.detach = function () {
  101742. var _this = this;
  101743. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101744. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101745. behavior.onDragStartObservable.clear();
  101746. behavior.onDragObservable.clear();
  101747. _this._ownerNode.removeBehavior(behavior);
  101748. });
  101749. };
  101750. return MultiPointerScaleBehavior;
  101751. }());
  101752. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101753. })(BABYLON || (BABYLON = {}));
  101754. //# sourceMappingURL=multiPointerScaleBehavior.js.map
  101755. var BABYLON;
  101756. (function (BABYLON) {
  101757. /**
  101758. * 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
  101759. */
  101760. var SixDofDragBehavior = /** @class */ (function () {
  101761. /**
  101762. * 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
  101763. */
  101764. function SixDofDragBehavior() {
  101765. this._sceneRenderObserver = null;
  101766. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101767. this._moving = false;
  101768. this._startingOrientation = new BABYLON.Quaternion();
  101769. /**
  101770. * 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)
  101771. */
  101772. this.zDragFactor = 3;
  101773. /**
  101774. * If the behavior is currently in a dragging state
  101775. */
  101776. this.dragging = false;
  101777. /**
  101778. * 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)
  101779. */
  101780. this.dragDeltaRatio = 0.2;
  101781. /**
  101782. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101783. */
  101784. this.currentDraggingPointerID = -1;
  101785. /**
  101786. * If camera controls should be detached during the drag
  101787. */
  101788. this.detachCameraControls = true;
  101789. /**
  101790. * Fires each time a drag starts
  101791. */
  101792. this.onDragStartObservable = new BABYLON.Observable();
  101793. /**
  101794. * Fires each time a drag ends (eg. mouse release after drag)
  101795. */
  101796. this.onDragEndObservable = new BABYLON.Observable();
  101797. }
  101798. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101799. /**
  101800. * The name of the behavior
  101801. */
  101802. get: function () {
  101803. return "SixDofDrag";
  101804. },
  101805. enumerable: true,
  101806. configurable: true
  101807. });
  101808. /**
  101809. * Initializes the behavior
  101810. */
  101811. SixDofDragBehavior.prototype.init = function () { };
  101812. /**
  101813. * Attaches the scale behavior the passed in mesh
  101814. * @param ownerNode The mesh that will be scaled around once attached
  101815. */
  101816. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101817. var _this = this;
  101818. this._ownerNode = ownerNode;
  101819. this._scene = this._ownerNode.getScene();
  101820. if (!SixDofDragBehavior._virtualScene) {
  101821. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101822. SixDofDragBehavior._virtualScene.detachControl();
  101823. this._scene.getEngine().scenes.pop();
  101824. }
  101825. var pickedMesh = null;
  101826. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101827. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101828. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101829. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101830. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101831. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101832. var pickPredicate = function (m) {
  101833. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101834. };
  101835. var attachedElement = null;
  101836. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101837. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101838. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101839. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101840. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101841. }
  101842. pickedMesh = _this._ownerNode;
  101843. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101844. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101845. // Set position and orientation of the controller
  101846. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101847. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101848. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101849. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101850. pickedMesh.computeWorldMatrix();
  101851. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101852. if (!pickedMesh.rotationQuaternion) {
  101853. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101854. }
  101855. var oldParent = pickedMesh.parent;
  101856. pickedMesh.setParent(null);
  101857. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101858. pickedMesh.setParent(oldParent);
  101859. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101860. // Update state
  101861. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101862. _this.dragging = true;
  101863. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101864. // Detatch camera controls
  101865. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101866. if (_this._scene.activeCamera.inputs.attachedElement) {
  101867. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101868. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101869. }
  101870. else {
  101871. attachedElement = null;
  101872. }
  101873. }
  101874. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101875. _this.onDragStartObservable.notifyObservers({});
  101876. }
  101877. }
  101878. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101879. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101880. _this.dragging = false;
  101881. _this._moving = false;
  101882. _this.currentDraggingPointerID = -1;
  101883. pickedMesh = null;
  101884. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101885. // Reattach camera controls
  101886. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101887. _this._scene.activeCamera.attachControl(attachedElement, true);
  101888. }
  101889. _this.onDragEndObservable.notifyObservers({});
  101890. }
  101891. }
  101892. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101893. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101894. var zDragFactor = _this.zDragFactor;
  101895. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101896. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101897. zDragFactor = 0;
  101898. }
  101899. // Calculate controller drag distance in controller space
  101900. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101901. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101902. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101903. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101904. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101905. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101906. if (_this._virtualDragMesh.position.z < 0) {
  101907. _this._virtualDragMesh.position.z = 0;
  101908. }
  101909. // Update the controller position
  101910. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101911. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101912. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101913. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101914. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101915. if (pickedMesh.parent) {
  101916. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101917. }
  101918. if (!_this._moving) {
  101919. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101920. }
  101921. _this._moving = true;
  101922. }
  101923. }
  101924. });
  101925. var tmpQuaternion = new BABYLON.Quaternion();
  101926. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101927. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101928. if (_this.dragging && _this._moving && pickedMesh) {
  101929. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101930. // Slowly move mesh to avoid jitter
  101931. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101932. // Get change in rotation
  101933. tmpQuaternion.copyFrom(_this._startingOrientation);
  101934. tmpQuaternion.x = -tmpQuaternion.x;
  101935. tmpQuaternion.y = -tmpQuaternion.y;
  101936. tmpQuaternion.z = -tmpQuaternion.z;
  101937. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101938. // Convert change in rotation to only y axis rotation
  101939. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101940. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101941. // Slowly move mesh to avoid jitter
  101942. var oldParent = pickedMesh.parent;
  101943. pickedMesh.setParent(null);
  101944. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101945. pickedMesh.setParent(oldParent);
  101946. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101947. }
  101948. });
  101949. };
  101950. /**
  101951. * Detaches the behavior from the mesh
  101952. */
  101953. SixDofDragBehavior.prototype.detach = function () {
  101954. if (this._scene) {
  101955. this._scene.onPointerObservable.remove(this._pointerObserver);
  101956. }
  101957. if (this._ownerNode) {
  101958. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101959. }
  101960. if (this._virtualOriginMesh) {
  101961. this._virtualOriginMesh.dispose();
  101962. }
  101963. if (this._virtualDragMesh) {
  101964. this._virtualDragMesh.dispose();
  101965. }
  101966. this.onDragEndObservable.clear();
  101967. this.onDragStartObservable.clear();
  101968. };
  101969. return SixDofDragBehavior;
  101970. }());
  101971. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101972. })(BABYLON || (BABYLON = {}));
  101973. //# sourceMappingURL=sixDofDragBehavior.js.map
  101974. var BABYLON;
  101975. (function (BABYLON) {
  101976. /**
  101977. * @hidden
  101978. */
  101979. var FaceDirectionInfo = /** @class */ (function () {
  101980. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101981. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101982. if (diff === void 0) { diff = 0; }
  101983. if (ignore === void 0) { ignore = false; }
  101984. this.direction = direction;
  101985. this.rotatedDirection = rotatedDirection;
  101986. this.diff = diff;
  101987. this.ignore = ignore;
  101988. }
  101989. return FaceDirectionInfo;
  101990. }());
  101991. /**
  101992. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101993. */
  101994. var AttachToBoxBehavior = /** @class */ (function () {
  101995. /**
  101996. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101997. * @param ui The transform node that should be attched to the mesh
  101998. */
  101999. function AttachToBoxBehavior(ui) {
  102000. this.ui = ui;
  102001. /**
  102002. * The name of the behavior
  102003. */
  102004. this.name = "AttachToBoxBehavior";
  102005. /**
  102006. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102007. */
  102008. this.distanceAwayFromFace = 0.15;
  102009. /**
  102010. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102011. */
  102012. this.distanceAwayFromBottomOfFace = 0.15;
  102013. 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))];
  102014. this._tmpMatrix = new BABYLON.Matrix();
  102015. this._tmpVector = new BABYLON.Vector3();
  102016. this._zeroVector = BABYLON.Vector3.Zero();
  102017. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102018. /* Does nothing */
  102019. }
  102020. /**
  102021. * Initializes the behavior
  102022. */
  102023. AttachToBoxBehavior.prototype.init = function () {
  102024. /* Does nothing */
  102025. };
  102026. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102027. var _this = this;
  102028. // Go over each face and calculate the angle between the face's normal and targetDirection
  102029. this._faceVectors.forEach(function (v) {
  102030. if (!_this._target.rotationQuaternion) {
  102031. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102032. }
  102033. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102034. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102035. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102036. });
  102037. // Return the face information of the one with the normal closeset to target direction
  102038. return this._faceVectors.reduce(function (min, p) {
  102039. if (min.ignore) {
  102040. return p;
  102041. }
  102042. else if (p.ignore) {
  102043. return min;
  102044. }
  102045. else {
  102046. return min.diff < p.diff ? min : p;
  102047. }
  102048. }, this._faceVectors[0]);
  102049. };
  102050. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102051. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102052. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102053. this._lookAtTmpMatrix.invert();
  102054. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102055. };
  102056. /**
  102057. * Attaches the AttachToBoxBehavior to the passed in mesh
  102058. * @param target The mesh that the specified node will be attached to
  102059. */
  102060. AttachToBoxBehavior.prototype.attach = function (target) {
  102061. var _this = this;
  102062. this._target = target;
  102063. this._scene = this._target.getScene();
  102064. // Every frame, update the app bars position
  102065. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102066. if (!_this._scene.activeCamera) {
  102067. return;
  102068. }
  102069. // Find the face closest to the cameras position
  102070. var cameraPos = _this._scene.activeCamera.position;
  102071. if (_this._scene.activeCamera.devicePosition) {
  102072. cameraPos = _this._scene.activeCamera.devicePosition;
  102073. }
  102074. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102075. if (_this._scene.activeCamera.leftCamera) {
  102076. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102077. }
  102078. else {
  102079. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102080. }
  102081. // Get camera up direction
  102082. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102083. // Ignore faces to not select a parrelel face for the up vector of the UI
  102084. _this._faceVectors.forEach(function (v) {
  102085. if (facing.direction.x && v.direction.x) {
  102086. v.ignore = true;
  102087. }
  102088. if (facing.direction.y && v.direction.y) {
  102089. v.ignore = true;
  102090. }
  102091. if (facing.direction.z && v.direction.z) {
  102092. v.ignore = true;
  102093. }
  102094. });
  102095. var facingUp = _this._closestFace(_this._tmpVector);
  102096. // Unignore faces
  102097. _this._faceVectors.forEach(function (v) {
  102098. v.ignore = false;
  102099. });
  102100. // Position the app bar on that face
  102101. _this.ui.position.copyFrom(target.position);
  102102. if (facing.direction.x) {
  102103. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102104. _this.ui.position.addInPlace(_this._tmpVector);
  102105. }
  102106. if (facing.direction.y) {
  102107. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102108. _this.ui.position.addInPlace(_this._tmpVector);
  102109. }
  102110. if (facing.direction.z) {
  102111. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102112. _this.ui.position.addInPlace(_this._tmpVector);
  102113. }
  102114. // Rotate to be oriented properly to the camera
  102115. if (!_this.ui.rotationQuaternion) {
  102116. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102117. }
  102118. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102119. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102120. // Place ui the correct distance from the bottom of the mesh
  102121. if (facingUp.direction.x) {
  102122. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102123. }
  102124. if (facingUp.direction.y) {
  102125. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102126. }
  102127. if (facingUp.direction.z) {
  102128. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102129. }
  102130. _this.ui.position.addInPlace(_this._tmpVector);
  102131. });
  102132. };
  102133. /**
  102134. * Detaches the behavior from the mesh
  102135. */
  102136. AttachToBoxBehavior.prototype.detach = function () {
  102137. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102138. };
  102139. return AttachToBoxBehavior;
  102140. }());
  102141. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102142. })(BABYLON || (BABYLON = {}));
  102143. //# sourceMappingURL=attachToBoxBehavior.js.map
  102144. var BABYLON;
  102145. (function (BABYLON) {
  102146. /**
  102147. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102148. */
  102149. var FadeInOutBehavior = /** @class */ (function () {
  102150. /**
  102151. * Instatiates the FadeInOutBehavior
  102152. */
  102153. function FadeInOutBehavior() {
  102154. var _this = this;
  102155. /**
  102156. * Time in milliseconds to delay before fading in (Default: 0)
  102157. */
  102158. this.delay = 0;
  102159. /**
  102160. * Time in milliseconds for the mesh to fade in (Default: 300)
  102161. */
  102162. this.fadeInTime = 300;
  102163. this._millisecondsPerFrame = 1000 / 60;
  102164. this._hovered = false;
  102165. this._hoverValue = 0;
  102166. this._ownerNode = null;
  102167. this._update = function () {
  102168. if (_this._ownerNode) {
  102169. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102170. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102171. if (_this._ownerNode.visibility > 1) {
  102172. _this._setAllVisibility(_this._ownerNode, 1);
  102173. _this._hoverValue = _this.fadeInTime + _this.delay;
  102174. return;
  102175. }
  102176. else if (_this._ownerNode.visibility < 0) {
  102177. _this._setAllVisibility(_this._ownerNode, 0);
  102178. if (_this._hoverValue < 0) {
  102179. _this._hoverValue = 0;
  102180. return;
  102181. }
  102182. }
  102183. setTimeout(_this._update, _this._millisecondsPerFrame);
  102184. }
  102185. };
  102186. }
  102187. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102188. /**
  102189. * The name of the behavior
  102190. */
  102191. get: function () {
  102192. return "FadeInOut";
  102193. },
  102194. enumerable: true,
  102195. configurable: true
  102196. });
  102197. /**
  102198. * Initializes the behavior
  102199. */
  102200. FadeInOutBehavior.prototype.init = function () {
  102201. };
  102202. /**
  102203. * Attaches the fade behavior on the passed in mesh
  102204. * @param ownerNode The mesh that will be faded in/out once attached
  102205. */
  102206. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102207. this._ownerNode = ownerNode;
  102208. this._setAllVisibility(this._ownerNode, 0);
  102209. };
  102210. /**
  102211. * Detaches the behavior from the mesh
  102212. */
  102213. FadeInOutBehavior.prototype.detach = function () {
  102214. this._ownerNode = null;
  102215. };
  102216. /**
  102217. * Triggers the mesh to begin fading in or out
  102218. * @param value if the object should fade in or out (true to fade in)
  102219. */
  102220. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102221. this._hovered = value;
  102222. this._update();
  102223. };
  102224. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102225. var _this = this;
  102226. mesh.visibility = value;
  102227. mesh.getChildMeshes().forEach(function (c) {
  102228. _this._setAllVisibility(c, value);
  102229. });
  102230. };
  102231. return FadeInOutBehavior;
  102232. }());
  102233. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102234. })(BABYLON || (BABYLON = {}));
  102235. //# sourceMappingURL=fadeInOutBehavior.js.map
  102236. var BABYLON;
  102237. (function (BABYLON) {
  102238. /**
  102239. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102240. */
  102241. var Gizmo = /** @class */ (function () {
  102242. /**
  102243. * Creates a gizmo
  102244. * @param gizmoLayer The utility layer the gizmo will be added to
  102245. */
  102246. function Gizmo(
  102247. /** The utility layer the gizmo will be added to */
  102248. gizmoLayer) {
  102249. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102250. var _this = this;
  102251. this.gizmoLayer = gizmoLayer;
  102252. /**
  102253. * Ratio for the scale of the gizmo (Default: 1)
  102254. */
  102255. this.scaleRatio = 1;
  102256. this._tmpMatrix = new BABYLON.Matrix();
  102257. /**
  102258. * If a custom mesh has been set (Default: false)
  102259. */
  102260. this._customMeshSet = false;
  102261. /**
  102262. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102263. */
  102264. this.updateGizmoRotationToMatchAttachedMesh = true;
  102265. /**
  102266. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102267. */
  102268. this.updateGizmoPositionToMatchAttachedMesh = true;
  102269. /**
  102270. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102271. */
  102272. this._updateScale = true;
  102273. this._interactionsEnabled = true;
  102274. this._tempVector = new BABYLON.Vector3();
  102275. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102276. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102277. _this._update();
  102278. });
  102279. this.attachedMesh = null;
  102280. }
  102281. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102282. /**
  102283. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102284. * * When set, interactions will be enabled
  102285. */
  102286. get: function () {
  102287. return this._attachedMesh;
  102288. },
  102289. set: function (value) {
  102290. this._attachedMesh = value;
  102291. this._rootMesh.setEnabled(value ? true : false);
  102292. this._attachedMeshChanged(value);
  102293. },
  102294. enumerable: true,
  102295. configurable: true
  102296. });
  102297. /**
  102298. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102299. * @param mesh The mesh to replace the default mesh of the gizmo
  102300. */
  102301. Gizmo.prototype.setCustomMesh = function (mesh) {
  102302. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102303. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102304. }
  102305. this._rootMesh.getChildMeshes().forEach(function (c) {
  102306. c.dispose();
  102307. });
  102308. mesh.parent = this._rootMesh;
  102309. this._customMeshSet = true;
  102310. };
  102311. Gizmo.prototype._attachedMeshChanged = function (value) {
  102312. };
  102313. /**
  102314. * @hidden
  102315. * Updates the gizmo to match the attached mesh's position/rotation
  102316. */
  102317. Gizmo.prototype._update = function () {
  102318. if (this.attachedMesh) {
  102319. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102320. if (!this._rootMesh.rotationQuaternion) {
  102321. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102322. }
  102323. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102324. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102325. if (this.attachedMesh.scaling.x < 0) {
  102326. this.attachedMesh.scaling.x *= -1;
  102327. }
  102328. if (this.attachedMesh.scaling.y < 0) {
  102329. this.attachedMesh.scaling.y *= -1;
  102330. }
  102331. if (this.attachedMesh.scaling.z < 0) {
  102332. this.attachedMesh.scaling.z *= -1;
  102333. }
  102334. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102335. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102336. this.attachedMesh.computeWorldMatrix();
  102337. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102338. }
  102339. else if (this._rootMesh.rotationQuaternion) {
  102340. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102341. }
  102342. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102343. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102344. }
  102345. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102346. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102347. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102348. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102349. }
  102350. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102351. var dist = this._tempVector.length() * this.scaleRatio;
  102352. this._rootMesh.scaling.set(dist, dist, dist);
  102353. }
  102354. }
  102355. };
  102356. /**
  102357. * Disposes of the gizmo
  102358. */
  102359. Gizmo.prototype.dispose = function () {
  102360. this._rootMesh.dispose();
  102361. if (this._beforeRenderObserver) {
  102362. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102363. }
  102364. };
  102365. return Gizmo;
  102366. }());
  102367. BABYLON.Gizmo = Gizmo;
  102368. })(BABYLON || (BABYLON = {}));
  102369. //# sourceMappingURL=gizmo.js.map
  102370. var BABYLON;
  102371. (function (BABYLON) {
  102372. /**
  102373. * Single axis drag gizmo
  102374. */
  102375. var AxisDragGizmo = /** @class */ (function (_super) {
  102376. __extends(AxisDragGizmo, _super);
  102377. /**
  102378. * Creates an AxisDragGizmo
  102379. * @param gizmoLayer The utility layer the gizmo will be added to
  102380. * @param dragAxis The axis which the gizmo will be able to drag on
  102381. * @param color The color of the gizmo
  102382. */
  102383. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102384. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102385. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102386. var _this = _super.call(this, gizmoLayer) || this;
  102387. _this._pointerObserver = null;
  102388. /**
  102389. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102390. */
  102391. _this.snapDistance = 0;
  102392. /**
  102393. * Event that fires each time the gizmo snaps to a new location.
  102394. * * snapDistance is the the change in distance
  102395. */
  102396. _this.onSnapObservable = new BABYLON.Observable();
  102397. // Create Material
  102398. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102399. coloredMaterial.disableLighting = true;
  102400. coloredMaterial.emissiveColor = color;
  102401. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102402. hoverMaterial.disableLighting = true;
  102403. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102404. // Build mesh on root node
  102405. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102406. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102407. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102408. arrowTail.color = coloredMaterial.emissiveColor;
  102409. arrow.addChild(arrowMesh);
  102410. arrow.addChild(arrowTail);
  102411. // Position arrow pointing in its drag axis
  102412. arrowMesh.scaling.scaleInPlace(0.05);
  102413. arrowMesh.material = coloredMaterial;
  102414. arrowMesh.rotation.x = Math.PI / 2;
  102415. arrowMesh.position.z += 0.3;
  102416. arrowTail.scaling.scaleInPlace(0.26);
  102417. arrowTail.rotation.x = Math.PI / 2;
  102418. arrowTail.material = coloredMaterial;
  102419. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102420. arrow.scaling.scaleInPlace(1 / 3);
  102421. _this._rootMesh.addChild(arrow);
  102422. var currentSnapDragDistance = 0;
  102423. var tmpVector = new BABYLON.Vector3();
  102424. var tmpSnapEvent = { snapDistance: 0 };
  102425. // Add drag behavior to handle events when the gizmo is dragged
  102426. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102427. _this.dragBehavior.moveAttached = false;
  102428. _this._rootMesh.addBehavior(_this.dragBehavior);
  102429. var localDelta = new BABYLON.Vector3();
  102430. var tmpMatrix = new BABYLON.Matrix();
  102431. _this.dragBehavior.onDragObservable.add(function (event) {
  102432. if (_this.attachedMesh) {
  102433. // Convert delta to local translation if it has a parent
  102434. if (_this.attachedMesh.parent) {
  102435. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102436. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102437. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102438. }
  102439. else {
  102440. localDelta.copyFrom(event.delta);
  102441. }
  102442. // Snapping logic
  102443. if (_this.snapDistance == 0) {
  102444. _this.attachedMesh.position.addInPlace(localDelta);
  102445. }
  102446. else {
  102447. currentSnapDragDistance += event.dragDistance;
  102448. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102449. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102450. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102451. localDelta.normalizeToRef(tmpVector);
  102452. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102453. _this.attachedMesh.position.addInPlace(tmpVector);
  102454. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102455. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102456. }
  102457. }
  102458. }
  102459. });
  102460. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102461. if (_this._customMeshSet) {
  102462. return;
  102463. }
  102464. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102465. var material = isHovered ? hoverMaterial : coloredMaterial;
  102466. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102467. m.material = material;
  102468. if (m.color) {
  102469. m.color = material.emissiveColor;
  102470. }
  102471. });
  102472. });
  102473. return _this;
  102474. }
  102475. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102476. if (this.dragBehavior) {
  102477. this.dragBehavior.enabled = value ? true : false;
  102478. }
  102479. };
  102480. /**
  102481. * Disposes of the gizmo
  102482. */
  102483. AxisDragGizmo.prototype.dispose = function () {
  102484. this.onSnapObservable.clear();
  102485. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102486. this.dragBehavior.detach();
  102487. _super.prototype.dispose.call(this);
  102488. };
  102489. return AxisDragGizmo;
  102490. }(BABYLON.Gizmo));
  102491. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102492. })(BABYLON || (BABYLON = {}));
  102493. //# sourceMappingURL=axisDragGizmo.js.map
  102494. var BABYLON;
  102495. (function (BABYLON) {
  102496. /**
  102497. * Single axis scale gizmo
  102498. */
  102499. var AxisScaleGizmo = /** @class */ (function (_super) {
  102500. __extends(AxisScaleGizmo, _super);
  102501. /**
  102502. * Creates an AxisScaleGizmo
  102503. * @param gizmoLayer The utility layer the gizmo will be added to
  102504. * @param dragAxis The axis which the gizmo will be able to scale on
  102505. * @param color The color of the gizmo
  102506. */
  102507. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102508. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102509. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102510. var _this = _super.call(this, gizmoLayer) || this;
  102511. _this._pointerObserver = null;
  102512. /**
  102513. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102514. */
  102515. _this.snapDistance = 0;
  102516. /**
  102517. * Event that fires each time the gizmo snaps to a new location.
  102518. * * snapDistance is the the change in distance
  102519. */
  102520. _this.onSnapObservable = new BABYLON.Observable();
  102521. /**
  102522. * If the scaling operation should be done on all axis (default: false)
  102523. */
  102524. _this.uniformScaling = false;
  102525. // Create Material
  102526. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102527. _this._coloredMaterial.disableLighting = true;
  102528. _this._coloredMaterial.emissiveColor = color;
  102529. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102530. hoverMaterial.disableLighting = true;
  102531. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102532. // Build mesh on root node
  102533. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102534. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102535. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102536. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102537. arrow.addChild(arrowMesh);
  102538. arrow.addChild(arrowTail);
  102539. // Position arrow pointing in its drag axis
  102540. arrowMesh.scaling.scaleInPlace(0.1);
  102541. arrowMesh.material = _this._coloredMaterial;
  102542. arrowMesh.rotation.x = Math.PI / 2;
  102543. arrowMesh.position.z += 0.3;
  102544. arrowTail.scaling.scaleInPlace(0.26);
  102545. arrowTail.rotation.x = Math.PI / 2;
  102546. arrowTail.material = _this._coloredMaterial;
  102547. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102548. _this._rootMesh.addChild(arrow);
  102549. arrow.scaling.scaleInPlace(1 / 3);
  102550. // Add drag behavior to handle events when the gizmo is dragged
  102551. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102552. _this.dragBehavior.moveAttached = false;
  102553. _this._rootMesh.addBehavior(_this.dragBehavior);
  102554. var currentSnapDragDistance = 0;
  102555. var tmpVector = new BABYLON.Vector3();
  102556. var tmpSnapEvent = { snapDistance: 0 };
  102557. _this.dragBehavior.onDragObservable.add(function (event) {
  102558. if (_this.attachedMesh) {
  102559. // Snapping logic
  102560. var snapped = false;
  102561. var dragSteps = 0;
  102562. if (_this.uniformScaling) {
  102563. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102564. if (tmpVector.y < 0) {
  102565. tmpVector.scaleInPlace(-1);
  102566. }
  102567. }
  102568. else {
  102569. tmpVector.copyFrom(dragAxis);
  102570. }
  102571. if (_this.snapDistance == 0) {
  102572. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102573. }
  102574. else {
  102575. currentSnapDragDistance += event.dragDistance;
  102576. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102577. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102578. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102579. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102580. snapped = true;
  102581. }
  102582. else {
  102583. tmpVector.scaleInPlace(0);
  102584. }
  102585. }
  102586. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102587. if (snapped) {
  102588. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102589. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102590. }
  102591. }
  102592. });
  102593. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102594. if (_this._customMeshSet) {
  102595. return;
  102596. }
  102597. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102598. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102599. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102600. m.material = material;
  102601. if (m.color) {
  102602. m.color = material.emissiveColor;
  102603. }
  102604. });
  102605. });
  102606. return _this;
  102607. }
  102608. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102609. if (this.dragBehavior) {
  102610. this.dragBehavior.enabled = value ? true : false;
  102611. }
  102612. };
  102613. /**
  102614. * Disposes of the gizmo
  102615. */
  102616. AxisScaleGizmo.prototype.dispose = function () {
  102617. this.onSnapObservable.clear();
  102618. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102619. this.dragBehavior.detach();
  102620. _super.prototype.dispose.call(this);
  102621. };
  102622. /**
  102623. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102624. * @param mesh The mesh to replace the default mesh of the gizmo
  102625. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102626. */
  102627. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102628. var _this = this;
  102629. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102630. _super.prototype.setCustomMesh.call(this, mesh);
  102631. if (useGizmoMaterial) {
  102632. this._rootMesh.getChildMeshes().forEach(function (m) {
  102633. m.material = _this._coloredMaterial;
  102634. if (m.color) {
  102635. m.color = _this._coloredMaterial.emissiveColor;
  102636. }
  102637. });
  102638. this._customMeshSet = false;
  102639. }
  102640. };
  102641. return AxisScaleGizmo;
  102642. }(BABYLON.Gizmo));
  102643. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102644. })(BABYLON || (BABYLON = {}));
  102645. //# sourceMappingURL=axisScaleGizmo.js.map
  102646. var BABYLON;
  102647. (function (BABYLON) {
  102648. /**
  102649. * Single plane rotation gizmo
  102650. */
  102651. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102652. __extends(PlaneRotationGizmo, _super);
  102653. /**
  102654. * Creates a PlaneRotationGizmo
  102655. * @param gizmoLayer The utility layer the gizmo will be added to
  102656. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102657. * @param color The color of the gizmo
  102658. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102659. */
  102660. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102661. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102662. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102663. if (tessellation === void 0) { tessellation = 32; }
  102664. var _this = _super.call(this, gizmoLayer) || this;
  102665. _this._pointerObserver = null;
  102666. /**
  102667. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102668. */
  102669. _this.snapDistance = 0;
  102670. /**
  102671. * Event that fires each time the gizmo snaps to a new location.
  102672. * * snapDistance is the the change in distance
  102673. */
  102674. _this.onSnapObservable = new BABYLON.Observable();
  102675. // Create Material
  102676. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102677. coloredMaterial.disableLighting = true;
  102678. coloredMaterial.emissiveColor = color;
  102679. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102680. hoverMaterial.disableLighting = true;
  102681. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102682. // Build mesh on root node
  102683. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102684. // Create circle out of lines
  102685. var radius = 0.8;
  102686. var points = new Array();
  102687. for (var i = 0; i < tessellation; i++) {
  102688. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102689. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102690. }
  102691. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102692. rotationMesh.color = coloredMaterial.emissiveColor;
  102693. // Position arrow pointing in its drag axis
  102694. rotationMesh.scaling.scaleInPlace(0.26);
  102695. rotationMesh.material = coloredMaterial;
  102696. rotationMesh.rotation.x = Math.PI / 2;
  102697. parentMesh.addChild(rotationMesh);
  102698. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102699. _this._rootMesh.addChild(parentMesh);
  102700. parentMesh.scaling.scaleInPlace(1 / 3);
  102701. // Add drag behavior to handle events when the gizmo is dragged
  102702. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102703. _this.dragBehavior.moveAttached = false;
  102704. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102705. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102706. _this._rootMesh.addBehavior(_this.dragBehavior);
  102707. var lastDragPosition = new BABYLON.Vector3();
  102708. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102709. if (_this.attachedMesh) {
  102710. lastDragPosition.copyFrom(e.dragPlanePoint);
  102711. }
  102712. });
  102713. var rotationMatrix = new BABYLON.Matrix();
  102714. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102715. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102716. var tmpSnapEvent = { snapDistance: 0 };
  102717. var currentSnapDragDistance = 0;
  102718. var tmpMatrix = new BABYLON.Matrix();
  102719. var tmpVector = new BABYLON.Vector3();
  102720. var amountToRotate = new BABYLON.Quaternion();
  102721. _this.dragBehavior.onDragObservable.add(function (event) {
  102722. if (_this.attachedMesh) {
  102723. if (!_this.attachedMesh.rotationQuaternion) {
  102724. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102725. }
  102726. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102727. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102728. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102729. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102730. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102731. var angle = Math.atan2(cross.length(), dot);
  102732. planeNormalTowardsCamera.copyFrom(planeNormal);
  102733. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102734. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102735. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102736. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102737. }
  102738. // Flip up vector depending on which side the camera is on
  102739. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102740. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102741. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102742. planeNormalTowardsCamera.scaleInPlace(-1);
  102743. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102744. }
  102745. }
  102746. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102747. if (halfCircleSide) {
  102748. angle = -angle;
  102749. }
  102750. // Snapping logic
  102751. var snapped = false;
  102752. if (_this.snapDistance != 0) {
  102753. currentSnapDragDistance += angle;
  102754. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102755. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102756. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102757. angle = _this.snapDistance * dragSteps;
  102758. snapped = true;
  102759. }
  102760. else {
  102761. angle = 0;
  102762. }
  102763. }
  102764. // If the mesh has a parent, convert needed world rotation to local rotation
  102765. tmpMatrix.reset();
  102766. if (_this.attachedMesh.parent) {
  102767. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102768. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102769. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102770. }
  102771. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102772. var quaternionCoefficient = Math.sin(angle / 2);
  102773. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102774. // 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
  102775. if (tmpMatrix.determinant() > 0) {
  102776. amountToRotate.toEulerAnglesToRef(tmpVector);
  102777. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102778. }
  102779. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102780. // Rotate selected mesh quaternion over fixed axis
  102781. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102782. }
  102783. else {
  102784. // Rotate selected mesh quaternion over rotated axis
  102785. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102786. }
  102787. lastDragPosition.copyFrom(event.dragPlanePoint);
  102788. if (snapped) {
  102789. tmpSnapEvent.snapDistance = angle;
  102790. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102791. }
  102792. }
  102793. });
  102794. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102795. if (_this._customMeshSet) {
  102796. return;
  102797. }
  102798. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102799. var material = isHovered ? hoverMaterial : coloredMaterial;
  102800. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102801. m.material = material;
  102802. if (m.color) {
  102803. m.color = material.emissiveColor;
  102804. }
  102805. });
  102806. });
  102807. return _this;
  102808. }
  102809. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102810. if (this.dragBehavior) {
  102811. this.dragBehavior.enabled = value ? true : false;
  102812. }
  102813. };
  102814. /**
  102815. * Disposes of the gizmo
  102816. */
  102817. PlaneRotationGizmo.prototype.dispose = function () {
  102818. this.onSnapObservable.clear();
  102819. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102820. this.dragBehavior.detach();
  102821. _super.prototype.dispose.call(this);
  102822. };
  102823. return PlaneRotationGizmo;
  102824. }(BABYLON.Gizmo));
  102825. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102826. })(BABYLON || (BABYLON = {}));
  102827. //# sourceMappingURL=planeRotationGizmo.js.map
  102828. var BABYLON;
  102829. (function (BABYLON) {
  102830. /**
  102831. * Gizmo that enables dragging a mesh along 3 axis
  102832. */
  102833. var PositionGizmo = /** @class */ (function (_super) {
  102834. __extends(PositionGizmo, _super);
  102835. /**
  102836. * Creates a PositionGizmo
  102837. * @param gizmoLayer The utility layer the gizmo will be added to
  102838. */
  102839. function PositionGizmo(gizmoLayer) {
  102840. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102841. var _this = _super.call(this, gizmoLayer) || this;
  102842. /** Fires an event when any of it's sub gizmos are dragged */
  102843. _this.onDragStartObservable = new BABYLON.Observable();
  102844. /** Fires an event when any of it's sub gizmos are released from dragging */
  102845. _this.onDragEndObservable = new BABYLON.Observable();
  102846. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102847. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102848. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102849. // Relay drag events
  102850. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102851. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102852. _this.onDragStartObservable.notifyObservers({});
  102853. });
  102854. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102855. _this.onDragEndObservable.notifyObservers({});
  102856. });
  102857. });
  102858. _this.attachedMesh = null;
  102859. return _this;
  102860. }
  102861. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102862. set: function (mesh) {
  102863. if (this.xGizmo) {
  102864. this.xGizmo.attachedMesh = mesh;
  102865. this.yGizmo.attachedMesh = mesh;
  102866. this.zGizmo.attachedMesh = mesh;
  102867. }
  102868. },
  102869. enumerable: true,
  102870. configurable: true
  102871. });
  102872. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102873. get: function () {
  102874. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102875. },
  102876. set: function (value) {
  102877. if (this.xGizmo) {
  102878. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102879. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102880. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102881. }
  102882. },
  102883. enumerable: true,
  102884. configurable: true
  102885. });
  102886. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102887. get: function () {
  102888. return this.xGizmo.snapDistance;
  102889. },
  102890. /**
  102891. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102892. */
  102893. set: function (value) {
  102894. if (this.xGizmo) {
  102895. this.xGizmo.snapDistance = value;
  102896. this.yGizmo.snapDistance = value;
  102897. this.zGizmo.snapDistance = value;
  102898. }
  102899. },
  102900. enumerable: true,
  102901. configurable: true
  102902. });
  102903. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102904. get: function () {
  102905. return this.xGizmo.scaleRatio;
  102906. },
  102907. /**
  102908. * Ratio for the scale of the gizmo (Default: 1)
  102909. */
  102910. set: function (value) {
  102911. if (this.xGizmo) {
  102912. this.xGizmo.scaleRatio = value;
  102913. this.yGizmo.scaleRatio = value;
  102914. this.zGizmo.scaleRatio = value;
  102915. }
  102916. },
  102917. enumerable: true,
  102918. configurable: true
  102919. });
  102920. /**
  102921. * Disposes of the gizmo
  102922. */
  102923. PositionGizmo.prototype.dispose = function () {
  102924. this.xGizmo.dispose();
  102925. this.yGizmo.dispose();
  102926. this.zGizmo.dispose();
  102927. this.onDragStartObservable.clear();
  102928. this.onDragEndObservable.clear();
  102929. };
  102930. /**
  102931. * CustomMeshes are not supported by this gizmo
  102932. * @param mesh The mesh to replace the default mesh of the gizmo
  102933. */
  102934. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102935. 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)");
  102936. };
  102937. return PositionGizmo;
  102938. }(BABYLON.Gizmo));
  102939. BABYLON.PositionGizmo = PositionGizmo;
  102940. })(BABYLON || (BABYLON = {}));
  102941. //# sourceMappingURL=positionGizmo.js.map
  102942. var BABYLON;
  102943. (function (BABYLON) {
  102944. /**
  102945. * Gizmo that enables rotating a mesh along 3 axis
  102946. */
  102947. var RotationGizmo = /** @class */ (function (_super) {
  102948. __extends(RotationGizmo, _super);
  102949. /**
  102950. * Creates a RotationGizmo
  102951. * @param gizmoLayer The utility layer the gizmo will be added to
  102952. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102953. */
  102954. function RotationGizmo(gizmoLayer, tessellation) {
  102955. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102956. if (tessellation === void 0) { tessellation = 32; }
  102957. var _this = _super.call(this, gizmoLayer) || this;
  102958. /** Fires an event when any of it's sub gizmos are dragged */
  102959. _this.onDragStartObservable = new BABYLON.Observable();
  102960. /** Fires an event when any of it's sub gizmos are released from dragging */
  102961. _this.onDragEndObservable = new BABYLON.Observable();
  102962. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102963. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102964. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102965. // Relay drag events
  102966. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102967. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102968. _this.onDragStartObservable.notifyObservers({});
  102969. });
  102970. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102971. _this.onDragEndObservable.notifyObservers({});
  102972. });
  102973. });
  102974. _this.attachedMesh = null;
  102975. return _this;
  102976. }
  102977. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102978. set: function (mesh) {
  102979. if (this.xGizmo) {
  102980. this.xGizmo.attachedMesh = mesh;
  102981. this.yGizmo.attachedMesh = mesh;
  102982. this.zGizmo.attachedMesh = mesh;
  102983. }
  102984. },
  102985. enumerable: true,
  102986. configurable: true
  102987. });
  102988. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102989. get: function () {
  102990. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102991. },
  102992. set: function (value) {
  102993. if (this.xGizmo) {
  102994. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102995. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102996. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102997. }
  102998. },
  102999. enumerable: true,
  103000. configurable: true
  103001. });
  103002. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103003. get: function () {
  103004. return this.xGizmo.snapDistance;
  103005. },
  103006. /**
  103007. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103008. */
  103009. set: function (value) {
  103010. if (this.xGizmo) {
  103011. this.xGizmo.snapDistance = value;
  103012. this.yGizmo.snapDistance = value;
  103013. this.zGizmo.snapDistance = value;
  103014. }
  103015. },
  103016. enumerable: true,
  103017. configurable: true
  103018. });
  103019. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103020. get: function () {
  103021. return this.xGizmo.scaleRatio;
  103022. },
  103023. /**
  103024. * Ratio for the scale of the gizmo (Default: 1)
  103025. */
  103026. set: function (value) {
  103027. if (this.xGizmo) {
  103028. this.xGizmo.scaleRatio = value;
  103029. this.yGizmo.scaleRatio = value;
  103030. this.zGizmo.scaleRatio = value;
  103031. }
  103032. },
  103033. enumerable: true,
  103034. configurable: true
  103035. });
  103036. /**
  103037. * Disposes of the gizmo
  103038. */
  103039. RotationGizmo.prototype.dispose = function () {
  103040. this.xGizmo.dispose();
  103041. this.yGizmo.dispose();
  103042. this.zGizmo.dispose();
  103043. this.onDragStartObservable.clear();
  103044. this.onDragEndObservable.clear();
  103045. };
  103046. /**
  103047. * CustomMeshes are not supported by this gizmo
  103048. * @param mesh The mesh to replace the default mesh of the gizmo
  103049. */
  103050. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103051. 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)");
  103052. };
  103053. return RotationGizmo;
  103054. }(BABYLON.Gizmo));
  103055. BABYLON.RotationGizmo = RotationGizmo;
  103056. })(BABYLON || (BABYLON = {}));
  103057. //# sourceMappingURL=rotationGizmo.js.map
  103058. var BABYLON;
  103059. (function (BABYLON) {
  103060. /**
  103061. * Gizmo that enables scaling a mesh along 3 axis
  103062. */
  103063. var ScaleGizmo = /** @class */ (function (_super) {
  103064. __extends(ScaleGizmo, _super);
  103065. /**
  103066. * Creates a ScaleGizmo
  103067. * @param gizmoLayer The utility layer the gizmo will be added to
  103068. */
  103069. function ScaleGizmo(gizmoLayer) {
  103070. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103071. var _this = _super.call(this, gizmoLayer) || this;
  103072. /** Fires an event when any of it's sub gizmos are dragged */
  103073. _this.onDragStartObservable = new BABYLON.Observable();
  103074. /** Fires an event when any of it's sub gizmos are released from dragging */
  103075. _this.onDragEndObservable = new BABYLON.Observable();
  103076. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103077. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103078. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103079. // Create uniform scale gizmo
  103080. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103081. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103082. _this.uniformScaleGizmo.uniformScaling = true;
  103083. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103084. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103085. uniformScalingMesh.visibility = 0;
  103086. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103087. octahedron.scaling.scaleInPlace(0.007);
  103088. uniformScalingMesh.addChild(octahedron);
  103089. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103090. // Relay drag events
  103091. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103092. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103093. _this.onDragStartObservable.notifyObservers({});
  103094. });
  103095. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103096. _this.onDragEndObservable.notifyObservers({});
  103097. });
  103098. });
  103099. _this.attachedMesh = null;
  103100. return _this;
  103101. }
  103102. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103103. set: function (mesh) {
  103104. if (this.xGizmo) {
  103105. this.xGizmo.attachedMesh = mesh;
  103106. this.yGizmo.attachedMesh = mesh;
  103107. this.zGizmo.attachedMesh = mesh;
  103108. this.uniformScaleGizmo.attachedMesh = mesh;
  103109. }
  103110. },
  103111. enumerable: true,
  103112. configurable: true
  103113. });
  103114. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103115. get: function () {
  103116. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103117. },
  103118. set: function (value) {
  103119. if (!value) {
  103120. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103121. }
  103122. if (this.xGizmo) {
  103123. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103124. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103125. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103126. }
  103127. },
  103128. enumerable: true,
  103129. configurable: true
  103130. });
  103131. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103132. get: function () {
  103133. return this.xGizmo.snapDistance;
  103134. },
  103135. /**
  103136. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103137. */
  103138. set: function (value) {
  103139. if (this.xGizmo) {
  103140. this.xGizmo.snapDistance = value;
  103141. this.yGizmo.snapDistance = value;
  103142. this.zGizmo.snapDistance = value;
  103143. this.uniformScaleGizmo.snapDistance = value;
  103144. }
  103145. },
  103146. enumerable: true,
  103147. configurable: true
  103148. });
  103149. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103150. get: function () {
  103151. return this.xGizmo.scaleRatio;
  103152. },
  103153. /**
  103154. * Ratio for the scale of the gizmo (Default: 1)
  103155. */
  103156. set: function (value) {
  103157. if (this.xGizmo) {
  103158. this.xGizmo.scaleRatio = value;
  103159. this.yGizmo.scaleRatio = value;
  103160. this.zGizmo.scaleRatio = value;
  103161. this.uniformScaleGizmo.scaleRatio = value;
  103162. }
  103163. },
  103164. enumerable: true,
  103165. configurable: true
  103166. });
  103167. /**
  103168. * Disposes of the gizmo
  103169. */
  103170. ScaleGizmo.prototype.dispose = function () {
  103171. this.xGizmo.dispose();
  103172. this.yGizmo.dispose();
  103173. this.zGizmo.dispose();
  103174. this.uniformScaleGizmo.dispose();
  103175. this.onDragStartObservable.clear();
  103176. this.onDragEndObservable.clear();
  103177. };
  103178. return ScaleGizmo;
  103179. }(BABYLON.Gizmo));
  103180. BABYLON.ScaleGizmo = ScaleGizmo;
  103181. })(BABYLON || (BABYLON = {}));
  103182. //# sourceMappingURL=scaleGizmo.js.map
  103183. var BABYLON;
  103184. (function (BABYLON) {
  103185. /**
  103186. * Bounding box gizmo
  103187. */
  103188. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103189. __extends(BoundingBoxGizmo, _super);
  103190. /**
  103191. * Creates an BoundingBoxGizmo
  103192. * @param gizmoLayer The utility layer the gizmo will be added to
  103193. * @param color The color of the gizmo
  103194. */
  103195. function BoundingBoxGizmo(color, gizmoLayer) {
  103196. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103197. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103198. var _this = _super.call(this, gizmoLayer) || this;
  103199. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103200. _this._renderObserver = null;
  103201. _this._pointerObserver = null;
  103202. _this._scaleDragSpeed = 0.2;
  103203. _this._tmpQuaternion = new BABYLON.Quaternion();
  103204. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103205. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103206. /**
  103207. * 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)
  103208. */
  103209. _this.ignoreChildren = false;
  103210. /**
  103211. * 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)
  103212. */
  103213. _this.includeChildPredicate = null;
  103214. /**
  103215. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103216. */
  103217. _this.rotationSphereSize = 0.1;
  103218. /**
  103219. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103220. */
  103221. _this.scaleBoxSize = 0.1;
  103222. /**
  103223. * 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)
  103224. */
  103225. _this.fixedDragMeshScreenSize = false;
  103226. /**
  103227. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103228. */
  103229. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103230. /**
  103231. * Fired when a rotation sphere or scale box is dragged
  103232. */
  103233. _this.onDragStartObservable = new BABYLON.Observable();
  103234. /**
  103235. * Fired when a scale box is dragged
  103236. */
  103237. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103238. /**
  103239. * Fired when a scale box drag is ended
  103240. */
  103241. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103242. /**
  103243. * Fired when a rotation sphere is dragged
  103244. */
  103245. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103246. /**
  103247. * Fired when a rotation sphere drag is ended
  103248. */
  103249. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103250. /**
  103251. * 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)
  103252. */
  103253. _this.scalePivot = null;
  103254. _this._existingMeshScale = new BABYLON.Vector3();
  103255. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103256. _this._updateScale = false;
  103257. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103258. // Create Materials
  103259. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103260. coloredMaterial.disableLighting = true;
  103261. coloredMaterial.emissiveColor = color;
  103262. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103263. hoverColoredMaterial.disableLighting = true;
  103264. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103265. // Build bounding box out of lines
  103266. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103267. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103268. var lines = [];
  103269. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103270. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103271. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103272. 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));
  103273. 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));
  103274. 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));
  103275. 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));
  103276. 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));
  103277. 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));
  103278. 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));
  103279. 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));
  103280. 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));
  103281. lines.forEach(function (l) {
  103282. l.color = color;
  103283. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103284. l.isPickable = false;
  103285. _this._lineBoundingBox.addChild(l);
  103286. });
  103287. _this._rootMesh.addChild(_this._lineBoundingBox);
  103288. // Create rotation spheres
  103289. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103290. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103291. var _loop_1 = function (i_1) {
  103292. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103293. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103294. sphere.material = coloredMaterial;
  103295. // Drag behavior
  103296. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103297. _dragBehavior.moveAttached = false;
  103298. _dragBehavior.updateDragPlane = false;
  103299. sphere.addBehavior(_dragBehavior);
  103300. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103301. var totalTurnAmountOfDrag = 0;
  103302. _dragBehavior.onDragStartObservable.add(function (event) {
  103303. startingTurnDirection.copyFrom(sphere.forward);
  103304. totalTurnAmountOfDrag = 0;
  103305. });
  103306. _dragBehavior.onDragObservable.add(function (event) {
  103307. _this.onRotationSphereDragObservable.notifyObservers({});
  103308. if (_this.attachedMesh) {
  103309. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103310. var worldDragDirection = startingTurnDirection;
  103311. // Project the world right on to the drag plane
  103312. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103313. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103314. // project drag delta on to the resulting drag axis and rotate based on that
  103315. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103316. // Make rotation relative to size of mesh.
  103317. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103318. // Rotate based on axis
  103319. if (!_this.attachedMesh.rotationQuaternion) {
  103320. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103321. }
  103322. if (!_this._anchorMesh.rotationQuaternion) {
  103323. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103324. }
  103325. // Do not allow the object to turn more than a full circle
  103326. totalTurnAmountOfDrag += projectDist;
  103327. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103328. if (i_1 >= 8) {
  103329. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103330. }
  103331. else if (i_1 >= 4) {
  103332. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103333. }
  103334. else {
  103335. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103336. }
  103337. // Rotate around center of bounding box
  103338. _this._anchorMesh.addChild(_this.attachedMesh);
  103339. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103340. _this._anchorMesh.removeChild(_this.attachedMesh);
  103341. }
  103342. _this.updateBoundingBox();
  103343. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103344. }
  103345. });
  103346. // Selection/deselection
  103347. _dragBehavior.onDragStartObservable.add(function () {
  103348. _this.onDragStartObservable.notifyObservers({});
  103349. _this._selectNode(sphere);
  103350. });
  103351. _dragBehavior.onDragEndObservable.add(function () {
  103352. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103353. _this._selectNode(null);
  103354. });
  103355. this_1._rotateSpheresParent.addChild(sphere);
  103356. };
  103357. var this_1 = this, _dragBehavior;
  103358. for (var i_1 = 0; i_1 < 12; i_1++) {
  103359. _loop_1(i_1);
  103360. }
  103361. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103362. // Create scale cubes
  103363. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103364. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103365. for (var i = 0; i < 2; i++) {
  103366. for (var j = 0; j < 2; j++) {
  103367. var _loop_2 = function () {
  103368. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103369. box.material = coloredMaterial;
  103370. // Dragging logic
  103371. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103372. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103373. _dragBehavior.moveAttached = false;
  103374. box.addBehavior(_dragBehavior);
  103375. _dragBehavior.onDragObservable.add(function (event) {
  103376. _this.onScaleBoxDragObservable.notifyObservers({});
  103377. if (_this.attachedMesh) {
  103378. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103379. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103380. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103381. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103382. _this.updateBoundingBox();
  103383. if (_this.scalePivot) {
  103384. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103385. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103386. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103387. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103388. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103389. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103390. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103391. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103392. }
  103393. else {
  103394. // Scale from the position of the opposite corner
  103395. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103396. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103397. }
  103398. _this._anchorMesh.addChild(_this.attachedMesh);
  103399. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103400. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103401. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103402. }
  103403. _this._anchorMesh.removeChild(_this.attachedMesh);
  103404. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103405. }
  103406. });
  103407. // Selection/deselection
  103408. _dragBehavior.onDragStartObservable.add(function () {
  103409. _this.onDragStartObservable.notifyObservers({});
  103410. _this._selectNode(box);
  103411. });
  103412. _dragBehavior.onDragEndObservable.add(function () {
  103413. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103414. _this._selectNode(null);
  103415. });
  103416. this_2._scaleBoxesParent.addChild(box);
  103417. };
  103418. var this_2 = this, _dragBehavior;
  103419. for (var k = 0; k < 2; k++) {
  103420. _loop_2();
  103421. }
  103422. }
  103423. }
  103424. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103425. // Hover color change
  103426. var pointerIds = new Array();
  103427. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103428. if (!pointerIds[pointerInfo.event.pointerId]) {
  103429. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103430. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103431. pointerIds[pointerInfo.event.pointerId] = mesh;
  103432. mesh.material = hoverColoredMaterial;
  103433. }
  103434. });
  103435. }
  103436. else {
  103437. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103438. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103439. delete pointerIds[pointerInfo.event.pointerId];
  103440. }
  103441. }
  103442. });
  103443. // Update bounding box positions
  103444. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103445. // Only update the bouding box if scaling has changed
  103446. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103447. _this.updateBoundingBox();
  103448. }
  103449. else if (_this.fixedDragMeshScreenSize) {
  103450. _this._updateRotationSpheres();
  103451. _this._updateScaleBoxes();
  103452. }
  103453. });
  103454. _this.updateBoundingBox();
  103455. return _this;
  103456. }
  103457. /** @hidden */
  103458. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103459. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103460. // Save old pivot and set pivot to 0,0,0
  103461. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103462. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103463. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103464. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103465. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103466. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103467. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103468. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103469. }
  103470. }
  103471. BoundingBoxGizmo._PivotCached++;
  103472. };
  103473. /** @hidden */
  103474. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103475. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103476. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103477. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103478. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103479. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103480. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103481. }
  103482. this._PivotCached--;
  103483. };
  103484. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103485. if (value) {
  103486. // Reset anchor mesh to match attached mesh's scale
  103487. // This is needed to avoid invalid box/sphere position on first drag
  103488. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103489. this._anchorMesh.addChild(value);
  103490. this._anchorMesh.removeChild(value);
  103491. BoundingBoxGizmo._RestorePivotPoint(value);
  103492. this.updateBoundingBox();
  103493. }
  103494. };
  103495. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103496. this._rotateSpheresParent.getChildMeshes()
  103497. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103498. m.isVisible = (!selectedMesh || m == selectedMesh);
  103499. });
  103500. };
  103501. /**
  103502. * Updates the bounding box information for the Gizmo
  103503. */
  103504. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103505. if (this.attachedMesh) {
  103506. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103507. this._update();
  103508. // Rotate based on axis
  103509. if (!this.attachedMesh.rotationQuaternion) {
  103510. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103511. }
  103512. if (!this._anchorMesh.rotationQuaternion) {
  103513. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103514. }
  103515. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103516. // Store original position and reset mesh to origin before computing the bounding box
  103517. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103518. this._tmpVector.copyFrom(this.attachedMesh.position);
  103519. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103520. this.attachedMesh.position.set(0, 0, 0);
  103521. // Update bounding dimensions/positions
  103522. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103523. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103524. // Update gizmo to match bounding box scaling and rotation
  103525. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103526. 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);
  103527. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103528. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103529. this._lineBoundingBox.computeWorldMatrix();
  103530. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103531. // restore position/rotation values
  103532. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103533. this.attachedMesh.position.copyFrom(this._tmpVector);
  103534. }
  103535. this._updateRotationSpheres();
  103536. this._updateScaleBoxes();
  103537. if (this.attachedMesh) {
  103538. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103539. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103540. }
  103541. };
  103542. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103543. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103544. for (var i = 0; i < 3; i++) {
  103545. for (var j = 0; j < 2; j++) {
  103546. for (var k = 0; k < 2; k++) {
  103547. var index = ((i * 4) + (j * 2)) + k;
  103548. if (i == 0) {
  103549. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103550. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103551. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103552. }
  103553. if (i == 1) {
  103554. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103555. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103556. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103557. }
  103558. if (i == 2) {
  103559. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103560. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103561. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103562. }
  103563. if (this.fixedDragMeshScreenSize) {
  103564. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103565. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103566. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103567. }
  103568. else {
  103569. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103570. }
  103571. }
  103572. }
  103573. }
  103574. };
  103575. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103576. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103577. for (var i = 0; i < 2; i++) {
  103578. for (var j = 0; j < 2; j++) {
  103579. for (var k = 0; k < 2; k++) {
  103580. var index = ((i * 4) + (j * 2)) + k;
  103581. if (scaleBoxes[index]) {
  103582. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103583. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103584. if (this.fixedDragMeshScreenSize) {
  103585. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103586. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103587. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103588. }
  103589. else {
  103590. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103591. }
  103592. }
  103593. }
  103594. }
  103595. }
  103596. };
  103597. /**
  103598. * Enables rotation on the specified axis and disables rotation on the others
  103599. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103600. */
  103601. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103602. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103603. if (i < 4) {
  103604. m.setEnabled(axis.indexOf("x") != -1);
  103605. }
  103606. else if (i < 8) {
  103607. m.setEnabled(axis.indexOf("y") != -1);
  103608. }
  103609. else {
  103610. m.setEnabled(axis.indexOf("z") != -1);
  103611. }
  103612. });
  103613. };
  103614. /**
  103615. * Disposes of the gizmo
  103616. */
  103617. BoundingBoxGizmo.prototype.dispose = function () {
  103618. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103619. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103620. this._lineBoundingBox.dispose();
  103621. this._rotateSpheresParent.dispose();
  103622. this._scaleBoxesParent.dispose();
  103623. _super.prototype.dispose.call(this);
  103624. };
  103625. /**
  103626. * 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)
  103627. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103628. * @returns the bounding box mesh with the passed in mesh as a child
  103629. */
  103630. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103631. var makeNotPickable = function (root) {
  103632. root.isPickable = false;
  103633. root.getChildMeshes().forEach(function (c) {
  103634. makeNotPickable(c);
  103635. });
  103636. };
  103637. makeNotPickable(mesh);
  103638. // Reset position to get boudning box from origin with no rotation
  103639. if (!mesh.rotationQuaternion) {
  103640. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103641. }
  103642. var oldPos = mesh.position.clone();
  103643. var oldRot = mesh.rotationQuaternion.clone();
  103644. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103645. mesh.position.set(0, 0, 0);
  103646. // Update bounding dimensions/positions
  103647. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103648. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103649. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103650. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103651. // Restore original positions
  103652. mesh.addChild(box);
  103653. mesh.rotationQuaternion.copyFrom(oldRot);
  103654. mesh.position.copyFrom(oldPos);
  103655. // Reverse parenting
  103656. mesh.removeChild(box);
  103657. box.addChild(mesh);
  103658. box.visibility = 0;
  103659. return box;
  103660. };
  103661. /**
  103662. * CustomMeshes are not supported by this gizmo
  103663. * @param mesh The mesh to replace the default mesh of the gizmo
  103664. */
  103665. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103666. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103667. };
  103668. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103669. // store/remove pivot point should only be applied during their outermost calls
  103670. BoundingBoxGizmo._PivotCached = 0;
  103671. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103672. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103673. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103674. return BoundingBoxGizmo;
  103675. }(BABYLON.Gizmo));
  103676. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103677. })(BABYLON || (BABYLON = {}));
  103678. //# sourceMappingURL=boundingBoxGizmo.js.map
  103679. var BABYLON;
  103680. (function (BABYLON) {
  103681. /**
  103682. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103683. */
  103684. var GizmoManager = /** @class */ (function () {
  103685. /**
  103686. * Instatiates a gizmo manager
  103687. * @param scene the scene to overlay the gizmos on top of
  103688. */
  103689. function GizmoManager(scene) {
  103690. var _this = this;
  103691. this.scene = scene;
  103692. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103693. this._pointerObserver = null;
  103694. this._attachedMesh = null;
  103695. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103696. /**
  103697. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103698. */
  103699. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103700. /**
  103701. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103702. */
  103703. this.attachableMeshes = null;
  103704. /**
  103705. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103706. */
  103707. this.usePointerToAttachGizmos = true;
  103708. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103709. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103710. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103711. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103712. // Instatiate/dispose gizmos based on pointer actions
  103713. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103714. if (!_this.usePointerToAttachGizmos) {
  103715. return;
  103716. }
  103717. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103718. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103719. var node = pointerInfo.pickInfo.pickedMesh;
  103720. if (_this.attachableMeshes == null) {
  103721. // Attach to the most parent node
  103722. while (node && node.parent != null) {
  103723. node = node.parent;
  103724. }
  103725. }
  103726. else {
  103727. // Attach to the parent node that is an attachableMesh
  103728. var found = false;
  103729. _this.attachableMeshes.forEach(function (mesh) {
  103730. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103731. node = mesh;
  103732. found = true;
  103733. }
  103734. });
  103735. if (!found) {
  103736. node = null;
  103737. }
  103738. }
  103739. if (node instanceof BABYLON.AbstractMesh) {
  103740. if (_this._attachedMesh != node) {
  103741. _this.attachToMesh(node);
  103742. }
  103743. }
  103744. else {
  103745. _this.attachToMesh(null);
  103746. }
  103747. }
  103748. else {
  103749. _this.attachToMesh(null);
  103750. }
  103751. }
  103752. });
  103753. }
  103754. /**
  103755. * Attaches a set of gizmos to the specified mesh
  103756. * @param mesh The mesh the gizmo's should be attached to
  103757. */
  103758. GizmoManager.prototype.attachToMesh = function (mesh) {
  103759. if (this._attachedMesh) {
  103760. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103761. }
  103762. this._attachedMesh = mesh;
  103763. for (var key in this.gizmos) {
  103764. var gizmo = (this.gizmos[key]);
  103765. if (gizmo && this._gizmosEnabled[key]) {
  103766. gizmo.attachedMesh = mesh;
  103767. }
  103768. }
  103769. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103770. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103771. }
  103772. };
  103773. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103774. get: function () {
  103775. return this._gizmosEnabled.positionGizmo;
  103776. },
  103777. /**
  103778. * If the position gizmo is enabled
  103779. */
  103780. set: function (value) {
  103781. if (value) {
  103782. if (!this.gizmos.positionGizmo) {
  103783. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103784. }
  103785. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103786. }
  103787. else if (this.gizmos.positionGizmo) {
  103788. this.gizmos.positionGizmo.attachedMesh = null;
  103789. }
  103790. this._gizmosEnabled.positionGizmo = value;
  103791. },
  103792. enumerable: true,
  103793. configurable: true
  103794. });
  103795. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103796. get: function () {
  103797. return this._gizmosEnabled.rotationGizmo;
  103798. },
  103799. /**
  103800. * If the rotation gizmo is enabled
  103801. */
  103802. set: function (value) {
  103803. if (value) {
  103804. if (!this.gizmos.rotationGizmo) {
  103805. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103806. }
  103807. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103808. }
  103809. else if (this.gizmos.rotationGizmo) {
  103810. this.gizmos.rotationGizmo.attachedMesh = null;
  103811. }
  103812. this._gizmosEnabled.rotationGizmo = value;
  103813. },
  103814. enumerable: true,
  103815. configurable: true
  103816. });
  103817. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103818. get: function () {
  103819. return this._gizmosEnabled.scaleGizmo;
  103820. },
  103821. /**
  103822. * If the scale gizmo is enabled
  103823. */
  103824. set: function (value) {
  103825. if (value) {
  103826. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103827. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103828. }
  103829. else if (this.gizmos.scaleGizmo) {
  103830. this.gizmos.scaleGizmo.attachedMesh = null;
  103831. }
  103832. this._gizmosEnabled.scaleGizmo = value;
  103833. },
  103834. enumerable: true,
  103835. configurable: true
  103836. });
  103837. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103838. get: function () {
  103839. return this._gizmosEnabled.boundingBoxGizmo;
  103840. },
  103841. /**
  103842. * If the boundingBox gizmo is enabled
  103843. */
  103844. set: function (value) {
  103845. if (value) {
  103846. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103847. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103848. if (this._attachedMesh) {
  103849. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103850. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103851. }
  103852. }
  103853. else if (this.gizmos.boundingBoxGizmo) {
  103854. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103855. }
  103856. this._gizmosEnabled.boundingBoxGizmo = value;
  103857. },
  103858. enumerable: true,
  103859. configurable: true
  103860. });
  103861. /**
  103862. * Disposes of the gizmo manager
  103863. */
  103864. GizmoManager.prototype.dispose = function () {
  103865. this.scene.onPointerObservable.remove(this._pointerObserver);
  103866. for (var key in this.gizmos) {
  103867. var gizmo = (this.gizmos[key]);
  103868. if (gizmo) {
  103869. gizmo.dispose();
  103870. }
  103871. }
  103872. this._defaultKeepDepthUtilityLayer.dispose();
  103873. this._defaultUtilityLayer.dispose();
  103874. this.boundingBoxDragBehavior.detach();
  103875. };
  103876. return GizmoManager;
  103877. }());
  103878. BABYLON.GizmoManager = GizmoManager;
  103879. })(BABYLON || (BABYLON = {}));
  103880. //# sourceMappingURL=gizmoManager.js.map
  103881. var BABYLON;
  103882. (function (BABYLON) {
  103883. /**
  103884. * Defines a target to use with MorphTargetManager
  103885. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103886. */
  103887. var MorphTarget = /** @class */ (function () {
  103888. /**
  103889. * Creates a new MorphTarget
  103890. * @param name defines the name of the target
  103891. * @param influence defines the influence to use
  103892. */
  103893. function MorphTarget(
  103894. /** defines the name of the target */
  103895. name, influence, scene) {
  103896. if (influence === void 0) { influence = 0; }
  103897. if (scene === void 0) { scene = null; }
  103898. this.name = name;
  103899. /**
  103900. * Gets or sets the list of animations
  103901. */
  103902. this.animations = new Array();
  103903. this._positions = null;
  103904. this._normals = null;
  103905. this._tangents = null;
  103906. /**
  103907. * Observable raised when the influence changes
  103908. */
  103909. this.onInfluenceChanged = new BABYLON.Observable();
  103910. /** @hidden */
  103911. this._onDataLayoutChanged = new BABYLON.Observable();
  103912. this._animationPropertiesOverride = null;
  103913. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103914. this.influence = influence;
  103915. }
  103916. Object.defineProperty(MorphTarget.prototype, "influence", {
  103917. /**
  103918. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103919. */
  103920. get: function () {
  103921. return this._influence;
  103922. },
  103923. set: function (influence) {
  103924. if (this._influence === influence) {
  103925. return;
  103926. }
  103927. var previous = this._influence;
  103928. this._influence = influence;
  103929. if (this.onInfluenceChanged.hasObservers) {
  103930. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103931. }
  103932. },
  103933. enumerable: true,
  103934. configurable: true
  103935. });
  103936. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103937. /**
  103938. * Gets or sets the animation properties override
  103939. */
  103940. get: function () {
  103941. if (!this._animationPropertiesOverride && this._scene) {
  103942. return this._scene.animationPropertiesOverride;
  103943. }
  103944. return this._animationPropertiesOverride;
  103945. },
  103946. set: function (value) {
  103947. this._animationPropertiesOverride = value;
  103948. },
  103949. enumerable: true,
  103950. configurable: true
  103951. });
  103952. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103953. /**
  103954. * Gets a boolean defining if the target contains position data
  103955. */
  103956. get: function () {
  103957. return !!this._positions;
  103958. },
  103959. enumerable: true,
  103960. configurable: true
  103961. });
  103962. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103963. /**
  103964. * Gets a boolean defining if the target contains normal data
  103965. */
  103966. get: function () {
  103967. return !!this._normals;
  103968. },
  103969. enumerable: true,
  103970. configurable: true
  103971. });
  103972. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103973. /**
  103974. * Gets a boolean defining if the target contains tangent data
  103975. */
  103976. get: function () {
  103977. return !!this._tangents;
  103978. },
  103979. enumerable: true,
  103980. configurable: true
  103981. });
  103982. /**
  103983. * Affects position data to this target
  103984. * @param data defines the position data to use
  103985. */
  103986. MorphTarget.prototype.setPositions = function (data) {
  103987. var hadPositions = this.hasPositions;
  103988. this._positions = data;
  103989. if (hadPositions !== this.hasPositions) {
  103990. this._onDataLayoutChanged.notifyObservers(undefined);
  103991. }
  103992. };
  103993. /**
  103994. * Gets the position data stored in this target
  103995. * @returns a FloatArray containing the position data (or null if not present)
  103996. */
  103997. MorphTarget.prototype.getPositions = function () {
  103998. return this._positions;
  103999. };
  104000. /**
  104001. * Affects normal data to this target
  104002. * @param data defines the normal data to use
  104003. */
  104004. MorphTarget.prototype.setNormals = function (data) {
  104005. var hadNormals = this.hasNormals;
  104006. this._normals = data;
  104007. if (hadNormals !== this.hasNormals) {
  104008. this._onDataLayoutChanged.notifyObservers(undefined);
  104009. }
  104010. };
  104011. /**
  104012. * Gets the normal data stored in this target
  104013. * @returns a FloatArray containing the normal data (or null if not present)
  104014. */
  104015. MorphTarget.prototype.getNormals = function () {
  104016. return this._normals;
  104017. };
  104018. /**
  104019. * Affects tangent data to this target
  104020. * @param data defines the tangent data to use
  104021. */
  104022. MorphTarget.prototype.setTangents = function (data) {
  104023. var hadTangents = this.hasTangents;
  104024. this._tangents = data;
  104025. if (hadTangents !== this.hasTangents) {
  104026. this._onDataLayoutChanged.notifyObservers(undefined);
  104027. }
  104028. };
  104029. /**
  104030. * Gets the tangent data stored in this target
  104031. * @returns a FloatArray containing the tangent data (or null if not present)
  104032. */
  104033. MorphTarget.prototype.getTangents = function () {
  104034. return this._tangents;
  104035. };
  104036. /**
  104037. * Serializes the current target into a Serialization object
  104038. * @returns the serialized object
  104039. */
  104040. MorphTarget.prototype.serialize = function () {
  104041. var serializationObject = {};
  104042. serializationObject.name = this.name;
  104043. serializationObject.influence = this.influence;
  104044. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104045. if (this.id != null) {
  104046. serializationObject.id = this.id;
  104047. }
  104048. if (this.hasNormals) {
  104049. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104050. }
  104051. if (this.hasTangents) {
  104052. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104053. }
  104054. // Animations
  104055. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104056. return serializationObject;
  104057. };
  104058. /**
  104059. * Returns the string "MorphTarget"
  104060. * @returns "MorphTarget"
  104061. */
  104062. MorphTarget.prototype.getClassName = function () {
  104063. return "MorphTarget";
  104064. };
  104065. // Statics
  104066. /**
  104067. * Creates a new target from serialized data
  104068. * @param serializationObject defines the serialized data to use
  104069. * @returns a new MorphTarget
  104070. */
  104071. MorphTarget.Parse = function (serializationObject) {
  104072. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104073. result.setPositions(serializationObject.positions);
  104074. if (serializationObject.id != null) {
  104075. result.id = serializationObject.id;
  104076. }
  104077. if (serializationObject.normals) {
  104078. result.setNormals(serializationObject.normals);
  104079. }
  104080. if (serializationObject.tangents) {
  104081. result.setTangents(serializationObject.tangents);
  104082. }
  104083. // Animations
  104084. if (serializationObject.animations) {
  104085. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104086. var parsedAnimation = serializationObject.animations[animationIndex];
  104087. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104088. }
  104089. }
  104090. return result;
  104091. };
  104092. /**
  104093. * Creates a MorphTarget from mesh data
  104094. * @param mesh defines the source mesh
  104095. * @param name defines the name to use for the new target
  104096. * @param influence defines the influence to attach to the target
  104097. * @returns a new MorphTarget
  104098. */
  104099. MorphTarget.FromMesh = function (mesh, name, influence) {
  104100. if (!name) {
  104101. name = mesh.name;
  104102. }
  104103. var result = new MorphTarget(name, influence, mesh.getScene());
  104104. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104105. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104106. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104107. }
  104108. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104109. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104110. }
  104111. return result;
  104112. };
  104113. __decorate([
  104114. BABYLON.serialize()
  104115. ], MorphTarget.prototype, "id", void 0);
  104116. return MorphTarget;
  104117. }());
  104118. BABYLON.MorphTarget = MorphTarget;
  104119. })(BABYLON || (BABYLON = {}));
  104120. //# sourceMappingURL=morphTarget.js.map
  104121. var BABYLON;
  104122. (function (BABYLON) {
  104123. /**
  104124. * This class is used to deform meshes using morphing between different targets
  104125. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104126. */
  104127. var MorphTargetManager = /** @class */ (function () {
  104128. /**
  104129. * Creates a new MorphTargetManager
  104130. * @param scene defines the current scene
  104131. */
  104132. function MorphTargetManager(scene) {
  104133. if (scene === void 0) { scene = null; }
  104134. this._targets = new Array();
  104135. this._targetInfluenceChangedObservers = new Array();
  104136. this._targetDataLayoutChangedObservers = new Array();
  104137. this._activeTargets = new BABYLON.SmartArray(16);
  104138. this._supportsNormals = false;
  104139. this._supportsTangents = false;
  104140. this._vertexCount = 0;
  104141. this._uniqueId = 0;
  104142. this._tempInfluences = new Array();
  104143. if (!scene) {
  104144. scene = BABYLON.Engine.LastCreatedScene;
  104145. }
  104146. this._scene = scene;
  104147. if (this._scene) {
  104148. this._scene.morphTargetManagers.push(this);
  104149. this._uniqueId = this._scene.getUniqueId();
  104150. }
  104151. }
  104152. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104153. /**
  104154. * Gets the unique ID of this manager
  104155. */
  104156. get: function () {
  104157. return this._uniqueId;
  104158. },
  104159. enumerable: true,
  104160. configurable: true
  104161. });
  104162. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104163. /**
  104164. * Gets the number of vertices handled by this manager
  104165. */
  104166. get: function () {
  104167. return this._vertexCount;
  104168. },
  104169. enumerable: true,
  104170. configurable: true
  104171. });
  104172. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104173. /**
  104174. * Gets a boolean indicating if this manager supports morphing of normals
  104175. */
  104176. get: function () {
  104177. return this._supportsNormals;
  104178. },
  104179. enumerable: true,
  104180. configurable: true
  104181. });
  104182. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104183. /**
  104184. * Gets a boolean indicating if this manager supports morphing of tangents
  104185. */
  104186. get: function () {
  104187. return this._supportsTangents;
  104188. },
  104189. enumerable: true,
  104190. configurable: true
  104191. });
  104192. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104193. /**
  104194. * Gets the number of targets stored in this manager
  104195. */
  104196. get: function () {
  104197. return this._targets.length;
  104198. },
  104199. enumerable: true,
  104200. configurable: true
  104201. });
  104202. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104203. /**
  104204. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104205. */
  104206. get: function () {
  104207. return this._activeTargets.length;
  104208. },
  104209. enumerable: true,
  104210. configurable: true
  104211. });
  104212. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104213. /**
  104214. * Gets the list of influences (one per target)
  104215. */
  104216. get: function () {
  104217. return this._influences;
  104218. },
  104219. enumerable: true,
  104220. configurable: true
  104221. });
  104222. /**
  104223. * Gets the active target at specified index. An active target is a target with an influence > 0
  104224. * @param index defines the index to check
  104225. * @returns the requested target
  104226. */
  104227. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104228. return this._activeTargets.data[index];
  104229. };
  104230. /**
  104231. * Gets the target at specified index
  104232. * @param index defines the index to check
  104233. * @returns the requested target
  104234. */
  104235. MorphTargetManager.prototype.getTarget = function (index) {
  104236. return this._targets[index];
  104237. };
  104238. /**
  104239. * Add a new target to this manager
  104240. * @param target defines the target to add
  104241. */
  104242. MorphTargetManager.prototype.addTarget = function (target) {
  104243. var _this = this;
  104244. this._targets.push(target);
  104245. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104246. _this._syncActiveTargets(needUpdate);
  104247. }));
  104248. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104249. _this._syncActiveTargets(true);
  104250. }));
  104251. this._syncActiveTargets(true);
  104252. };
  104253. /**
  104254. * Removes a target from the manager
  104255. * @param target defines the target to remove
  104256. */
  104257. MorphTargetManager.prototype.removeTarget = function (target) {
  104258. var index = this._targets.indexOf(target);
  104259. if (index >= 0) {
  104260. this._targets.splice(index, 1);
  104261. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104262. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104263. this._syncActiveTargets(true);
  104264. }
  104265. };
  104266. /**
  104267. * Serializes the current manager into a Serialization object
  104268. * @returns the serialized object
  104269. */
  104270. MorphTargetManager.prototype.serialize = function () {
  104271. var serializationObject = {};
  104272. serializationObject.id = this.uniqueId;
  104273. serializationObject.targets = [];
  104274. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104275. var target = _a[_i];
  104276. serializationObject.targets.push(target.serialize());
  104277. }
  104278. return serializationObject;
  104279. };
  104280. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104281. var influenceCount = 0;
  104282. this._activeTargets.reset();
  104283. this._supportsNormals = true;
  104284. this._supportsTangents = true;
  104285. this._vertexCount = 0;
  104286. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104287. var target = _a[_i];
  104288. if (target.influence === 0) {
  104289. continue;
  104290. }
  104291. this._activeTargets.push(target);
  104292. this._tempInfluences[influenceCount++] = target.influence;
  104293. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104294. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104295. var positions = target.getPositions();
  104296. if (positions) {
  104297. var vertexCount = positions.length / 3;
  104298. if (this._vertexCount === 0) {
  104299. this._vertexCount = vertexCount;
  104300. }
  104301. else if (this._vertexCount !== vertexCount) {
  104302. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104303. return;
  104304. }
  104305. }
  104306. }
  104307. if (!this._influences || this._influences.length !== influenceCount) {
  104308. this._influences = new Float32Array(influenceCount);
  104309. }
  104310. for (var index = 0; index < influenceCount; index++) {
  104311. this._influences[index] = this._tempInfluences[index];
  104312. }
  104313. if (needUpdate) {
  104314. this.synchronize();
  104315. }
  104316. };
  104317. /**
  104318. * Syncrhonize the targets with all the meshes using this morph target manager
  104319. */
  104320. MorphTargetManager.prototype.synchronize = function () {
  104321. if (!this._scene) {
  104322. return;
  104323. }
  104324. // Flag meshes as dirty to resync with the active targets
  104325. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104326. var mesh = _a[_i];
  104327. if (mesh.morphTargetManager === this) {
  104328. mesh._syncGeometryWithMorphTargetManager();
  104329. }
  104330. }
  104331. };
  104332. // Statics
  104333. /**
  104334. * Creates a new MorphTargetManager from serialized data
  104335. * @param serializationObject defines the serialized data
  104336. * @param scene defines the hosting scene
  104337. * @returns the new MorphTargetManager
  104338. */
  104339. MorphTargetManager.Parse = function (serializationObject, scene) {
  104340. var result = new MorphTargetManager(scene);
  104341. result._uniqueId = serializationObject.id;
  104342. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104343. var targetData = _a[_i];
  104344. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104345. }
  104346. return result;
  104347. };
  104348. return MorphTargetManager;
  104349. }());
  104350. BABYLON.MorphTargetManager = MorphTargetManager;
  104351. })(BABYLON || (BABYLON = {}));
  104352. //# sourceMappingURL=morphTargetManager.js.map
  104353. var BABYLON;
  104354. (function (BABYLON) {
  104355. /**
  104356. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104357. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104358. */
  104359. var Octree = /** @class */ (function () {
  104360. /**
  104361. * Creates a octree
  104362. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104363. * @param creationFunc function to be used to instatiate the octree
  104364. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104365. * @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.)
  104366. */
  104367. function Octree(creationFunc, maxBlockCapacity,
  104368. /** 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.) */
  104369. maxDepth) {
  104370. if (maxDepth === void 0) { maxDepth = 2; }
  104371. this.maxDepth = maxDepth;
  104372. /**
  104373. * Content stored in the octree
  104374. */
  104375. this.dynamicContent = new Array();
  104376. this._maxBlockCapacity = maxBlockCapacity || 64;
  104377. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104378. this._creationFunc = creationFunc;
  104379. }
  104380. // Methods
  104381. /**
  104382. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104383. * @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);
  104384. * @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);
  104385. * @param entries meshes to be added to the octree blocks
  104386. */
  104387. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104388. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104389. };
  104390. /**
  104391. * Adds a mesh to the octree
  104392. * @param entry Mesh to add to the octree
  104393. */
  104394. Octree.prototype.addMesh = function (entry) {
  104395. for (var index = 0; index < this.blocks.length; index++) {
  104396. var block = this.blocks[index];
  104397. block.addEntry(entry);
  104398. }
  104399. };
  104400. /**
  104401. * Selects an array of meshes within the frustum
  104402. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104403. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104404. * @returns array of meshes within the frustum
  104405. */
  104406. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104407. this._selectionContent.reset();
  104408. for (var index = 0; index < this.blocks.length; index++) {
  104409. var block = this.blocks[index];
  104410. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104411. }
  104412. if (allowDuplicate) {
  104413. this._selectionContent.concat(this.dynamicContent);
  104414. }
  104415. else {
  104416. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104417. }
  104418. return this._selectionContent;
  104419. };
  104420. /**
  104421. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104422. * @param sphereCenter defines the bounding sphere center
  104423. * @param sphereRadius defines the bounding sphere radius
  104424. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104425. * @returns an array of objects that intersect the sphere
  104426. */
  104427. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104428. this._selectionContent.reset();
  104429. for (var index = 0; index < this.blocks.length; index++) {
  104430. var block = this.blocks[index];
  104431. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104432. }
  104433. if (allowDuplicate) {
  104434. this._selectionContent.concat(this.dynamicContent);
  104435. }
  104436. else {
  104437. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104438. }
  104439. return this._selectionContent;
  104440. };
  104441. /**
  104442. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104443. * @param ray defines the ray to test with
  104444. * @returns array of intersected objects
  104445. */
  104446. Octree.prototype.intersectsRay = function (ray) {
  104447. this._selectionContent.reset();
  104448. for (var index = 0; index < this.blocks.length; index++) {
  104449. var block = this.blocks[index];
  104450. block.intersectsRay(ray, this._selectionContent);
  104451. }
  104452. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104453. return this._selectionContent;
  104454. };
  104455. /**
  104456. * @hidden
  104457. */
  104458. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104459. target.blocks = new Array();
  104460. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104461. // Segmenting space
  104462. for (var x = 0; x < 2; x++) {
  104463. for (var y = 0; y < 2; y++) {
  104464. for (var z = 0; z < 2; z++) {
  104465. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104466. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104467. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104468. block.addEntries(entries);
  104469. target.blocks.push(block);
  104470. }
  104471. }
  104472. }
  104473. };
  104474. /**
  104475. * Adds a mesh into the octree block if it intersects the block
  104476. */
  104477. Octree.CreationFuncForMeshes = function (entry, block) {
  104478. var boundingInfo = entry.getBoundingInfo();
  104479. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104480. block.entries.push(entry);
  104481. }
  104482. };
  104483. /**
  104484. * Adds a submesh into the octree block if it intersects the block
  104485. */
  104486. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104487. var boundingInfo = entry.getBoundingInfo();
  104488. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104489. block.entries.push(entry);
  104490. }
  104491. };
  104492. return Octree;
  104493. }());
  104494. BABYLON.Octree = Octree;
  104495. })(BABYLON || (BABYLON = {}));
  104496. //# sourceMappingURL=octree.js.map
  104497. var BABYLON;
  104498. (function (BABYLON) {
  104499. /**
  104500. * Class used to store a cell in an octree
  104501. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104502. */
  104503. var OctreeBlock = /** @class */ (function () {
  104504. /**
  104505. * Creates a new block
  104506. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104507. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104508. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104509. * @param depth defines the current depth of this block in the octree
  104510. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104511. * @param creationFunc defines a callback to call when an element is added to the block
  104512. */
  104513. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104514. /**
  104515. * Gets the content of the current block
  104516. */
  104517. this.entries = new Array();
  104518. this._boundingVectors = new Array();
  104519. this._capacity = capacity;
  104520. this._depth = depth;
  104521. this._maxDepth = maxDepth;
  104522. this._creationFunc = creationFunc;
  104523. this._minPoint = minPoint;
  104524. this._maxPoint = maxPoint;
  104525. this._boundingVectors.push(minPoint.clone());
  104526. this._boundingVectors.push(maxPoint.clone());
  104527. this._boundingVectors.push(minPoint.clone());
  104528. this._boundingVectors[2].x = maxPoint.x;
  104529. this._boundingVectors.push(minPoint.clone());
  104530. this._boundingVectors[3].y = maxPoint.y;
  104531. this._boundingVectors.push(minPoint.clone());
  104532. this._boundingVectors[4].z = maxPoint.z;
  104533. this._boundingVectors.push(maxPoint.clone());
  104534. this._boundingVectors[5].z = minPoint.z;
  104535. this._boundingVectors.push(maxPoint.clone());
  104536. this._boundingVectors[6].x = minPoint.x;
  104537. this._boundingVectors.push(maxPoint.clone());
  104538. this._boundingVectors[7].y = minPoint.y;
  104539. }
  104540. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104541. // Property
  104542. /**
  104543. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104544. */
  104545. get: function () {
  104546. return this._capacity;
  104547. },
  104548. enumerable: true,
  104549. configurable: true
  104550. });
  104551. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104552. /**
  104553. * Gets the minimum vector (in world space) of the block's bounding box
  104554. */
  104555. get: function () {
  104556. return this._minPoint;
  104557. },
  104558. enumerable: true,
  104559. configurable: true
  104560. });
  104561. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104562. /**
  104563. * Gets the maximum vector (in world space) of the block's bounding box
  104564. */
  104565. get: function () {
  104566. return this._maxPoint;
  104567. },
  104568. enumerable: true,
  104569. configurable: true
  104570. });
  104571. // Methods
  104572. /**
  104573. * Add a new element to this block
  104574. * @param entry defines the element to add
  104575. */
  104576. OctreeBlock.prototype.addEntry = function (entry) {
  104577. if (this.blocks) {
  104578. for (var index = 0; index < this.blocks.length; index++) {
  104579. var block = this.blocks[index];
  104580. block.addEntry(entry);
  104581. }
  104582. return;
  104583. }
  104584. this._creationFunc(entry, this);
  104585. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104586. this.createInnerBlocks();
  104587. }
  104588. };
  104589. /**
  104590. * Add an array of elements to this block
  104591. * @param entries defines the array of elements to add
  104592. */
  104593. OctreeBlock.prototype.addEntries = function (entries) {
  104594. for (var index = 0; index < entries.length; index++) {
  104595. var mesh = entries[index];
  104596. this.addEntry(mesh);
  104597. }
  104598. };
  104599. /**
  104600. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104601. * @param frustumPlanes defines the frustum planes to test
  104602. * @param selection defines the array to store current content if selection is positive
  104603. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104604. */
  104605. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104606. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104607. if (this.blocks) {
  104608. for (var index = 0; index < this.blocks.length; index++) {
  104609. var block = this.blocks[index];
  104610. block.select(frustumPlanes, selection, allowDuplicate);
  104611. }
  104612. return;
  104613. }
  104614. if (allowDuplicate) {
  104615. selection.concat(this.entries);
  104616. }
  104617. else {
  104618. selection.concatWithNoDuplicate(this.entries);
  104619. }
  104620. }
  104621. };
  104622. /**
  104623. * Test if the current block 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 selection defines the array to store current content if selection is positive
  104627. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104628. */
  104629. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104630. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104631. if (this.blocks) {
  104632. for (var index = 0; index < this.blocks.length; index++) {
  104633. var block = this.blocks[index];
  104634. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104635. }
  104636. return;
  104637. }
  104638. if (allowDuplicate) {
  104639. selection.concat(this.entries);
  104640. }
  104641. else {
  104642. selection.concatWithNoDuplicate(this.entries);
  104643. }
  104644. }
  104645. };
  104646. /**
  104647. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104648. * @param ray defines the ray to test with
  104649. * @param selection defines the array to store current content if selection is positive
  104650. */
  104651. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104652. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104653. if (this.blocks) {
  104654. for (var index = 0; index < this.blocks.length; index++) {
  104655. var block = this.blocks[index];
  104656. block.intersectsRay(ray, selection);
  104657. }
  104658. return;
  104659. }
  104660. selection.concatWithNoDuplicate(this.entries);
  104661. }
  104662. };
  104663. /**
  104664. * Subdivide the content into child blocks (this block will then be empty)
  104665. */
  104666. OctreeBlock.prototype.createInnerBlocks = function () {
  104667. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104668. };
  104669. return OctreeBlock;
  104670. }());
  104671. BABYLON.OctreeBlock = OctreeBlock;
  104672. })(BABYLON || (BABYLON = {}));
  104673. //# sourceMappingURL=octreeBlock.js.map
  104674. var BABYLON;
  104675. (function (BABYLON) {
  104676. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104677. if (maxCapacity === void 0) { maxCapacity = 64; }
  104678. if (maxDepth === void 0) { maxDepth = 2; }
  104679. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104680. if (!component) {
  104681. component = new OctreeSceneComponent(this);
  104682. this._addComponent(component);
  104683. }
  104684. if (!this._selectionOctree) {
  104685. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104686. }
  104687. var worldExtends = this.getWorldExtends();
  104688. // Update octree
  104689. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104690. return this._selectionOctree;
  104691. };
  104692. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104693. get: function () {
  104694. return this._selectionOctree;
  104695. },
  104696. enumerable: true,
  104697. configurable: true
  104698. });
  104699. /**
  104700. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104701. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104702. * @param maxCapacity defines the maximum size of each block (64 by default)
  104703. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104704. * @returns the new octree
  104705. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104706. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104707. */
  104708. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104709. if (maxCapacity === void 0) { maxCapacity = 64; }
  104710. if (maxDepth === void 0) { maxDepth = 2; }
  104711. var scene = this.getScene();
  104712. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104713. if (!component) {
  104714. component = new OctreeSceneComponent(scene);
  104715. scene._addComponent(component);
  104716. }
  104717. if (!this._submeshesOctree) {
  104718. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104719. }
  104720. this.computeWorldMatrix(true);
  104721. var boundingInfo = this.getBoundingInfo();
  104722. // Update octree
  104723. var bbox = boundingInfo.boundingBox;
  104724. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104725. return this._submeshesOctree;
  104726. };
  104727. /**
  104728. * Defines the octree scene component responsible to manage any octrees
  104729. * in a given scene.
  104730. */
  104731. var OctreeSceneComponent = /** @class */ (function () {
  104732. /**
  104733. * Creates a new instance of the component for the given scene
  104734. * @param scene Defines the scene to register the component in
  104735. */
  104736. function OctreeSceneComponent(scene) {
  104737. /**
  104738. * The component name helpfull to identify the component in the list of scene components.
  104739. */
  104740. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104741. /**
  104742. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104743. */
  104744. this.checksIsEnabled = true;
  104745. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104746. this.scene = scene;
  104747. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104748. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104749. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104750. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104751. }
  104752. /**
  104753. * Registers the component in a given scene
  104754. */
  104755. OctreeSceneComponent.prototype.register = function () {
  104756. var _this = this;
  104757. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104758. var sceneOctree = _this.scene.selectionOctree;
  104759. if (sceneOctree !== undefined && sceneOctree !== null) {
  104760. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104761. if (index !== -1) {
  104762. sceneOctree.dynamicContent.splice(index, 1);
  104763. }
  104764. }
  104765. });
  104766. this.scene.onMeshImportedObservable.add(function (mesh) {
  104767. var sceneOctree = _this.scene.selectionOctree;
  104768. if (sceneOctree !== undefined && sceneOctree !== null) {
  104769. sceneOctree.addMesh(mesh);
  104770. }
  104771. });
  104772. };
  104773. /**
  104774. * Return the list of active meshes
  104775. * @returns the list of active meshes
  104776. */
  104777. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104778. if (this.scene._selectionOctree) {
  104779. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104780. return selection;
  104781. }
  104782. return this.scene._getDefaultMeshCandidates();
  104783. };
  104784. /**
  104785. * Return the list of active sub meshes
  104786. * @param mesh The mesh to get the candidates sub meshes from
  104787. * @returns the list of active sub meshes
  104788. */
  104789. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104790. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104791. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104792. return intersections;
  104793. }
  104794. return this.scene._getDefaultSubMeshCandidates(mesh);
  104795. };
  104796. /**
  104797. * Return the list of sub meshes intersecting with a given local ray
  104798. * @param mesh defines the mesh to find the submesh for
  104799. * @param localRay defines the ray in local space
  104800. * @returns the list of intersecting sub meshes
  104801. */
  104802. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104803. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104804. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104805. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104806. return intersections;
  104807. }
  104808. return this.scene._getDefaultSubMeshCandidates(mesh);
  104809. };
  104810. /**
  104811. * Return the list of sub meshes colliding with a collider
  104812. * @param mesh defines the mesh to find the submesh for
  104813. * @param collider defines the collider to evaluate the collision against
  104814. * @returns the list of colliding sub meshes
  104815. */
  104816. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104817. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104818. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104819. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104820. return intersections;
  104821. }
  104822. return this.scene._getDefaultSubMeshCandidates(mesh);
  104823. };
  104824. /**
  104825. * Rebuilds the elements related to this component in case of
  104826. * context lost for instance.
  104827. */
  104828. OctreeSceneComponent.prototype.rebuild = function () {
  104829. // Nothing to do here.
  104830. };
  104831. /**
  104832. * Disposes the component and the associated ressources.
  104833. */
  104834. OctreeSceneComponent.prototype.dispose = function () {
  104835. // Nothing to do here.
  104836. };
  104837. return OctreeSceneComponent;
  104838. }());
  104839. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104840. })(BABYLON || (BABYLON = {}));
  104841. //# sourceMappingURL=octreeSceneComponent.js.map
  104842. var BABYLON;
  104843. (function (BABYLON) {
  104844. /**
  104845. * Postprocess used to generate anaglyphic rendering
  104846. */
  104847. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104848. __extends(AnaglyphPostProcess, _super);
  104849. /**
  104850. * Creates a new AnaglyphPostProcess
  104851. * @param name defines postprocess name
  104852. * @param options defines creation options or target ratio scale
  104853. * @param rigCameras defines cameras using this postprocess
  104854. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104855. * @param engine defines hosting engine
  104856. * @param reusable defines if the postprocess will be reused multiple times per frame
  104857. */
  104858. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104859. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104860. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104861. _this.onApplyObservable.add(function (effect) {
  104862. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104863. });
  104864. return _this;
  104865. }
  104866. return AnaglyphPostProcess;
  104867. }(BABYLON.PostProcess));
  104868. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104869. })(BABYLON || (BABYLON = {}));
  104870. //# sourceMappingURL=anaglyphPostProcess.js.map
  104871. var BABYLON;
  104872. (function (BABYLON) {
  104873. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104874. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104875. });
  104876. /**
  104877. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104878. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104879. */
  104880. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104881. __extends(AnaglyphArcRotateCamera, _super);
  104882. /**
  104883. * Creates a new AnaglyphArcRotateCamera
  104884. * @param name defines camera name
  104885. * @param alpha defines alpha angle (in radians)
  104886. * @param beta defines beta angle (in radians)
  104887. * @param radius defines radius
  104888. * @param target defines camera target
  104889. * @param interaxialDistance defines distance between each color axis
  104890. * @param scene defines the hosting scene
  104891. */
  104892. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104893. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104894. _this.interaxialDistance = interaxialDistance;
  104895. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104896. return _this;
  104897. }
  104898. /**
  104899. * Gets camera class name
  104900. * @returns AnaglyphArcRotateCamera
  104901. */
  104902. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104903. return "AnaglyphArcRotateCamera";
  104904. };
  104905. return AnaglyphArcRotateCamera;
  104906. }(BABYLON.ArcRotateCamera));
  104907. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104908. })(BABYLON || (BABYLON = {}));
  104909. //# sourceMappingURL=anaglyphArcRotateCamera.js.map
  104910. var BABYLON;
  104911. (function (BABYLON) {
  104912. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104913. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104914. });
  104915. /**
  104916. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104917. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104918. */
  104919. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104920. __extends(AnaglyphFreeCamera, _super);
  104921. /**
  104922. * Creates a new AnaglyphFreeCamera
  104923. * @param name defines camera name
  104924. * @param position defines initial position
  104925. * @param interaxialDistance defines distance between each color axis
  104926. * @param scene defines the hosting scene
  104927. */
  104928. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104929. var _this = _super.call(this, name, position, scene) || this;
  104930. _this.interaxialDistance = interaxialDistance;
  104931. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104932. return _this;
  104933. }
  104934. /**
  104935. * Gets camera class name
  104936. * @returns AnaglyphFreeCamera
  104937. */
  104938. AnaglyphFreeCamera.prototype.getClassName = function () {
  104939. return "AnaglyphFreeCamera";
  104940. };
  104941. return AnaglyphFreeCamera;
  104942. }(BABYLON.FreeCamera));
  104943. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104944. })(BABYLON || (BABYLON = {}));
  104945. //# sourceMappingURL=anaglyphFreeCamera.js.map
  104946. var BABYLON;
  104947. (function (BABYLON) {
  104948. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104949. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104950. });
  104951. /**
  104952. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104953. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104954. */
  104955. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104956. __extends(AnaglyphGamepadCamera, _super);
  104957. /**
  104958. * Creates a new AnaglyphGamepadCamera
  104959. * @param name defines camera name
  104960. * @param position defines initial position
  104961. * @param interaxialDistance defines distance between each color axis
  104962. * @param scene defines the hosting scene
  104963. */
  104964. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104965. var _this = _super.call(this, name, position, scene) || this;
  104966. _this.interaxialDistance = interaxialDistance;
  104967. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104968. return _this;
  104969. }
  104970. /**
  104971. * Gets camera class name
  104972. * @returns AnaglyphGamepadCamera
  104973. */
  104974. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104975. return "AnaglyphGamepadCamera";
  104976. };
  104977. return AnaglyphGamepadCamera;
  104978. }(BABYLON.GamepadCamera));
  104979. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104980. })(BABYLON || (BABYLON = {}));
  104981. //# sourceMappingURL=anaglyphGamepadCamera.js.map
  104982. var BABYLON;
  104983. (function (BABYLON) {
  104984. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104985. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104986. });
  104987. /**
  104988. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104989. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104990. */
  104991. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104992. __extends(AnaglyphUniversalCamera, _super);
  104993. /**
  104994. * Creates a new AnaglyphUniversalCamera
  104995. * @param name defines camera name
  104996. * @param position defines initial position
  104997. * @param interaxialDistance defines distance between each color axis
  104998. * @param scene defines the hosting scene
  104999. */
  105000. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105001. var _this = _super.call(this, name, position, scene) || this;
  105002. _this.interaxialDistance = interaxialDistance;
  105003. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105004. return _this;
  105005. }
  105006. /**
  105007. * Gets camera class name
  105008. * @returns AnaglyphUniversalCamera
  105009. */
  105010. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105011. return "AnaglyphUniversalCamera";
  105012. };
  105013. return AnaglyphUniversalCamera;
  105014. }(BABYLON.UniversalCamera));
  105015. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105016. })(BABYLON || (BABYLON = {}));
  105017. //# sourceMappingURL=anaglyphUniversalCamera.js.map
  105018. var BABYLON;
  105019. (function (BABYLON) {
  105020. /**
  105021. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105022. */
  105023. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105024. __extends(StereoscopicInterlacePostProcess, _super);
  105025. /**
  105026. * Initializes a StereoscopicInterlacePostProcess
  105027. * @param name The name of the effect.
  105028. * @param rigCameras The rig cameras to be appled to the post process
  105029. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105030. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105031. * @param engine The engine which the post process will be applied. (default: current engine)
  105032. * @param reusable If the post process can be reused on the same frame. (default: false)
  105033. */
  105034. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105035. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105036. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105037. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105038. _this.onSizeChangedObservable.add(function () {
  105039. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105040. });
  105041. _this.onApplyObservable.add(function (effect) {
  105042. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105043. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105044. });
  105045. return _this;
  105046. }
  105047. return StereoscopicInterlacePostProcess;
  105048. }(BABYLON.PostProcess));
  105049. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105050. })(BABYLON || (BABYLON = {}));
  105051. //# sourceMappingURL=stereoscopicInterlacePostProcess.js.map
  105052. var BABYLON;
  105053. (function (BABYLON) {
  105054. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105055. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105056. });
  105057. /**
  105058. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105059. * @see http://doc.babylonjs.com/features/cameras
  105060. */
  105061. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105062. __extends(StereoscopicArcRotateCamera, _super);
  105063. /**
  105064. * Creates a new StereoscopicArcRotateCamera
  105065. * @param name defines camera name
  105066. * @param alpha defines alpha angle (in radians)
  105067. * @param beta defines beta angle (in radians)
  105068. * @param radius defines radius
  105069. * @param target defines camera target
  105070. * @param interaxialDistance defines distance between each color axis
  105071. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105072. * @param scene defines the hosting scene
  105073. */
  105074. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105075. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105076. _this.interaxialDistance = interaxialDistance;
  105077. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105078. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105079. return _this;
  105080. }
  105081. /**
  105082. * Gets camera class name
  105083. * @returns StereoscopicArcRotateCamera
  105084. */
  105085. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105086. return "StereoscopicArcRotateCamera";
  105087. };
  105088. return StereoscopicArcRotateCamera;
  105089. }(BABYLON.ArcRotateCamera));
  105090. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105091. })(BABYLON || (BABYLON = {}));
  105092. //# sourceMappingURL=stereoscopicArcRotateCamera.js.map
  105093. var BABYLON;
  105094. (function (BABYLON) {
  105095. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105096. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105097. });
  105098. /**
  105099. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105100. * @see http://doc.babylonjs.com/features/cameras
  105101. */
  105102. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105103. __extends(StereoscopicFreeCamera, _super);
  105104. /**
  105105. * Creates a new StereoscopicFreeCamera
  105106. * @param name defines camera name
  105107. * @param position defines initial position
  105108. * @param interaxialDistance defines distance between each color axis
  105109. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105110. * @param scene defines the hosting scene
  105111. */
  105112. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105113. var _this = _super.call(this, name, position, scene) || this;
  105114. _this.interaxialDistance = interaxialDistance;
  105115. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105116. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105117. return _this;
  105118. }
  105119. /**
  105120. * Gets camera class name
  105121. * @returns StereoscopicFreeCamera
  105122. */
  105123. StereoscopicFreeCamera.prototype.getClassName = function () {
  105124. return "StereoscopicFreeCamera";
  105125. };
  105126. return StereoscopicFreeCamera;
  105127. }(BABYLON.FreeCamera));
  105128. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105129. })(BABYLON || (BABYLON = {}));
  105130. //# sourceMappingURL=stereoscopicFreeCamera.js.map
  105131. var BABYLON;
  105132. (function (BABYLON) {
  105133. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105134. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105135. });
  105136. /**
  105137. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105138. * @see http://doc.babylonjs.com/features/cameras
  105139. */
  105140. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105141. __extends(StereoscopicGamepadCamera, _super);
  105142. /**
  105143. * Creates a new StereoscopicGamepadCamera
  105144. * @param name defines camera name
  105145. * @param position defines initial position
  105146. * @param interaxialDistance defines distance between each color axis
  105147. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105148. * @param scene defines the hosting scene
  105149. */
  105150. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105151. var _this = _super.call(this, name, position, scene) || this;
  105152. _this.interaxialDistance = interaxialDistance;
  105153. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105154. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105155. return _this;
  105156. }
  105157. /**
  105158. * Gets camera class name
  105159. * @returns StereoscopicGamepadCamera
  105160. */
  105161. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105162. return "StereoscopicGamepadCamera";
  105163. };
  105164. return StereoscopicGamepadCamera;
  105165. }(BABYLON.GamepadCamera));
  105166. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105167. })(BABYLON || (BABYLON = {}));
  105168. //# sourceMappingURL=stereoscopicGamepadCamera.js.map
  105169. var BABYLON;
  105170. (function (BABYLON) {
  105171. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105172. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105173. });
  105174. /**
  105175. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105176. * @see http://doc.babylonjs.com/features/cameras
  105177. */
  105178. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105179. __extends(StereoscopicUniversalCamera, _super);
  105180. /**
  105181. * Creates a new StereoscopicUniversalCamera
  105182. * @param name defines camera name
  105183. * @param position defines initial position
  105184. * @param interaxialDistance defines distance between each color axis
  105185. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105186. * @param scene defines the hosting scene
  105187. */
  105188. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105189. var _this = _super.call(this, name, position, scene) || this;
  105190. _this.interaxialDistance = interaxialDistance;
  105191. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105192. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105193. return _this;
  105194. }
  105195. /**
  105196. * Gets camera class name
  105197. * @returns StereoscopicUniversalCamera
  105198. */
  105199. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105200. return "StereoscopicUniversalCamera";
  105201. };
  105202. return StereoscopicUniversalCamera;
  105203. }(BABYLON.UniversalCamera));
  105204. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105205. })(BABYLON || (BABYLON = {}));
  105206. //# sourceMappingURL=stereoscopicUniversalCamera.js.map
  105207. var BABYLON;
  105208. (function (BABYLON) {
  105209. /**
  105210. * VRDistortionCorrectionPostProcess used for mobile VR
  105211. */
  105212. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105213. __extends(VRDistortionCorrectionPostProcess, _super);
  105214. /**
  105215. * Initializes the VRDistortionCorrectionPostProcess
  105216. * @param name The name of the effect.
  105217. * @param camera The camera to apply the render pass to.
  105218. * @param isRightEye If this is for the right eye distortion
  105219. * @param vrMetrics All the required metrics for the VR camera
  105220. */
  105221. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105222. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105223. 'LensCenter',
  105224. 'Scale',
  105225. 'ScaleIn',
  105226. 'HmdWarpParam'
  105227. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105228. _this._isRightEye = isRightEye;
  105229. _this._distortionFactors = vrMetrics.distortionK;
  105230. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105231. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105232. _this.adaptScaleToCurrentViewport = true;
  105233. _this.onSizeChangedObservable.add(function () {
  105234. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105235. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105236. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105237. });
  105238. _this.onApplyObservable.add(function (effect) {
  105239. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105240. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105241. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105242. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105243. });
  105244. return _this;
  105245. }
  105246. return VRDistortionCorrectionPostProcess;
  105247. }(BABYLON.PostProcess));
  105248. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105249. })(BABYLON || (BABYLON = {}));
  105250. //# sourceMappingURL=vrDistortionCorrectionPostProcess.js.map
  105251. var BABYLON;
  105252. (function (BABYLON) {
  105253. /**
  105254. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105255. * Screen rotation is taken into account.
  105256. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105257. */
  105258. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105259. /**
  105260. * Instantiates a new input
  105261. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105262. */
  105263. function FreeCameraDeviceOrientationInput() {
  105264. var _this = this;
  105265. this._screenOrientationAngle = 0;
  105266. this._screenQuaternion = new BABYLON.Quaternion();
  105267. this._alpha = 0;
  105268. this._beta = 0;
  105269. this._gamma = 0;
  105270. this._orientationChanged = function () {
  105271. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105272. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105273. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105274. };
  105275. this._deviceOrientation = function (evt) {
  105276. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105277. _this._beta = evt.beta !== null ? evt.beta : 0;
  105278. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105279. };
  105280. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105281. this._orientationChanged();
  105282. }
  105283. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105284. /**
  105285. * Define the camera controlled by the input.
  105286. */
  105287. get: function () {
  105288. return this._camera;
  105289. },
  105290. set: function (camera) {
  105291. this._camera = camera;
  105292. if (this._camera != null && !this._camera.rotationQuaternion) {
  105293. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105294. }
  105295. },
  105296. enumerable: true,
  105297. configurable: true
  105298. });
  105299. /**
  105300. * Attach the input controls to a specific dom element to get the input from.
  105301. * @param element Defines the element the controls should be listened from
  105302. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105303. */
  105304. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105305. window.addEventListener("orientationchange", this._orientationChanged);
  105306. window.addEventListener("deviceorientation", this._deviceOrientation);
  105307. //In certain cases, the attach control is called AFTER orientation was changed,
  105308. //So this is needed.
  105309. this._orientationChanged();
  105310. };
  105311. /**
  105312. * Detach the current controls from the specified dom element.
  105313. * @param element Defines the element to stop listening the inputs from
  105314. */
  105315. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105316. window.removeEventListener("orientationchange", this._orientationChanged);
  105317. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105318. };
  105319. /**
  105320. * Update the current camera state depending on the inputs that have been used this frame.
  105321. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105322. */
  105323. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105324. //if no device orientation provided, don't update the rotation.
  105325. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105326. if (!this._alpha) {
  105327. return;
  105328. }
  105329. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105330. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105331. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105332. //Mirror on XY Plane
  105333. this._camera.rotationQuaternion.z *= -1;
  105334. this._camera.rotationQuaternion.w *= -1;
  105335. };
  105336. /**
  105337. * Gets the class name of the current intput.
  105338. * @returns the class name
  105339. */
  105340. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105341. return "FreeCameraDeviceOrientationInput";
  105342. };
  105343. /**
  105344. * Get the friendly name associated with the input class.
  105345. * @returns the input friendly name
  105346. */
  105347. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105348. return "deviceOrientation";
  105349. };
  105350. return FreeCameraDeviceOrientationInput;
  105351. }());
  105352. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105353. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105354. })(BABYLON || (BABYLON = {}));
  105355. //# sourceMappingURL=freeCameraDeviceOrientationInput.js.map
  105356. var BABYLON;
  105357. (function (BABYLON) {
  105358. /**
  105359. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105360. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105361. */
  105362. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105363. /**
  105364. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105365. */
  105366. function ArcRotateCameraVRDeviceOrientationInput() {
  105367. /**
  105368. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105369. */
  105370. this.alphaCorrection = 1;
  105371. /**
  105372. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105373. */
  105374. this.gammaCorrection = 1;
  105375. this._alpha = 0;
  105376. this._gamma = 0;
  105377. this._dirty = false;
  105378. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105379. }
  105380. /**
  105381. * Attach the input controls to a specific dom element to get the input from.
  105382. * @param element Defines the element the controls should be listened from
  105383. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105384. */
  105385. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105386. this.camera.attachControl(element, noPreventDefault);
  105387. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105388. };
  105389. /** @hidden */
  105390. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105391. if (evt.alpha !== null) {
  105392. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105393. }
  105394. if (evt.gamma !== null) {
  105395. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105396. }
  105397. this._dirty = true;
  105398. };
  105399. /**
  105400. * Update the current camera state depending on the inputs that have been used this frame.
  105401. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105402. */
  105403. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105404. if (this._dirty) {
  105405. this._dirty = false;
  105406. if (this._gamma < 0) {
  105407. this._gamma = 180 + this._gamma;
  105408. }
  105409. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105410. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105411. }
  105412. };
  105413. /**
  105414. * Detach the current controls from the specified dom element.
  105415. * @param element Defines the element to stop listening the inputs from
  105416. */
  105417. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105418. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105419. };
  105420. /**
  105421. * Gets the class name of the current intput.
  105422. * @returns the class name
  105423. */
  105424. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105425. return "ArcRotateCameraVRDeviceOrientationInput";
  105426. };
  105427. /**
  105428. * Get the friendly name associated with the input class.
  105429. * @returns the input friendly name
  105430. */
  105431. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105432. return "VRDeviceOrientation";
  105433. };
  105434. return ArcRotateCameraVRDeviceOrientationInput;
  105435. }());
  105436. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105437. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105438. })(BABYLON || (BABYLON = {}));
  105439. //# sourceMappingURL=arcRotateCameraVRDeviceOrientationInput.js.map
  105440. var BABYLON;
  105441. (function (BABYLON) {
  105442. /**
  105443. * This represents all the required metrics to create a VR camera.
  105444. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105445. */
  105446. var VRCameraMetrics = /** @class */ (function () {
  105447. function VRCameraMetrics() {
  105448. /**
  105449. * Define if the current vr camera should compensate the distortion of the lense or not.
  105450. */
  105451. this.compensateDistortion = true;
  105452. }
  105453. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105454. /**
  105455. * Gets the rendering aspect ratio based on the provided resolutions.
  105456. */
  105457. get: function () {
  105458. return this.hResolution / (2 * this.vResolution);
  105459. },
  105460. enumerable: true,
  105461. configurable: true
  105462. });
  105463. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105464. /**
  105465. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105466. */
  105467. get: function () {
  105468. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105469. },
  105470. enumerable: true,
  105471. configurable: true
  105472. });
  105473. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105474. /**
  105475. * @hidden
  105476. */
  105477. get: function () {
  105478. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105479. var h = (4 * meters) / this.hScreenSize;
  105480. return BABYLON.Matrix.Translation(h, 0, 0);
  105481. },
  105482. enumerable: true,
  105483. configurable: true
  105484. });
  105485. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105486. /**
  105487. * @hidden
  105488. */
  105489. get: function () {
  105490. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105491. var h = (4 * meters) / this.hScreenSize;
  105492. return BABYLON.Matrix.Translation(-h, 0, 0);
  105493. },
  105494. enumerable: true,
  105495. configurable: true
  105496. });
  105497. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105498. /**
  105499. * @hidden
  105500. */
  105501. get: function () {
  105502. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105503. },
  105504. enumerable: true,
  105505. configurable: true
  105506. });
  105507. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105508. /**
  105509. * @hidden
  105510. */
  105511. get: function () {
  105512. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105513. },
  105514. enumerable: true,
  105515. configurable: true
  105516. });
  105517. /**
  105518. * Get the default VRMetrics based on the most generic setup.
  105519. * @returns the default vr metrics
  105520. */
  105521. VRCameraMetrics.GetDefault = function () {
  105522. var result = new VRCameraMetrics();
  105523. result.hResolution = 1280;
  105524. result.vResolution = 800;
  105525. result.hScreenSize = 0.149759993;
  105526. result.vScreenSize = 0.0935999975;
  105527. result.vScreenCenter = 0.0467999987;
  105528. result.eyeToScreenDistance = 0.0410000011;
  105529. result.lensSeparationDistance = 0.0635000020;
  105530. result.interpupillaryDistance = 0.0640000030;
  105531. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105532. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105533. result.postProcessScaleFactor = 1.714605507808412;
  105534. result.lensCenterOffset = 0.151976421;
  105535. return result;
  105536. };
  105537. return VRCameraMetrics;
  105538. }());
  105539. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105540. })(BABYLON || (BABYLON = {}));
  105541. //# sourceMappingURL=vrCameraMetrics.js.map
  105542. var BABYLON;
  105543. (function (BABYLON) {
  105544. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105545. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105546. });
  105547. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105548. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105549. });
  105550. /**
  105551. * This represents a WebVR camera.
  105552. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105553. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105554. */
  105555. var WebVRFreeCamera = /** @class */ (function (_super) {
  105556. __extends(WebVRFreeCamera, _super);
  105557. /**
  105558. * Instantiates a WebVRFreeCamera.
  105559. * @param name The name of the WebVRFreeCamera
  105560. * @param position The starting anchor position for the camera
  105561. * @param scene The scene the camera belongs to
  105562. * @param webVROptions a set of customizable options for the webVRCamera
  105563. */
  105564. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105565. if (webVROptions === void 0) { webVROptions = {}; }
  105566. var _this = _super.call(this, name, position, scene) || this;
  105567. _this.webVROptions = webVROptions;
  105568. /**
  105569. * @hidden
  105570. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105571. */
  105572. _this._vrDevice = null;
  105573. /**
  105574. * The rawPose of the vrDevice.
  105575. */
  105576. _this.rawPose = null;
  105577. _this._specsVersion = "1.1";
  105578. _this._attached = false;
  105579. _this._descendants = [];
  105580. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105581. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105582. /** @hidden */
  105583. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105584. _this._standingMatrix = null;
  105585. /**
  105586. * Represents device position in babylon space.
  105587. */
  105588. _this.devicePosition = BABYLON.Vector3.Zero();
  105589. /**
  105590. * Represents device rotation in babylon space.
  105591. */
  105592. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105593. /**
  105594. * The scale of the device to be used when translating from device space to babylon space.
  105595. */
  105596. _this.deviceScaleFactor = 1;
  105597. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105598. _this._worldToDevice = BABYLON.Matrix.Identity();
  105599. /**
  105600. * References to the webVR controllers for the vrDevice.
  105601. */
  105602. _this.controllers = [];
  105603. /**
  105604. * Emits an event when a controller is attached.
  105605. */
  105606. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105607. /**
  105608. * Emits an event when a controller's mesh has been loaded;
  105609. */
  105610. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105611. /**
  105612. * Emits an event when the HMD's pose has been updated.
  105613. */
  105614. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105615. _this._poseSet = false;
  105616. /**
  105617. * If the rig cameras be used as parent instead of this camera.
  105618. */
  105619. _this.rigParenting = true;
  105620. _this._defaultHeight = undefined;
  105621. _this._htmlElementAttached = null;
  105622. _this._detachIfAttached = function () {
  105623. var vrDisplay = _this.getEngine().getVRDevice();
  105624. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105625. _this.detachControl(_this._htmlElementAttached);
  105626. }
  105627. };
  105628. _this._workingVector = BABYLON.Vector3.Zero();
  105629. _this._oneVector = BABYLON.Vector3.One();
  105630. _this._workingMatrix = BABYLON.Matrix.Identity();
  105631. _this._tmpMatrix = new BABYLON.Matrix();
  105632. _this._cache.position = BABYLON.Vector3.Zero();
  105633. if (webVROptions.defaultHeight) {
  105634. _this._defaultHeight = webVROptions.defaultHeight;
  105635. _this.position.y = _this._defaultHeight;
  105636. }
  105637. _this.minZ = 0.1;
  105638. //legacy support - the compensation boolean was removed.
  105639. if (arguments.length === 5) {
  105640. _this.webVROptions = arguments[4];
  105641. }
  105642. // default webVR options
  105643. if (_this.webVROptions.trackPosition == undefined) {
  105644. _this.webVROptions.trackPosition = true;
  105645. }
  105646. if (_this.webVROptions.controllerMeshes == undefined) {
  105647. _this.webVROptions.controllerMeshes = true;
  105648. }
  105649. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105650. _this.webVROptions.defaultLightingOnControllers = true;
  105651. }
  105652. _this.rotationQuaternion = new BABYLON.Quaternion();
  105653. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105654. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105655. }
  105656. //enable VR
  105657. var engine = _this.getEngine();
  105658. _this._onVREnabled = function (success) { if (success) {
  105659. _this.initControllers();
  105660. } };
  105661. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105662. engine.initWebVR().add(function (event) {
  105663. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105664. return;
  105665. }
  105666. _this._vrDevice = event.vrDisplay;
  105667. //reset the rig parameters.
  105668. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105669. if (_this._attached) {
  105670. _this.getEngine().enableVR();
  105671. }
  105672. });
  105673. if (typeof (VRFrameData) !== "undefined") {
  105674. _this._frameData = new VRFrameData();
  105675. }
  105676. /**
  105677. * The idea behind the following lines:
  105678. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105679. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105680. * the second will not show it correctly.
  105681. *
  105682. * To solve this - each object that has the camera as parent will be added to a protected array.
  105683. * When the rig camera renders, it will take this array and set all of those to be its children.
  105684. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105685. * Amazing!
  105686. */
  105687. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105688. if (camera.parent === _this && _this.rigParenting) {
  105689. _this._descendants = _this.getDescendants(true, function (n) {
  105690. // don't take the cameras or the controllers!
  105691. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105692. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105693. return !isController && !isRigCamera;
  105694. });
  105695. _this._descendants.forEach(function (node) {
  105696. node.parent = camera;
  105697. });
  105698. }
  105699. });
  105700. scene.onAfterCameraRenderObservable.add(function (camera) {
  105701. if (camera.parent === _this && _this.rigParenting) {
  105702. _this._descendants.forEach(function (node) {
  105703. node.parent = _this;
  105704. });
  105705. }
  105706. });
  105707. return _this;
  105708. }
  105709. /**
  105710. * Gets the device distance from the ground in meters.
  105711. * @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.
  105712. */
  105713. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105714. if (this._standingMatrix) {
  105715. // Add standing matrix offset to get real offset from ground in room
  105716. this._standingMatrix.getTranslationToRef(this._workingVector);
  105717. return this._deviceRoomPosition.y + this._workingVector.y;
  105718. }
  105719. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105720. return this._defaultHeight || 0;
  105721. };
  105722. /**
  105723. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105724. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105725. */
  105726. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105727. var _this = this;
  105728. if (callback === void 0) { callback = function (bool) { }; }
  105729. // Use standing matrix if available
  105730. this.getEngine().initWebVRAsync().then(function (result) {
  105731. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105732. callback(false);
  105733. }
  105734. else {
  105735. _this._standingMatrix = new BABYLON.Matrix();
  105736. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105737. if (!_this.getScene().useRightHandedSystem) {
  105738. if (_this._standingMatrix) {
  105739. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105740. }
  105741. }
  105742. callback(true);
  105743. }
  105744. });
  105745. };
  105746. /**
  105747. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105748. * @returns A promise with a boolean set to if the standing matrix is supported.
  105749. */
  105750. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105751. var _this = this;
  105752. return new Promise(function (res, rej) {
  105753. _this.useStandingMatrix(function (supported) {
  105754. res(supported);
  105755. });
  105756. });
  105757. };
  105758. /**
  105759. * Disposes the camera
  105760. */
  105761. WebVRFreeCamera.prototype.dispose = function () {
  105762. this._detachIfAttached();
  105763. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105764. if (this._updateCacheWhenTrackingDisabledObserver) {
  105765. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105766. }
  105767. _super.prototype.dispose.call(this);
  105768. };
  105769. /**
  105770. * Gets a vrController by name.
  105771. * @param name The name of the controller to retreive
  105772. * @returns the controller matching the name specified or null if not found
  105773. */
  105774. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105775. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105776. var gp = _a[_i];
  105777. if (gp.hand === name) {
  105778. return gp;
  105779. }
  105780. }
  105781. return null;
  105782. };
  105783. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105784. /**
  105785. * The controller corrisponding to the users left hand.
  105786. */
  105787. get: function () {
  105788. if (!this._leftController) {
  105789. this._leftController = this.getControllerByName("left");
  105790. }
  105791. return this._leftController;
  105792. },
  105793. enumerable: true,
  105794. configurable: true
  105795. });
  105796. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105797. /**
  105798. * The controller corrisponding to the users right hand.
  105799. */
  105800. get: function () {
  105801. if (!this._rightController) {
  105802. this._rightController = this.getControllerByName("right");
  105803. }
  105804. return this._rightController;
  105805. },
  105806. enumerable: true,
  105807. configurable: true
  105808. });
  105809. /**
  105810. * Casts a ray forward from the vrCamera's gaze.
  105811. * @param length Length of the ray (default: 100)
  105812. * @returns the ray corrisponding to the gaze
  105813. */
  105814. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105815. if (length === void 0) { length = 100; }
  105816. if (this.leftCamera) {
  105817. // Use left eye to avoid computation to compute center on every call
  105818. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105819. }
  105820. else {
  105821. return _super.prototype.getForwardRay.call(this, length);
  105822. }
  105823. };
  105824. /**
  105825. * @hidden
  105826. * Updates the camera based on device's frame data
  105827. */
  105828. WebVRFreeCamera.prototype._checkInputs = function () {
  105829. if (this._vrDevice && this._vrDevice.isPresenting) {
  105830. this._vrDevice.getFrameData(this._frameData);
  105831. this.updateFromDevice(this._frameData.pose);
  105832. }
  105833. _super.prototype._checkInputs.call(this);
  105834. };
  105835. /**
  105836. * Updates the poseControlled values based on the input device pose.
  105837. * @param poseData Pose coming from the device
  105838. */
  105839. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105840. if (poseData && poseData.orientation) {
  105841. this.rawPose = poseData;
  105842. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105843. if (this.getScene().useRightHandedSystem) {
  105844. this._deviceRoomRotationQuaternion.z *= -1;
  105845. this._deviceRoomRotationQuaternion.w *= -1;
  105846. }
  105847. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105848. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105849. if (this.getScene().useRightHandedSystem) {
  105850. this._deviceRoomPosition.z *= -1;
  105851. }
  105852. }
  105853. this._poseSet = true;
  105854. }
  105855. };
  105856. /**
  105857. * WebVR's attach control will start broadcasting frames to the device.
  105858. * Note that in certain browsers (chrome for example) this function must be called
  105859. * within a user-interaction callback. Example:
  105860. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105861. *
  105862. * @param element html element to attach the vrDevice to
  105863. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105864. */
  105865. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105866. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105867. this._attached = true;
  105868. this._htmlElementAttached = element;
  105869. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105870. if (this._vrDevice) {
  105871. this.getEngine().enableVR();
  105872. }
  105873. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105874. };
  105875. /**
  105876. * Detaches the camera from the html element and disables VR
  105877. *
  105878. * @param element html element to detach from
  105879. */
  105880. WebVRFreeCamera.prototype.detachControl = function (element) {
  105881. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105882. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105883. _super.prototype.detachControl.call(this, element);
  105884. this._attached = false;
  105885. this.getEngine().disableVR();
  105886. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105887. };
  105888. /**
  105889. * @returns the name of this class
  105890. */
  105891. WebVRFreeCamera.prototype.getClassName = function () {
  105892. return "WebVRFreeCamera";
  105893. };
  105894. /**
  105895. * Calls resetPose on the vrDisplay
  105896. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105897. */
  105898. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105899. //uses the vrDisplay's "resetPose()".
  105900. //pitch and roll won't be affected.
  105901. this._vrDevice.resetPose();
  105902. };
  105903. /**
  105904. * @hidden
  105905. * Updates the rig cameras (left and right eye)
  105906. */
  105907. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105908. var camLeft = this._rigCameras[0];
  105909. var camRight = this._rigCameras[1];
  105910. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105911. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105912. camLeft.position.copyFrom(this._deviceRoomPosition);
  105913. camRight.position.copyFrom(this._deviceRoomPosition);
  105914. };
  105915. // Remove translation from 6dof headset if trackposition is set to false
  105916. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105917. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105918. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105919. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105920. if (!isViewMatrix) {
  105921. this._tmpMatrix.invert();
  105922. }
  105923. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105924. }
  105925. };
  105926. /**
  105927. * @hidden
  105928. * Updates the cached values of the camera
  105929. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105930. */
  105931. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105932. var _this = this;
  105933. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105934. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105935. if (!this.updateCacheCalled) {
  105936. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105937. this.updateCacheCalled = true;
  105938. this.update();
  105939. }
  105940. // Set working vector to the device position in room space rotated by the new rotation
  105941. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105942. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105943. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105944. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105945. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105946. // Add translation from anchor position
  105947. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105948. this._workingVector.addInPlace(this.position);
  105949. this._workingVector.subtractInPlace(this._cache.position);
  105950. this._deviceToWorld.setTranslation(this._workingVector);
  105951. // Set an inverted matrix to be used when updating the camera
  105952. this._deviceToWorld.invertToRef(this._worldToDevice);
  105953. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105954. this.controllers.forEach(function (controller) {
  105955. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105956. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105957. controller.update();
  105958. });
  105959. }
  105960. if (!ignoreParentClass) {
  105961. _super.prototype._updateCache.call(this);
  105962. }
  105963. this.updateCacheCalled = false;
  105964. };
  105965. /**
  105966. * @hidden
  105967. * Get current device position in babylon world
  105968. */
  105969. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105970. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105971. };
  105972. /**
  105973. * Updates the current device position and rotation in the babylon world
  105974. */
  105975. WebVRFreeCamera.prototype.update = function () {
  105976. this._computeDevicePosition();
  105977. // Get current device rotation in babylon world
  105978. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105979. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105980. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105981. if (this._poseSet) {
  105982. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105983. }
  105984. _super.prototype.update.call(this);
  105985. };
  105986. /**
  105987. * @hidden
  105988. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105989. * @returns an identity matrix
  105990. */
  105991. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105992. return BABYLON.Matrix.Identity();
  105993. };
  105994. /**
  105995. * This function is called by the two RIG cameras.
  105996. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105997. */
  105998. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105999. // Update the parent camera prior to using a child camera to avoid desynchronization
  106000. var parentCamera = this._cameraRigParams["parentCamera"];
  106001. parentCamera._updateCache();
  106002. //WebVR 1.1
  106003. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106004. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106005. if (!this.getScene().useRightHandedSystem) {
  106006. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106007. }
  106008. // update the camera rotation matrix
  106009. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106010. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106011. // Computing target and final matrix
  106012. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106013. // should the view matrix be updated with scale and position offset?
  106014. if (parentCamera.deviceScaleFactor !== 1) {
  106015. this._webvrViewMatrix.invert();
  106016. // scale the position, if set
  106017. if (parentCamera.deviceScaleFactor) {
  106018. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106019. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106020. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106021. }
  106022. this._webvrViewMatrix.invert();
  106023. }
  106024. // Remove translation from 6dof headset if trackposition is set to false
  106025. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106026. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106027. // Compute global position
  106028. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106029. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106030. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106031. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106032. this._markSyncedWithParent();
  106033. return this._webvrViewMatrix;
  106034. };
  106035. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106036. var parentCamera = this.parent;
  106037. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106038. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106039. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106040. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106041. //babylon compatible matrix
  106042. if (!this.getScene().useRightHandedSystem) {
  106043. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106044. }
  106045. return this._projectionMatrix;
  106046. };
  106047. /**
  106048. * Initializes the controllers and their meshes
  106049. */
  106050. WebVRFreeCamera.prototype.initControllers = function () {
  106051. var _this = this;
  106052. this.controllers = [];
  106053. var manager = this.getScene().gamepadManager;
  106054. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106055. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106056. var webVrController = gamepad;
  106057. if (webVrController.defaultModel) {
  106058. webVrController.defaultModel.setEnabled(false);
  106059. }
  106060. if (webVrController.hand === "right") {
  106061. _this._rightController = null;
  106062. }
  106063. if (webVrController.hand === "left") {
  106064. _this._leftController = null;
  106065. }
  106066. var controllerIndex = _this.controllers.indexOf(webVrController);
  106067. if (controllerIndex !== -1) {
  106068. _this.controllers.splice(controllerIndex, 1);
  106069. }
  106070. }
  106071. });
  106072. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106073. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106074. var webVrController_1 = gamepad;
  106075. if (!_this.webVROptions.trackPosition) {
  106076. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106077. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106078. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106079. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106080. _this._updateCache();
  106081. });
  106082. }
  106083. }
  106084. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106085. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106086. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106087. if (_this.webVROptions.controllerMeshes) {
  106088. if (webVrController_1.defaultModel) {
  106089. webVrController_1.defaultModel.setEnabled(true);
  106090. }
  106091. else {
  106092. // Load the meshes
  106093. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106094. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106095. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106096. if (_this.webVROptions.defaultLightingOnControllers) {
  106097. if (!_this._lightOnControllers) {
  106098. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106099. }
  106100. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106101. var children = mesh.getChildren();
  106102. if (children && children.length !== 0) {
  106103. children.forEach(function (mesh) {
  106104. light.includedOnlyMeshes.push(mesh);
  106105. activateLightOnSubMeshes_1(mesh, light);
  106106. });
  106107. }
  106108. };
  106109. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106110. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106111. }
  106112. });
  106113. }
  106114. }
  106115. webVrController_1.attachToPoseControlledCamera(_this);
  106116. // since this is async - sanity check. Is the controller already stored?
  106117. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106118. //add to the controllers array
  106119. _this.controllers.push(webVrController_1);
  106120. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106121. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106122. // So we're overriding setting left & right manually to be sure
  106123. var firstViveWandDetected = false;
  106124. for (var i = 0; i < _this.controllers.length; i++) {
  106125. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106126. if (!firstViveWandDetected) {
  106127. firstViveWandDetected = true;
  106128. _this.controllers[i].hand = "left";
  106129. }
  106130. else {
  106131. _this.controllers[i].hand = "right";
  106132. }
  106133. }
  106134. }
  106135. //did we find enough controllers? Great! let the developer know.
  106136. if (_this.controllers.length >= 2) {
  106137. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106138. }
  106139. }
  106140. }
  106141. });
  106142. };
  106143. return WebVRFreeCamera;
  106144. }(BABYLON.FreeCamera));
  106145. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106146. })(BABYLON || (BABYLON = {}));
  106147. //# sourceMappingURL=webVRCamera.js.map
  106148. var BABYLON;
  106149. (function (BABYLON) {
  106150. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106151. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106152. });
  106153. // We're mainly based on the logic defined into the FreeCamera code
  106154. /**
  106155. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106156. * being tilted forward or back and left or right.
  106157. */
  106158. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106159. __extends(DeviceOrientationCamera, _super);
  106160. /**
  106161. * Creates a new device orientation camera
  106162. * @param name The name of the camera
  106163. * @param position The start position camera
  106164. * @param scene The scene the camera belongs to
  106165. */
  106166. function DeviceOrientationCamera(name, position, scene) {
  106167. var _this = _super.call(this, name, position, scene) || this;
  106168. _this._quaternionCache = new BABYLON.Quaternion();
  106169. _this.inputs.addDeviceOrientation();
  106170. return _this;
  106171. }
  106172. /**
  106173. * Gets the current instance class name ("DeviceOrientationCamera").
  106174. * This helps avoiding instanceof at run time.
  106175. * @returns the class name
  106176. */
  106177. DeviceOrientationCamera.prototype.getClassName = function () {
  106178. return "DeviceOrientationCamera";
  106179. };
  106180. /**
  106181. * @hidden
  106182. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106183. */
  106184. DeviceOrientationCamera.prototype._checkInputs = function () {
  106185. _super.prototype._checkInputs.call(this);
  106186. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106187. if (this._initialQuaternion) {
  106188. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106189. }
  106190. };
  106191. /**
  106192. * Reset the camera to its default orientation on the specified axis only.
  106193. * @param axis The axis to reset
  106194. */
  106195. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106196. var _this = this;
  106197. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106198. //can only work if this camera has a rotation quaternion already.
  106199. if (!this.rotationQuaternion) {
  106200. return;
  106201. }
  106202. if (!this._initialQuaternion) {
  106203. this._initialQuaternion = new BABYLON.Quaternion();
  106204. }
  106205. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106206. ['x', 'y', 'z'].forEach(function (axisName) {
  106207. if (!axis[axisName]) {
  106208. _this._initialQuaternion[axisName] = 0;
  106209. }
  106210. else {
  106211. _this._initialQuaternion[axisName] *= -1;
  106212. }
  106213. });
  106214. this._initialQuaternion.normalize();
  106215. //force rotation update
  106216. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106217. };
  106218. return DeviceOrientationCamera;
  106219. }(BABYLON.FreeCamera));
  106220. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106221. })(BABYLON || (BABYLON = {}));
  106222. //# sourceMappingURL=deviceOrientationCamera.js.map
  106223. var BABYLON;
  106224. (function (BABYLON) {
  106225. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106226. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106227. });
  106228. /**
  106229. * Camera used to simulate VR rendering (based on FreeCamera)
  106230. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106231. */
  106232. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106233. __extends(VRDeviceOrientationFreeCamera, _super);
  106234. /**
  106235. * Creates a new VRDeviceOrientationFreeCamera
  106236. * @param name defines camera name
  106237. * @param position defines the start position of the camera
  106238. * @param scene defines the scene the camera belongs to
  106239. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106240. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106241. */
  106242. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106243. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106244. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106245. var _this = _super.call(this, name, position, scene) || this;
  106246. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106247. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106248. return _this;
  106249. }
  106250. /**
  106251. * Gets camera class name
  106252. * @returns VRDeviceOrientationFreeCamera
  106253. */
  106254. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106255. return "VRDeviceOrientationFreeCamera";
  106256. };
  106257. return VRDeviceOrientationFreeCamera;
  106258. }(BABYLON.DeviceOrientationCamera));
  106259. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106260. })(BABYLON || (BABYLON = {}));
  106261. //# sourceMappingURL=vrDeviceOrientationFreeCamera.js.map
  106262. var BABYLON;
  106263. (function (BABYLON) {
  106264. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106265. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106266. });
  106267. /**
  106268. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106269. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106270. */
  106271. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106272. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106273. /**
  106274. * Creates a new VRDeviceOrientationArcRotateCamera
  106275. * @param name defines camera name
  106276. * @param alpha defines the camera rotation along the logitudinal axis
  106277. * @param beta defines the camera rotation along the latitudinal axis
  106278. * @param radius defines the camera distance from its target
  106279. * @param target defines the camera target
  106280. * @param scene defines the scene the camera belongs to
  106281. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106282. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106283. */
  106284. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106285. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106286. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106287. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106288. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106289. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106290. _this.inputs.addVRDeviceOrientation();
  106291. return _this;
  106292. }
  106293. /**
  106294. * Gets camera class name
  106295. * @returns VRDeviceOrientationArcRotateCamera
  106296. */
  106297. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106298. return "VRDeviceOrientationArcRotateCamera";
  106299. };
  106300. return VRDeviceOrientationArcRotateCamera;
  106301. }(BABYLON.ArcRotateCamera));
  106302. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106303. })(BABYLON || (BABYLON = {}));
  106304. //# sourceMappingURL=vrDeviceOrientationArcRotateCamera.js.map
  106305. var BABYLON;
  106306. (function (BABYLON) {
  106307. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106308. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106309. });
  106310. /**
  106311. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106312. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106313. */
  106314. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106315. __extends(VRDeviceOrientationGamepadCamera, _super);
  106316. /**
  106317. * Creates a new VRDeviceOrientationGamepadCamera
  106318. * @param name defines camera name
  106319. * @param position defines the start position of the camera
  106320. * @param scene defines the scene the camera belongs to
  106321. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106322. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106323. */
  106324. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106325. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106326. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106327. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106328. _this.inputs.addGamepad();
  106329. return _this;
  106330. }
  106331. /**
  106332. * Gets camera class name
  106333. * @returns VRDeviceOrientationGamepadCamera
  106334. */
  106335. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106336. return "VRDeviceOrientationGamepadCamera";
  106337. };
  106338. return VRDeviceOrientationGamepadCamera;
  106339. }(BABYLON.VRDeviceOrientationFreeCamera));
  106340. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106341. })(BABYLON || (BABYLON = {}));
  106342. //# sourceMappingURL=vrDeviceOrientationGamepadCamera.js.map
  106343. var BABYLON;
  106344. (function (BABYLON) {
  106345. var VRExperienceHelperGazer = /** @class */ (function () {
  106346. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106347. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106348. this.scene = scene;
  106349. /** @hidden */
  106350. this._pointerDownOnMeshAsked = false;
  106351. /** @hidden */
  106352. this._isActionableMesh = false;
  106353. /** @hidden */
  106354. this._teleportationRequestInitiated = false;
  106355. /** @hidden */
  106356. this._teleportationBackRequestInitiated = false;
  106357. /** @hidden */
  106358. this._rotationRightAsked = false;
  106359. /** @hidden */
  106360. this._rotationLeftAsked = false;
  106361. /** @hidden */
  106362. this._dpadPressed = true;
  106363. /** @hidden */
  106364. this._activePointer = false;
  106365. this._id = VRExperienceHelperGazer._idCounter++;
  106366. // Gaze tracker
  106367. if (!gazeTrackerToClone) {
  106368. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106369. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106370. this._gazeTracker.isPickable = false;
  106371. this._gazeTracker.isVisible = false;
  106372. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106373. targetMat.specularColor = BABYLON.Color3.Black();
  106374. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106375. targetMat.backFaceCulling = false;
  106376. this._gazeTracker.material = targetMat;
  106377. }
  106378. else {
  106379. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106380. }
  106381. }
  106382. /** @hidden */
  106383. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106384. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106385. };
  106386. /** @hidden */
  106387. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106388. this._pointerDownOnMeshAsked = true;
  106389. if (this._currentHit) {
  106390. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106391. }
  106392. };
  106393. /** @hidden */
  106394. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106395. if (this._currentHit) {
  106396. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106397. }
  106398. this._pointerDownOnMeshAsked = false;
  106399. };
  106400. /** @hidden */
  106401. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106402. this._activePointer = true;
  106403. };
  106404. /** @hidden */
  106405. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106406. this._activePointer = false;
  106407. };
  106408. /** @hidden */
  106409. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106410. if (distance === void 0) { distance = 100; }
  106411. };
  106412. VRExperienceHelperGazer.prototype.dispose = function () {
  106413. this._interactionsEnabled = false;
  106414. this._teleportationEnabled = false;
  106415. if (this._gazeTracker) {
  106416. this._gazeTracker.dispose();
  106417. }
  106418. };
  106419. VRExperienceHelperGazer._idCounter = 0;
  106420. return VRExperienceHelperGazer;
  106421. }());
  106422. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106423. __extends(VRExperienceHelperControllerGazer, _super);
  106424. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106425. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106426. _this.webVRController = webVRController;
  106427. // Laser pointer
  106428. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106429. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106430. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106431. laserPointerMaterial.alpha = 0.6;
  106432. _this._laserPointer.material = laserPointerMaterial;
  106433. _this._laserPointer.rotation.x = Math.PI / 2;
  106434. _this._laserPointer.position.z = -0.5;
  106435. _this._laserPointer.isVisible = false;
  106436. _this._laserPointer.isPickable = false;
  106437. if (!webVRController.mesh) {
  106438. // Create an empty mesh that is used prior to loading the high quality model
  106439. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106440. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106441. preloadPointerPose.rotation.x = -0.7;
  106442. preloadMesh.addChild(preloadPointerPose);
  106443. webVRController.attachToMesh(preloadMesh);
  106444. }
  106445. _this._setLaserPointerParent(webVRController.mesh);
  106446. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106447. _this._setLaserPointerParent(mesh);
  106448. });
  106449. return _this;
  106450. }
  106451. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106452. return this.webVRController.getForwardRay(length);
  106453. };
  106454. /** @hidden */
  106455. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106456. _super.prototype._activatePointer.call(this);
  106457. this._laserPointer.isVisible = true;
  106458. };
  106459. /** @hidden */
  106460. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106461. _super.prototype._deactivatePointer.call(this);
  106462. this._laserPointer.isVisible = false;
  106463. };
  106464. /** @hidden */
  106465. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106466. this._laserPointer.material.emissiveColor = color;
  106467. };
  106468. /** @hidden */
  106469. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106470. var makeNotPick = function (root) {
  106471. root.isPickable = false;
  106472. root.getChildMeshes().forEach(function (c) {
  106473. makeNotPick(c);
  106474. });
  106475. };
  106476. makeNotPick(mesh);
  106477. var meshChildren = mesh.getChildren(undefined, false);
  106478. var laserParent = mesh;
  106479. this.webVRController._pointingPoseNode = null;
  106480. for (var i = 0; i < meshChildren.length; i++) {
  106481. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106482. laserParent = meshChildren[i];
  106483. this.webVRController._pointingPoseNode = laserParent;
  106484. break;
  106485. }
  106486. }
  106487. this._laserPointer.parent = laserParent;
  106488. };
  106489. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106490. if (distance === void 0) { distance = 100; }
  106491. this._laserPointer.scaling.y = distance;
  106492. this._laserPointer.position.z = -distance / 2;
  106493. };
  106494. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106495. _super.prototype.dispose.call(this);
  106496. this._laserPointer.dispose();
  106497. if (this._meshAttachedObserver) {
  106498. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106499. }
  106500. };
  106501. return VRExperienceHelperControllerGazer;
  106502. }(VRExperienceHelperGazer));
  106503. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106504. __extends(VRExperienceHelperCameraGazer, _super);
  106505. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106506. var _this = _super.call(this, scene) || this;
  106507. _this.getCamera = getCamera;
  106508. return _this;
  106509. }
  106510. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106511. var camera = this.getCamera();
  106512. if (camera) {
  106513. return camera.getForwardRay(length);
  106514. }
  106515. else {
  106516. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106517. }
  106518. };
  106519. return VRExperienceHelperCameraGazer;
  106520. }(VRExperienceHelperGazer));
  106521. /**
  106522. * Helps to quickly add VR support to an existing scene.
  106523. * See http://doc.babylonjs.com/how_to/webvr_helper
  106524. */
  106525. var VRExperienceHelper = /** @class */ (function () {
  106526. /**
  106527. * Instantiates a VRExperienceHelper.
  106528. * Helps to quickly add VR support to an existing scene.
  106529. * @param scene The scene the VRExperienceHelper belongs to.
  106530. * @param webVROptions Options to modify the vr experience helper's behavior.
  106531. */
  106532. function VRExperienceHelper(scene,
  106533. /** Options to modify the vr experience helper's behavior. */
  106534. webVROptions) {
  106535. if (webVROptions === void 0) { webVROptions = {}; }
  106536. var _this = this;
  106537. this.webVROptions = webVROptions;
  106538. // Can the system support WebVR, even if a headset isn't plugged in?
  106539. this._webVRsupported = false;
  106540. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106541. this._webVRready = false;
  106542. // Are we waiting for the requestPresent callback to complete?
  106543. this._webVRrequesting = false;
  106544. // Are we presenting to the headset right now? (this is the vrDevice state)
  106545. this._webVRpresenting = false;
  106546. // Are we presenting in the fullscreen fallback?
  106547. this._fullscreenVRpresenting = false;
  106548. /**
  106549. * Observable raised when entering VR.
  106550. */
  106551. this.onEnteringVRObservable = new BABYLON.Observable();
  106552. /**
  106553. * Observable raised when exiting VR.
  106554. */
  106555. this.onExitingVRObservable = new BABYLON.Observable();
  106556. /**
  106557. * Observable raised when controller mesh is loaded.
  106558. */
  106559. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106560. this._useCustomVRButton = false;
  106561. this._teleportationRequested = false;
  106562. this._teleportActive = false;
  106563. this._floorMeshesCollection = [];
  106564. this._rotationAllowed = true;
  106565. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106566. this._isDefaultTeleportationTarget = true;
  106567. this._teleportationFillColor = "#444444";
  106568. this._teleportationBorderColor = "#FFFFFF";
  106569. this._rotationAngle = 0;
  106570. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106571. this._padSensibilityUp = 0.65;
  106572. this._padSensibilityDown = 0.35;
  106573. this._leftController = null;
  106574. this._rightController = null;
  106575. /**
  106576. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106577. */
  106578. this.onNewMeshSelected = new BABYLON.Observable();
  106579. /**
  106580. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106581. */
  106582. this.onNewMeshPicked = new BABYLON.Observable();
  106583. /**
  106584. * Observable raised before camera teleportation
  106585. */
  106586. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106587. /**
  106588. * Observable raised after camera teleportation
  106589. */
  106590. this.onAfterCameraTeleport = new BABYLON.Observable();
  106591. /**
  106592. * Observable raised when current selected mesh gets unselected
  106593. */
  106594. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106595. /**
  106596. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106597. */
  106598. this.teleportationEnabled = true;
  106599. this._teleportationInitialized = false;
  106600. this._interactionsEnabled = false;
  106601. this._interactionsRequested = false;
  106602. this._displayGaze = true;
  106603. this._displayLaserPointer = true;
  106604. /**
  106605. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106606. */
  106607. this.updateGazeTrackerScale = true;
  106608. this._onResize = function () {
  106609. _this.moveButtonToBottomRight();
  106610. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106611. _this.exitVR();
  106612. }
  106613. };
  106614. this._onFullscreenChange = function () {
  106615. if (document.fullscreen !== undefined) {
  106616. _this._fullscreenVRpresenting = document.fullscreen;
  106617. }
  106618. else if (document.mozFullScreen !== undefined) {
  106619. _this._fullscreenVRpresenting = document.mozFullScreen;
  106620. }
  106621. else if (document.webkitIsFullScreen !== undefined) {
  106622. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106623. }
  106624. else if (document.msIsFullScreen !== undefined) {
  106625. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106626. }
  106627. else if (document.msFullscreenElement !== undefined) {
  106628. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106629. }
  106630. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106631. _this.exitVR();
  106632. if (!_this._useCustomVRButton) {
  106633. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106634. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106635. }
  106636. }
  106637. };
  106638. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106639. this.beforeRender = function () {
  106640. if (_this._leftController && _this._leftController._activePointer) {
  106641. _this._castRayAndSelectObject(_this._leftController);
  106642. }
  106643. if (_this._rightController && _this._rightController._activePointer) {
  106644. _this._castRayAndSelectObject(_this._rightController);
  106645. }
  106646. if (_this._noControllerIsActive) {
  106647. _this._castRayAndSelectObject(_this._cameraGazer);
  106648. }
  106649. else {
  106650. _this._cameraGazer._gazeTracker.isVisible = false;
  106651. }
  106652. };
  106653. this._onNewGamepadConnected = function (gamepad) {
  106654. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106655. if (gamepad.leftStick) {
  106656. gamepad.onleftstickchanged(function (stickValues) {
  106657. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106658. // Listening to classic/xbox gamepad only if no VR controller is active
  106659. if ((!_this._leftController && !_this._rightController) ||
  106660. ((_this._leftController && !_this._leftController._activePointer) &&
  106661. (_this._rightController && !_this._rightController._activePointer))) {
  106662. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106663. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106664. }
  106665. }
  106666. });
  106667. }
  106668. if (gamepad.rightStick) {
  106669. gamepad.onrightstickchanged(function (stickValues) {
  106670. if (_this._teleportationInitialized) {
  106671. _this._checkRotate(stickValues, _this._cameraGazer);
  106672. }
  106673. });
  106674. }
  106675. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106676. gamepad.onbuttondown(function (buttonPressed) {
  106677. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106678. _this._cameraGazer._selectionPointerDown();
  106679. }
  106680. });
  106681. gamepad.onbuttonup(function (buttonPressed) {
  106682. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106683. _this._cameraGazer._selectionPointerUp();
  106684. }
  106685. });
  106686. }
  106687. }
  106688. else {
  106689. var webVRController = gamepad;
  106690. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106691. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106692. _this._rightController = controller;
  106693. }
  106694. else {
  106695. _this._leftController = controller;
  106696. }
  106697. _this._tryEnableInteractionOnController(controller);
  106698. }
  106699. };
  106700. // 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
  106701. this._tryEnableInteractionOnController = function (controller) {
  106702. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106703. _this._enableInteractionOnController(controller);
  106704. }
  106705. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106706. _this._enableTeleportationOnController(controller);
  106707. }
  106708. };
  106709. this._onNewGamepadDisconnected = function (gamepad) {
  106710. if (gamepad instanceof BABYLON.WebVRController) {
  106711. if (gamepad.hand === "left" && _this._leftController != null) {
  106712. _this._leftController.dispose();
  106713. _this._leftController = null;
  106714. }
  106715. if (gamepad.hand === "right" && _this._rightController != null) {
  106716. _this._rightController.dispose();
  106717. _this._rightController = null;
  106718. }
  106719. }
  106720. };
  106721. this._workingVector = BABYLON.Vector3.Zero();
  106722. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106723. this._workingMatrix = BABYLON.Matrix.Identity();
  106724. this._scene = scene;
  106725. this._canvas = scene.getEngine().getRenderingCanvas();
  106726. // Parse options
  106727. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106728. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106729. }
  106730. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106731. webVROptions.createDeviceOrientationCamera = true;
  106732. }
  106733. if (webVROptions.laserToggle === undefined) {
  106734. webVROptions.laserToggle = true;
  106735. }
  106736. if (webVROptions.defaultHeight === undefined) {
  106737. webVROptions.defaultHeight = 1.7;
  106738. }
  106739. if (webVROptions.useCustomVRButton) {
  106740. this._useCustomVRButton = true;
  106741. if (webVROptions.customVRButton) {
  106742. this._btnVR = webVROptions.customVRButton;
  106743. }
  106744. }
  106745. if (webVROptions.rayLength) {
  106746. this._rayLength = webVROptions.rayLength;
  106747. }
  106748. this._defaultHeight = webVROptions.defaultHeight;
  106749. if (webVROptions.positionScale) {
  106750. this._rayLength *= webVROptions.positionScale;
  106751. this._defaultHeight *= webVROptions.positionScale;
  106752. }
  106753. this._hasEnteredVR = false;
  106754. // Set position
  106755. if (this._scene.activeCamera) {
  106756. this._position = this._scene.activeCamera.position.clone();
  106757. }
  106758. else {
  106759. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106760. }
  106761. // Set non-vr camera
  106762. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106763. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106764. // Copy data from existing camera
  106765. if (this._scene.activeCamera) {
  106766. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106767. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106768. // Set rotation from previous camera
  106769. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106770. var targetCamera = this._scene.activeCamera;
  106771. if (targetCamera.rotationQuaternion) {
  106772. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106773. }
  106774. else {
  106775. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106776. }
  106777. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106778. }
  106779. }
  106780. this._scene.activeCamera = this._deviceOrientationCamera;
  106781. if (this._canvas) {
  106782. this._scene.activeCamera.attachControl(this._canvas);
  106783. }
  106784. }
  106785. else {
  106786. this._existingCamera = this._scene.activeCamera;
  106787. }
  106788. // Create VR cameras
  106789. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106790. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106791. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  106792. }
  106793. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106794. this._webVRCamera.useStandingMatrix();
  106795. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106796. // Create default button
  106797. if (!this._useCustomVRButton) {
  106798. this._btnVR = document.createElement("BUTTON");
  106799. this._btnVR.className = "babylonVRicon";
  106800. this._btnVR.id = "babylonVRiconbtn";
  106801. this._btnVR.title = "Click to switch to VR";
  106802. 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) }";
  106803. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106804. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106805. // css += ".babylonVRicon.vrdisplaysupported { }";
  106806. // css += ".babylonVRicon.vrdisplayready { }";
  106807. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106808. var style = document.createElement('style');
  106809. style.appendChild(document.createTextNode(css));
  106810. document.getElementsByTagName('head')[0].appendChild(style);
  106811. this.moveButtonToBottomRight();
  106812. }
  106813. // VR button click event
  106814. if (this._btnVR) {
  106815. this._btnVR.addEventListener("click", function () {
  106816. if (!_this.isInVRMode) {
  106817. _this.enterVR();
  106818. }
  106819. else {
  106820. _this.exitVR();
  106821. }
  106822. });
  106823. }
  106824. // Window events
  106825. window.addEventListener("resize", this._onResize);
  106826. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106827. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106828. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106829. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106830. document.onmsfullscreenchange = this._onFullscreenChange;
  106831. // Display vr button when headset is connected
  106832. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106833. this.displayVRButton();
  106834. }
  106835. else {
  106836. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106837. if (e.vrDisplay) {
  106838. _this.displayVRButton();
  106839. }
  106840. });
  106841. }
  106842. // Exiting VR mode using 'ESC' key on desktop
  106843. this._onKeyDown = function (event) {
  106844. if (event.keyCode === 27 && _this.isInVRMode) {
  106845. _this.exitVR();
  106846. }
  106847. };
  106848. document.addEventListener("keydown", this._onKeyDown);
  106849. // Exiting VR mode double tapping the touch screen
  106850. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106851. if (_this.isInVRMode) {
  106852. _this.exitVR();
  106853. if (_this._fullscreenVRpresenting) {
  106854. _this._scene.getEngine().switchFullscreen(true);
  106855. }
  106856. }
  106857. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106858. // Listen for WebVR display changes
  106859. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106860. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106861. this._onVRRequestPresentStart = function () {
  106862. _this._webVRrequesting = true;
  106863. _this.updateButtonVisibility();
  106864. };
  106865. this._onVRRequestPresentComplete = function (success) {
  106866. _this._webVRrequesting = false;
  106867. _this.updateButtonVisibility();
  106868. };
  106869. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106870. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106871. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106872. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106873. scene.onDisposeObservable.add(function () {
  106874. _this.dispose();
  106875. });
  106876. // Gamepad connection events
  106877. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106878. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106879. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106880. this.updateButtonVisibility();
  106881. //create easing functions
  106882. this._circleEase = new BABYLON.CircleEase();
  106883. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106884. if (this.webVROptions.floorMeshes) {
  106885. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106886. }
  106887. }
  106888. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106889. /** Return this.onEnteringVRObservable
  106890. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106891. */
  106892. get: function () {
  106893. return this.onEnteringVRObservable;
  106894. },
  106895. enumerable: true,
  106896. configurable: true
  106897. });
  106898. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106899. /** Return this.onExitingVRObservable
  106900. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106901. */
  106902. get: function () {
  106903. return this.onExitingVRObservable;
  106904. },
  106905. enumerable: true,
  106906. configurable: true
  106907. });
  106908. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106909. /** Return this.onControllerMeshLoadedObservable
  106910. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106911. */
  106912. get: function () {
  106913. return this.onControllerMeshLoadedObservable;
  106914. },
  106915. enumerable: true,
  106916. configurable: true
  106917. });
  106918. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106919. /**
  106920. * The mesh used to display where the user is going to teleport.
  106921. */
  106922. get: function () {
  106923. return this._teleportationTarget;
  106924. },
  106925. /**
  106926. * Sets the mesh to be used to display where the user is going to teleport.
  106927. */
  106928. set: function (value) {
  106929. if (value) {
  106930. value.name = "teleportationTarget";
  106931. this._isDefaultTeleportationTarget = false;
  106932. this._teleportationTarget = value;
  106933. }
  106934. },
  106935. enumerable: true,
  106936. configurable: true
  106937. });
  106938. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106939. /**
  106940. * 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
  106941. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106942. * See http://doc.babylonjs.com/resources/baking_transformations
  106943. */
  106944. get: function () {
  106945. return this._cameraGazer._gazeTracker;
  106946. },
  106947. set: function (value) {
  106948. if (value) {
  106949. // Dispose of existing meshes
  106950. if (this._cameraGazer._gazeTracker) {
  106951. this._cameraGazer._gazeTracker.dispose();
  106952. }
  106953. if (this._leftController && this._leftController._gazeTracker) {
  106954. this._leftController._gazeTracker.dispose();
  106955. }
  106956. if (this._rightController && this._rightController._gazeTracker) {
  106957. this._rightController._gazeTracker.dispose();
  106958. }
  106959. // Set and create gaze trackers on head and controllers
  106960. this._cameraGazer._gazeTracker = value;
  106961. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106962. this._cameraGazer._gazeTracker.isPickable = false;
  106963. this._cameraGazer._gazeTracker.isVisible = false;
  106964. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106965. if (this._leftController) {
  106966. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106967. }
  106968. if (this._rightController) {
  106969. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106970. }
  106971. }
  106972. },
  106973. enumerable: true,
  106974. configurable: true
  106975. });
  106976. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106977. /**
  106978. * The gaze tracking mesh corresponding to the left controller
  106979. */
  106980. get: function () {
  106981. if (this._leftController) {
  106982. return this._leftController._gazeTracker;
  106983. }
  106984. return null;
  106985. },
  106986. enumerable: true,
  106987. configurable: true
  106988. });
  106989. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106990. /**
  106991. * The gaze tracking mesh corresponding to the right controller
  106992. */
  106993. get: function () {
  106994. if (this._rightController) {
  106995. return this._rightController._gazeTracker;
  106996. }
  106997. return null;
  106998. },
  106999. enumerable: true,
  107000. configurable: true
  107001. });
  107002. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107003. /**
  107004. * If the ray of the gaze should be displayed.
  107005. */
  107006. get: function () {
  107007. return this._displayGaze;
  107008. },
  107009. /**
  107010. * Sets if the ray of the gaze should be displayed.
  107011. */
  107012. set: function (value) {
  107013. this._displayGaze = value;
  107014. if (!value) {
  107015. this._cameraGazer._gazeTracker.isVisible = false;
  107016. if (this._leftController) {
  107017. this._leftController._gazeTracker.isVisible = false;
  107018. }
  107019. if (this._rightController) {
  107020. this._rightController._gazeTracker.isVisible = false;
  107021. }
  107022. }
  107023. },
  107024. enumerable: true,
  107025. configurable: true
  107026. });
  107027. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107028. /**
  107029. * If the ray of the LaserPointer should be displayed.
  107030. */
  107031. get: function () {
  107032. return this._displayLaserPointer;
  107033. },
  107034. /**
  107035. * Sets if the ray of the LaserPointer should be displayed.
  107036. */
  107037. set: function (value) {
  107038. this._displayLaserPointer = value;
  107039. if (!value) {
  107040. if (this._rightController) {
  107041. this._rightController._deactivatePointer();
  107042. this._rightController._gazeTracker.isVisible = false;
  107043. }
  107044. if (this._leftController) {
  107045. this._leftController._deactivatePointer();
  107046. this._leftController._gazeTracker.isVisible = false;
  107047. }
  107048. }
  107049. else {
  107050. if (this._rightController) {
  107051. this._rightController._activatePointer();
  107052. }
  107053. if (this._leftController) {
  107054. this._leftController._activatePointer();
  107055. }
  107056. }
  107057. },
  107058. enumerable: true,
  107059. configurable: true
  107060. });
  107061. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107062. /**
  107063. * The deviceOrientationCamera used as the camera when not in VR.
  107064. */
  107065. get: function () {
  107066. return this._deviceOrientationCamera;
  107067. },
  107068. enumerable: true,
  107069. configurable: true
  107070. });
  107071. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107072. /**
  107073. * Based on the current WebVR support, returns the current VR camera used.
  107074. */
  107075. get: function () {
  107076. if (this._webVRready) {
  107077. return this._webVRCamera;
  107078. }
  107079. else {
  107080. return this._scene.activeCamera;
  107081. }
  107082. },
  107083. enumerable: true,
  107084. configurable: true
  107085. });
  107086. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107087. /**
  107088. * The webVRCamera which is used when in VR.
  107089. */
  107090. get: function () {
  107091. return this._webVRCamera;
  107092. },
  107093. enumerable: true,
  107094. configurable: true
  107095. });
  107096. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107097. /**
  107098. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107099. */
  107100. get: function () {
  107101. return this._vrDeviceOrientationCamera;
  107102. },
  107103. enumerable: true,
  107104. configurable: true
  107105. });
  107106. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107107. get: function () {
  107108. var result = this._cameraGazer._teleportationRequestInitiated
  107109. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107110. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107111. return result;
  107112. },
  107113. enumerable: true,
  107114. configurable: true
  107115. });
  107116. // Raised when one of the controller has loaded successfully its associated default mesh
  107117. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107118. if (this._leftController && this._leftController.webVRController == webVRController) {
  107119. if (webVRController.mesh) {
  107120. this._leftController._setLaserPointerParent(webVRController.mesh);
  107121. }
  107122. }
  107123. if (this._rightController && this._rightController.webVRController == webVRController) {
  107124. if (webVRController.mesh) {
  107125. this._rightController._setLaserPointerParent(webVRController.mesh);
  107126. }
  107127. }
  107128. try {
  107129. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107130. }
  107131. catch (err) {
  107132. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107133. }
  107134. };
  107135. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107136. /**
  107137. * Gets a value indicating if we are currently in VR mode.
  107138. */
  107139. get: function () {
  107140. return this._webVRpresenting || this._fullscreenVRpresenting;
  107141. },
  107142. enumerable: true,
  107143. configurable: true
  107144. });
  107145. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107146. var vrDisplay = this._scene.getEngine().getVRDevice();
  107147. if (vrDisplay) {
  107148. var wasPresenting = this._webVRpresenting;
  107149. this._webVRpresenting = vrDisplay.isPresenting;
  107150. if (wasPresenting && !this._webVRpresenting) {
  107151. this.exitVR();
  107152. }
  107153. }
  107154. else {
  107155. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107156. }
  107157. this.updateButtonVisibility();
  107158. };
  107159. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107160. this._webVRsupported = eventArgs.vrSupported;
  107161. this._webVRready = !!eventArgs.vrDisplay;
  107162. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107163. this.updateButtonVisibility();
  107164. };
  107165. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107166. if (this._canvas && !this._useCustomVRButton) {
  107167. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107168. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107169. }
  107170. };
  107171. VRExperienceHelper.prototype.displayVRButton = function () {
  107172. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107173. document.body.appendChild(this._btnVR);
  107174. this._btnVRDisplayed = true;
  107175. }
  107176. };
  107177. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107178. if (!this._btnVR || this._useCustomVRButton) {
  107179. return;
  107180. }
  107181. this._btnVR.className = "babylonVRicon";
  107182. if (this.isInVRMode) {
  107183. this._btnVR.className += " vrdisplaypresenting";
  107184. }
  107185. else {
  107186. if (this._webVRready) {
  107187. this._btnVR.className += " vrdisplayready";
  107188. }
  107189. if (this._webVRsupported) {
  107190. this._btnVR.className += " vrdisplaysupported";
  107191. }
  107192. if (this._webVRrequesting) {
  107193. this._btnVR.className += " vrdisplayrequesting";
  107194. }
  107195. }
  107196. };
  107197. /**
  107198. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107199. * Otherwise, will use the fullscreen API.
  107200. */
  107201. VRExperienceHelper.prototype.enterVR = function () {
  107202. if (this.onEnteringVRObservable) {
  107203. try {
  107204. this.onEnteringVRObservable.notifyObservers(this);
  107205. }
  107206. catch (err) {
  107207. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107208. }
  107209. }
  107210. if (this._scene.activeCamera) {
  107211. this._position = this._scene.activeCamera.position.clone();
  107212. if (this.vrDeviceOrientationCamera) {
  107213. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107214. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107215. }
  107216. if (this.webVRCamera) {
  107217. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107218. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107219. var delta = desiredYRotation - currentYRotation;
  107220. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107221. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107222. }
  107223. // make sure that we return to the last active camera
  107224. this._existingCamera = this._scene.activeCamera;
  107225. // Remove and cache angular sensability to avoid camera rotation when in VR
  107226. if (this._existingCamera.angularSensibilityX) {
  107227. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107228. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107229. }
  107230. if (this._existingCamera.angularSensibilityY) {
  107231. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107232. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107233. }
  107234. if (this._existingCamera.angularSensibility) {
  107235. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107236. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107237. }
  107238. }
  107239. if (this._webVRrequesting) {
  107240. return;
  107241. }
  107242. // If WebVR is supported and a headset is connected
  107243. if (this._webVRready) {
  107244. if (!this._webVRpresenting) {
  107245. this._webVRCamera.position = this._position;
  107246. this._scene.activeCamera = this._webVRCamera;
  107247. }
  107248. }
  107249. else if (this._vrDeviceOrientationCamera) {
  107250. this._vrDeviceOrientationCamera.position = this._position;
  107251. if (this._scene.activeCamera) {
  107252. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107253. }
  107254. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107255. this._scene.getEngine().switchFullscreen(true);
  107256. this.updateButtonVisibility();
  107257. }
  107258. if (this._scene.activeCamera && this._canvas) {
  107259. this._scene.activeCamera.attachControl(this._canvas);
  107260. }
  107261. if (this._interactionsEnabled) {
  107262. this._scene.registerBeforeRender(this.beforeRender);
  107263. }
  107264. this._hasEnteredVR = true;
  107265. };
  107266. /**
  107267. * Attempt to exit VR, or fullscreen.
  107268. */
  107269. VRExperienceHelper.prototype.exitVR = function () {
  107270. if (this._hasEnteredVR) {
  107271. if (this.onExitingVRObservable) {
  107272. try {
  107273. this.onExitingVRObservable.notifyObservers(this);
  107274. }
  107275. catch (err) {
  107276. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107277. }
  107278. }
  107279. if (this._webVRpresenting) {
  107280. this._scene.getEngine().disableVR();
  107281. }
  107282. if (this._scene.activeCamera) {
  107283. this._position = this._scene.activeCamera.position.clone();
  107284. }
  107285. if (this.vrDeviceOrientationCamera) {
  107286. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107287. }
  107288. if (this._deviceOrientationCamera) {
  107289. this._deviceOrientationCamera.position = this._position;
  107290. this._scene.activeCamera = this._deviceOrientationCamera;
  107291. if (this._canvas) {
  107292. this._scene.activeCamera.attachControl(this._canvas);
  107293. }
  107294. // Restore angular sensibility
  107295. if (this._cachedAngularSensibility.angularSensibilityX) {
  107296. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107297. this._cachedAngularSensibility.angularSensibilityX = null;
  107298. }
  107299. if (this._cachedAngularSensibility.angularSensibilityY) {
  107300. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107301. this._cachedAngularSensibility.angularSensibilityY = null;
  107302. }
  107303. if (this._cachedAngularSensibility.angularSensibility) {
  107304. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107305. this._cachedAngularSensibility.angularSensibility = null;
  107306. }
  107307. }
  107308. else if (this._existingCamera) {
  107309. this._existingCamera.position = this._position;
  107310. this._scene.activeCamera = this._existingCamera;
  107311. // Restore angular sensibility
  107312. if (this._cachedAngularSensibility.angularSensibilityX) {
  107313. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107314. this._cachedAngularSensibility.angularSensibilityX = null;
  107315. }
  107316. if (this._cachedAngularSensibility.angularSensibilityY) {
  107317. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107318. this._cachedAngularSensibility.angularSensibilityY = null;
  107319. }
  107320. if (this._cachedAngularSensibility.angularSensibility) {
  107321. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107322. this._cachedAngularSensibility.angularSensibility = null;
  107323. }
  107324. }
  107325. this.updateButtonVisibility();
  107326. if (this._interactionsEnabled) {
  107327. this._scene.unregisterBeforeRender(this.beforeRender);
  107328. this._cameraGazer._gazeTracker.isVisible = false;
  107329. if (this._leftController) {
  107330. this._leftController._gazeTracker.isVisible = false;
  107331. }
  107332. if (this._rightController) {
  107333. this._rightController._gazeTracker.isVisible = false;
  107334. }
  107335. }
  107336. // resize to update width and height when exiting vr exits fullscreen
  107337. this._scene.getEngine().resize();
  107338. this._hasEnteredVR = false;
  107339. }
  107340. };
  107341. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107342. /**
  107343. * The position of the vr experience helper.
  107344. */
  107345. get: function () {
  107346. return this._position;
  107347. },
  107348. /**
  107349. * Sets the position of the vr experience helper.
  107350. */
  107351. set: function (value) {
  107352. this._position = value;
  107353. if (this._scene.activeCamera) {
  107354. this._scene.activeCamera.position = value;
  107355. }
  107356. },
  107357. enumerable: true,
  107358. configurable: true
  107359. });
  107360. /**
  107361. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107362. */
  107363. VRExperienceHelper.prototype.enableInteractions = function () {
  107364. var _this = this;
  107365. if (!this._interactionsEnabled) {
  107366. this._interactionsRequested = true;
  107367. if (this._leftController) {
  107368. this._enableInteractionOnController(this._leftController);
  107369. }
  107370. if (this._rightController) {
  107371. this._enableInteractionOnController(this._rightController);
  107372. }
  107373. this.raySelectionPredicate = function (mesh) {
  107374. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107375. };
  107376. this.meshSelectionPredicate = function (mesh) {
  107377. return true;
  107378. };
  107379. this._raySelectionPredicate = function (mesh) {
  107380. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107381. && mesh.name.indexOf("teleportationTarget") === -1
  107382. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107383. return _this.raySelectionPredicate(mesh);
  107384. }
  107385. return false;
  107386. };
  107387. this._interactionsEnabled = true;
  107388. }
  107389. };
  107390. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107391. get: function () {
  107392. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107393. },
  107394. enumerable: true,
  107395. configurable: true
  107396. });
  107397. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107398. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107399. if (this._floorMeshesCollection[i].id === mesh.id) {
  107400. return true;
  107401. }
  107402. }
  107403. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107404. return true;
  107405. }
  107406. return false;
  107407. };
  107408. /**
  107409. * Adds a floor mesh to be used for teleportation.
  107410. * @param floorMesh the mesh to be used for teleportation.
  107411. */
  107412. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107413. if (!this._floorMeshesCollection) {
  107414. return;
  107415. }
  107416. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107417. return;
  107418. }
  107419. this._floorMeshesCollection.push(floorMesh);
  107420. };
  107421. /**
  107422. * Removes a floor mesh from being used for teleportation.
  107423. * @param floorMesh the mesh to be removed.
  107424. */
  107425. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107426. if (!this._floorMeshesCollection) {
  107427. return;
  107428. }
  107429. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107430. if (meshIndex !== -1) {
  107431. this._floorMeshesCollection.splice(meshIndex, 1);
  107432. }
  107433. };
  107434. /**
  107435. * Enables interactions and teleportation using the VR controllers and gaze.
  107436. * @param vrTeleportationOptions options to modify teleportation behavior.
  107437. */
  107438. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107439. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107440. if (!this._teleportationInitialized) {
  107441. this._teleportationRequested = true;
  107442. this.enableInteractions();
  107443. if (vrTeleportationOptions.floorMeshName) {
  107444. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107445. }
  107446. if (vrTeleportationOptions.floorMeshes) {
  107447. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107448. }
  107449. if (this._leftController != null) {
  107450. this._enableTeleportationOnController(this._leftController);
  107451. }
  107452. if (this._rightController != null) {
  107453. this._enableTeleportationOnController(this._rightController);
  107454. }
  107455. // Creates an image processing post process for the vignette not relying
  107456. // on the main scene configuration for image processing to reduce setup and spaces
  107457. // (gamma/linear) conflicts.
  107458. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107459. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107460. imageProcessingConfiguration.vignetteEnabled = true;
  107461. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107462. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107463. this._teleportationInitialized = true;
  107464. if (this._isDefaultTeleportationTarget) {
  107465. this._createTeleportationCircles();
  107466. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107467. }
  107468. }
  107469. };
  107470. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107471. var _this = this;
  107472. var controllerMesh = controller.webVRController.mesh;
  107473. if (controllerMesh) {
  107474. controller._interactionsEnabled = true;
  107475. controller._activatePointer();
  107476. if (this.webVROptions.laserToggle) {
  107477. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107478. // Enabling / disabling laserPointer
  107479. if (_this._displayLaserPointer && stateObject.value === 1) {
  107480. if (controller._activePointer) {
  107481. controller._deactivatePointer();
  107482. }
  107483. else {
  107484. controller._activatePointer();
  107485. }
  107486. if (_this.displayGaze) {
  107487. controller._gazeTracker.isVisible = controller._activePointer;
  107488. }
  107489. }
  107490. });
  107491. }
  107492. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107493. var gazer = controller;
  107494. if (_this._noControllerIsActive) {
  107495. gazer = _this._cameraGazer;
  107496. }
  107497. if (!gazer._pointerDownOnMeshAsked) {
  107498. if (stateObject.value > _this._padSensibilityUp) {
  107499. gazer._selectionPointerDown();
  107500. }
  107501. }
  107502. else if (stateObject.value < _this._padSensibilityDown) {
  107503. gazer._selectionPointerUp();
  107504. }
  107505. });
  107506. }
  107507. };
  107508. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107509. // Dont teleport if another gaze already requested teleportation
  107510. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107511. return;
  107512. }
  107513. if (!gazer._teleportationRequestInitiated) {
  107514. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107515. gazer._activatePointer();
  107516. gazer._teleportationRequestInitiated = true;
  107517. }
  107518. }
  107519. else {
  107520. // Listening to the proper controller values changes to confirm teleportation
  107521. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107522. if (this._teleportActive) {
  107523. this.teleportCamera(this._haloCenter);
  107524. }
  107525. gazer._teleportationRequestInitiated = false;
  107526. }
  107527. }
  107528. };
  107529. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107530. // Only rotate when user is not currently selecting a teleportation location
  107531. if (gazer._teleportationRequestInitiated) {
  107532. return;
  107533. }
  107534. if (!gazer._rotationLeftAsked) {
  107535. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107536. gazer._rotationLeftAsked = true;
  107537. if (this._rotationAllowed) {
  107538. this._rotateCamera(false);
  107539. }
  107540. }
  107541. }
  107542. else {
  107543. if (stateObject.x > -this._padSensibilityDown) {
  107544. gazer._rotationLeftAsked = false;
  107545. }
  107546. }
  107547. if (!gazer._rotationRightAsked) {
  107548. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107549. gazer._rotationRightAsked = true;
  107550. if (this._rotationAllowed) {
  107551. this._rotateCamera(true);
  107552. }
  107553. }
  107554. }
  107555. else {
  107556. if (stateObject.x < this._padSensibilityDown) {
  107557. gazer._rotationRightAsked = false;
  107558. }
  107559. }
  107560. };
  107561. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107562. // Only teleport backwards when user is not currently selecting a teleportation location
  107563. if (gazer._teleportationRequestInitiated) {
  107564. return;
  107565. }
  107566. // Teleport backwards
  107567. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107568. if (!gazer._teleportationBackRequestInitiated) {
  107569. if (!this.currentVRCamera) {
  107570. return;
  107571. }
  107572. // Get rotation and position of the current camera
  107573. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107574. var position = this.currentVRCamera.position;
  107575. // If the camera has device position, use that instead
  107576. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107577. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107578. position = this.currentVRCamera.devicePosition;
  107579. }
  107580. // Get matrix with only the y rotation of the device rotation
  107581. rotation.toEulerAnglesToRef(this._workingVector);
  107582. this._workingVector.z = 0;
  107583. this._workingVector.x = 0;
  107584. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107585. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107586. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107587. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107588. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107589. var ray = new BABYLON.Ray(position, this._workingVector);
  107590. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107591. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107592. this.teleportCamera(hit.pickedPoint);
  107593. }
  107594. gazer._teleportationBackRequestInitiated = true;
  107595. }
  107596. }
  107597. else {
  107598. gazer._teleportationBackRequestInitiated = false;
  107599. }
  107600. };
  107601. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107602. var _this = this;
  107603. var controllerMesh = controller.webVRController.mesh;
  107604. if (controllerMesh) {
  107605. if (!controller._interactionsEnabled) {
  107606. this._enableInteractionOnController(controller);
  107607. }
  107608. controller._interactionsEnabled = true;
  107609. controller._teleportationEnabled = true;
  107610. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107611. controller._dpadPressed = false;
  107612. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107613. controller._dpadPressed = stateObject.pressed;
  107614. if (!controller._dpadPressed) {
  107615. controller._rotationLeftAsked = false;
  107616. controller._rotationRightAsked = false;
  107617. controller._teleportationBackRequestInitiated = false;
  107618. }
  107619. });
  107620. }
  107621. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107622. if (_this.teleportationEnabled) {
  107623. _this._checkTeleportBackwards(stateObject, controller);
  107624. _this._checkTeleportWithRay(stateObject, controller);
  107625. }
  107626. _this._checkRotate(stateObject, controller);
  107627. });
  107628. }
  107629. };
  107630. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107631. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107632. this._teleportationTarget.isPickable = false;
  107633. var length = 512;
  107634. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107635. dynamicTexture.hasAlpha = true;
  107636. var context = dynamicTexture.getContext();
  107637. var centerX = length / 2;
  107638. var centerY = length / 2;
  107639. var radius = 200;
  107640. context.beginPath();
  107641. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107642. context.fillStyle = this._teleportationFillColor;
  107643. context.fill();
  107644. context.lineWidth = 10;
  107645. context.strokeStyle = this._teleportationBorderColor;
  107646. context.stroke();
  107647. context.closePath();
  107648. dynamicTexture.update();
  107649. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107650. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107651. this._teleportationTarget.material = teleportationCircleMaterial;
  107652. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107653. torus.isPickable = false;
  107654. torus.parent = this._teleportationTarget;
  107655. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107656. var keys = [];
  107657. keys.push({
  107658. frame: 0,
  107659. value: 0
  107660. });
  107661. keys.push({
  107662. frame: 30,
  107663. value: 0.4
  107664. });
  107665. keys.push({
  107666. frame: 60,
  107667. value: 0
  107668. });
  107669. animationInnerCircle.setKeys(keys);
  107670. var easingFunction = new BABYLON.SineEase();
  107671. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107672. animationInnerCircle.setEasingFunction(easingFunction);
  107673. torus.animations = [];
  107674. torus.animations.push(animationInnerCircle);
  107675. this._scene.beginAnimation(torus, 0, 60, true);
  107676. this._hideTeleportationTarget();
  107677. };
  107678. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107679. this._teleportActive = true;
  107680. if (this._teleportationInitialized) {
  107681. this._teleportationTarget.isVisible = true;
  107682. if (this._isDefaultTeleportationTarget) {
  107683. this._teleportationTarget.getChildren()[0].isVisible = true;
  107684. }
  107685. }
  107686. };
  107687. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107688. this._teleportActive = false;
  107689. if (this._teleportationInitialized) {
  107690. this._teleportationTarget.isVisible = false;
  107691. if (this._isDefaultTeleportationTarget) {
  107692. this._teleportationTarget.getChildren()[0].isVisible = false;
  107693. }
  107694. }
  107695. };
  107696. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107697. var _this = this;
  107698. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107699. return;
  107700. }
  107701. if (right) {
  107702. this._rotationAngle++;
  107703. }
  107704. else {
  107705. this._rotationAngle--;
  107706. }
  107707. this.currentVRCamera.animations = [];
  107708. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107709. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107710. var animationRotationKeys = [];
  107711. animationRotationKeys.push({
  107712. frame: 0,
  107713. value: this.currentVRCamera.rotationQuaternion
  107714. });
  107715. animationRotationKeys.push({
  107716. frame: 6,
  107717. value: target
  107718. });
  107719. animationRotation.setKeys(animationRotationKeys);
  107720. animationRotation.setEasingFunction(this._circleEase);
  107721. this.currentVRCamera.animations.push(animationRotation);
  107722. this._postProcessMove.animations = [];
  107723. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107724. var vignetteWeightKeys = [];
  107725. vignetteWeightKeys.push({
  107726. frame: 0,
  107727. value: 0
  107728. });
  107729. vignetteWeightKeys.push({
  107730. frame: 3,
  107731. value: 4
  107732. });
  107733. vignetteWeightKeys.push({
  107734. frame: 6,
  107735. value: 0
  107736. });
  107737. animationPP.setKeys(vignetteWeightKeys);
  107738. animationPP.setEasingFunction(this._circleEase);
  107739. this._postProcessMove.animations.push(animationPP);
  107740. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107741. var vignetteStretchKeys = [];
  107742. vignetteStretchKeys.push({
  107743. frame: 0,
  107744. value: 0
  107745. });
  107746. vignetteStretchKeys.push({
  107747. frame: 3,
  107748. value: 10
  107749. });
  107750. vignetteStretchKeys.push({
  107751. frame: 6,
  107752. value: 0
  107753. });
  107754. animationPP2.setKeys(vignetteStretchKeys);
  107755. animationPP2.setEasingFunction(this._circleEase);
  107756. this._postProcessMove.animations.push(animationPP2);
  107757. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107758. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107759. this._postProcessMove.samples = 4;
  107760. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107761. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107762. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107763. });
  107764. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107765. };
  107766. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107767. if (hit.pickedPoint) {
  107768. if (gazer._teleportationRequestInitiated) {
  107769. this._displayTeleportationTarget();
  107770. this._haloCenter.copyFrom(hit.pickedPoint);
  107771. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107772. }
  107773. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107774. if (pickNormal) {
  107775. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107776. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107777. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107778. }
  107779. this._teleportationTarget.position.y += 0.1;
  107780. }
  107781. };
  107782. /**
  107783. * Teleports the users feet to the desired location
  107784. * @param location The location where the user's feet should be placed
  107785. */
  107786. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107787. var _this = this;
  107788. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107789. return;
  107790. }
  107791. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107792. // offset of the headset from the anchor.
  107793. if (this.webVRCamera.leftCamera) {
  107794. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107795. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107796. location.subtractToRef(this._workingVector, this._workingVector);
  107797. }
  107798. else {
  107799. this._workingVector.copyFrom(location);
  107800. }
  107801. // Add height to account for user's height offset
  107802. if (this.isInVRMode) {
  107803. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107804. }
  107805. else {
  107806. this._workingVector.y += this._defaultHeight;
  107807. }
  107808. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107809. // Create animation from the camera's position to the new location
  107810. this.currentVRCamera.animations = [];
  107811. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107812. var animationCameraTeleportationKeys = [{
  107813. frame: 0,
  107814. value: this.currentVRCamera.position
  107815. },
  107816. {
  107817. frame: 11,
  107818. value: this._workingVector
  107819. }
  107820. ];
  107821. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107822. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107823. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107824. this._postProcessMove.animations = [];
  107825. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107826. var vignetteWeightKeys = [];
  107827. vignetteWeightKeys.push({
  107828. frame: 0,
  107829. value: 0
  107830. });
  107831. vignetteWeightKeys.push({
  107832. frame: 5,
  107833. value: 8
  107834. });
  107835. vignetteWeightKeys.push({
  107836. frame: 11,
  107837. value: 0
  107838. });
  107839. animationPP.setKeys(vignetteWeightKeys);
  107840. this._postProcessMove.animations.push(animationPP);
  107841. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107842. var vignetteStretchKeys = [];
  107843. vignetteStretchKeys.push({
  107844. frame: 0,
  107845. value: 0
  107846. });
  107847. vignetteStretchKeys.push({
  107848. frame: 5,
  107849. value: 10
  107850. });
  107851. vignetteStretchKeys.push({
  107852. frame: 11,
  107853. value: 0
  107854. });
  107855. animationPP2.setKeys(vignetteStretchKeys);
  107856. this._postProcessMove.animations.push(animationPP2);
  107857. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107858. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107859. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107860. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107861. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107862. });
  107863. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107864. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107865. });
  107866. this._hideTeleportationTarget();
  107867. };
  107868. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107869. if (normal) {
  107870. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107871. if (angle < Math.PI / 2) {
  107872. normal.scaleInPlace(-1);
  107873. }
  107874. }
  107875. return normal;
  107876. };
  107877. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107878. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107879. return;
  107880. }
  107881. var ray = gazer._getForwardRay(this._rayLength);
  107882. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107883. if (hit) {
  107884. // Populate the contrllers mesh that can be used for drag/drop
  107885. if (gazer._laserPointer) {
  107886. hit.originMesh = gazer._laserPointer.parent;
  107887. }
  107888. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107889. }
  107890. gazer._currentHit = hit;
  107891. // Moving the gazeTracker on the mesh face targetted
  107892. if (hit && hit.pickedPoint) {
  107893. if (this._displayGaze) {
  107894. var multiplier = 1;
  107895. gazer._gazeTracker.isVisible = true;
  107896. if (gazer._isActionableMesh) {
  107897. multiplier = 3;
  107898. }
  107899. if (this.updateGazeTrackerScale) {
  107900. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107901. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107902. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107903. }
  107904. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107905. // To avoid z-fighting
  107906. var deltaFighting = 0.002;
  107907. if (pickNormal) {
  107908. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107909. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107910. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107911. }
  107912. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107913. if (gazer._gazeTracker.position.x < 0) {
  107914. gazer._gazeTracker.position.x += deltaFighting;
  107915. }
  107916. else {
  107917. gazer._gazeTracker.position.x -= deltaFighting;
  107918. }
  107919. if (gazer._gazeTracker.position.y < 0) {
  107920. gazer._gazeTracker.position.y += deltaFighting;
  107921. }
  107922. else {
  107923. gazer._gazeTracker.position.y -= deltaFighting;
  107924. }
  107925. if (gazer._gazeTracker.position.z < 0) {
  107926. gazer._gazeTracker.position.z += deltaFighting;
  107927. }
  107928. else {
  107929. gazer._gazeTracker.position.z -= deltaFighting;
  107930. }
  107931. }
  107932. // Changing the size of the laser pointer based on the distance from the targetted point
  107933. gazer._updatePointerDistance(hit.distance);
  107934. }
  107935. else {
  107936. gazer._updatePointerDistance();
  107937. gazer._gazeTracker.isVisible = false;
  107938. }
  107939. if (hit && hit.pickedMesh) {
  107940. // The object selected is the floor, we're in a teleportation scenario
  107941. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107942. // Moving the teleportation area to this targetted point
  107943. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107944. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107945. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107946. }
  107947. gazer._currentMeshSelected = null;
  107948. if (gazer._teleportationRequestInitiated) {
  107949. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107950. }
  107951. return;
  107952. }
  107953. // If not, we're in a selection scenario
  107954. //this._teleportationAllowed = false;
  107955. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107956. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107957. this.onNewMeshPicked.notifyObservers(hit);
  107958. gazer._currentMeshSelected = hit.pickedMesh;
  107959. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107960. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107961. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107962. gazer._isActionableMesh = true;
  107963. }
  107964. else {
  107965. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107966. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107967. gazer._isActionableMesh = false;
  107968. }
  107969. try {
  107970. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107971. }
  107972. catch (err) {
  107973. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107974. }
  107975. }
  107976. else {
  107977. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107978. gazer._currentMeshSelected = null;
  107979. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107980. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107981. }
  107982. }
  107983. }
  107984. else {
  107985. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107986. gazer._currentMeshSelected = null;
  107987. //this._teleportationAllowed = false;
  107988. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107989. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107990. }
  107991. };
  107992. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107993. if (mesh) {
  107994. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107995. }
  107996. };
  107997. /**
  107998. * Sets the color of the laser ray from the vr controllers.
  107999. * @param color new color for the ray.
  108000. */
  108001. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108002. if (this._leftController) {
  108003. this._leftController._setLaserPointerColor(color);
  108004. }
  108005. if (this._rightController) {
  108006. this._rightController._setLaserPointerColor(color);
  108007. }
  108008. };
  108009. /**
  108010. * Sets the color of the ray from the vr headsets gaze.
  108011. * @param color new color for the ray.
  108012. */
  108013. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108014. if (!this._cameraGazer._gazeTracker.material) {
  108015. return;
  108016. }
  108017. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108018. if (this._leftController) {
  108019. this._leftController._gazeTracker.material.emissiveColor = color;
  108020. }
  108021. if (this._rightController) {
  108022. this._rightController._gazeTracker.material.emissiveColor = color;
  108023. }
  108024. };
  108025. /**
  108026. * Exits VR and disposes of the vr experience helper
  108027. */
  108028. VRExperienceHelper.prototype.dispose = function () {
  108029. if (this.isInVRMode) {
  108030. this.exitVR();
  108031. }
  108032. if (this._postProcessMove) {
  108033. this._postProcessMove.dispose();
  108034. }
  108035. if (this._webVRCamera) {
  108036. this._webVRCamera.dispose();
  108037. }
  108038. if (this._vrDeviceOrientationCamera) {
  108039. this._vrDeviceOrientationCamera.dispose();
  108040. }
  108041. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108042. document.body.removeChild(this._btnVR);
  108043. }
  108044. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108045. this._deviceOrientationCamera.dispose();
  108046. }
  108047. if (this._cameraGazer) {
  108048. this._cameraGazer.dispose();
  108049. }
  108050. if (this._leftController) {
  108051. this._leftController.dispose();
  108052. }
  108053. if (this._rightController) {
  108054. this._rightController.dispose();
  108055. }
  108056. if (this._teleportationTarget) {
  108057. this._teleportationTarget.dispose();
  108058. }
  108059. this._floorMeshesCollection = [];
  108060. document.removeEventListener("keydown", this._onKeyDown);
  108061. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108062. window.removeEventListener("resize", this._onResize);
  108063. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108064. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108065. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108066. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108067. document.onmsfullscreenchange = null;
  108068. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108069. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108070. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108071. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108072. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108073. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108074. this._scene.unregisterBeforeRender(this.beforeRender);
  108075. };
  108076. /**
  108077. * Gets the name of the VRExperienceHelper class
  108078. * @returns "VRExperienceHelper"
  108079. */
  108080. VRExperienceHelper.prototype.getClassName = function () {
  108081. return "VRExperienceHelper";
  108082. };
  108083. return VRExperienceHelper;
  108084. }());
  108085. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108086. })(BABYLON || (BABYLON = {}));
  108087. //# sourceMappingURL=vrExperienceHelper.js.map
  108088. var BABYLON;
  108089. (function (BABYLON) {
  108090. /**
  108091. * WebXR Camera which holds the views for the xrSession
  108092. * @see https://doc.babylonjs.com/how_to/webxr
  108093. */
  108094. var WebXRCamera = /** @class */ (function (_super) {
  108095. __extends(WebXRCamera, _super);
  108096. /**
  108097. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108098. * @param name the name of the camera
  108099. * @param scene the scene to add the camera to
  108100. */
  108101. function WebXRCamera(name, scene) {
  108102. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108103. // Initial camera configuration
  108104. _this.minZ = 0;
  108105. _this.rotationQuaternion = new BABYLON.Quaternion();
  108106. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108107. _this.updateUpVectorFromRotation = true;
  108108. _this._updateNumberOfRigCameras(1);
  108109. return _this;
  108110. }
  108111. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108112. if (viewCount === void 0) { viewCount = 1; }
  108113. while (this.rigCameras.length < viewCount) {
  108114. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108115. newCamera.minZ = 0;
  108116. newCamera.parent = this;
  108117. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108118. this.rigCameras.push(newCamera);
  108119. }
  108120. while (this.rigCameras.length > viewCount) {
  108121. var removedCamera = this.rigCameras.pop();
  108122. if (removedCamera) {
  108123. removedCamera.dispose();
  108124. }
  108125. }
  108126. };
  108127. /** @hidden */
  108128. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108129. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108130. // Create initial camera rigs
  108131. this._updateNumberOfRigCameras(2);
  108132. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108133. this.rigCameras[0].position.x = -pupilDistance / 2;
  108134. this.rigCameras[0].outputRenderTarget = null;
  108135. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108136. this.rigCameras[1].position.x = pupilDistance / 2;
  108137. this.rigCameras[1].outputRenderTarget = null;
  108138. };
  108139. /**
  108140. * Updates the cameras position from the current pose information of the XR session
  108141. * @param xrSessionManager the session containing pose information
  108142. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108143. */
  108144. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108145. var _this = this;
  108146. // Ensure all frame data is available
  108147. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108148. return false;
  108149. }
  108150. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108151. if (!pose || !pose.poseModelMatrix) {
  108152. return false;
  108153. }
  108154. // Update the parent cameras matrix
  108155. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108156. if (!this._scene.useRightHandedSystem) {
  108157. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108158. }
  108159. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108160. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108161. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108162. this.computeWorldMatrix();
  108163. // Update camera rigs
  108164. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108165. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108166. // Update view/projection matrix
  108167. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108168. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108169. if (!_this._scene.useRightHandedSystem) {
  108170. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108171. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108172. }
  108173. // Update viewport
  108174. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108175. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108176. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108177. _this.rigCameras[i].viewport.width = viewport.width / width;
  108178. _this.rigCameras[i].viewport.height = viewport.height / height;
  108179. _this.rigCameras[i].viewport.x = viewport.x / width;
  108180. _this.rigCameras[i].viewport.y = viewport.y / height;
  108181. // Set cameras to render to the session's render target
  108182. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108183. });
  108184. return true;
  108185. };
  108186. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108187. return WebXRCamera;
  108188. }(BABYLON.FreeCamera));
  108189. BABYLON.WebXRCamera = WebXRCamera;
  108190. })(BABYLON || (BABYLON = {}));
  108191. //# sourceMappingURL=webXRCamera.js.map
  108192. var BABYLON;
  108193. (function (BABYLON) {
  108194. /**
  108195. * Manages an XRSession
  108196. * @see https://doc.babylonjs.com/how_to/webxr
  108197. */
  108198. var WebXRSessionManager = /** @class */ (function () {
  108199. /**
  108200. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108201. * @param scene The scene which the session should be created for
  108202. */
  108203. function WebXRSessionManager(scene) {
  108204. this.scene = scene;
  108205. /**
  108206. * Fires every time a new xrFrame arrives which can be used to update the camera
  108207. */
  108208. this.onXRFrameObservable = new BABYLON.Observable();
  108209. /**
  108210. * Fires when the xr session is ended either by the device or manually done
  108211. */
  108212. this.onXRSessionEnded = new BABYLON.Observable();
  108213. /** @hidden */
  108214. this._sessionRenderTargetTexture = null;
  108215. this._tmpMatrix = new BABYLON.Matrix();
  108216. }
  108217. /**
  108218. * Initializes the manager
  108219. * After initialization enterXR can be called to start an XR session
  108220. * @returns Promise which resolves after it is initialized
  108221. */
  108222. WebXRSessionManager.prototype.initializeAsync = function () {
  108223. var _this = this;
  108224. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108225. // Check if the browser supports webXR
  108226. this._xrNavigator = navigator;
  108227. if (!this._xrNavigator.xr) {
  108228. return Promise.reject("webXR not supported by this browser");
  108229. }
  108230. // Request the webXR device
  108231. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108232. _this._xrDevice = device;
  108233. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108234. });
  108235. };
  108236. /**
  108237. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108238. * @param sessionCreationOptions xr options to create the session with
  108239. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108240. * @returns Promise which resolves after it enters XR
  108241. */
  108242. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108243. var _this = this;
  108244. // initialize session
  108245. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108246. _this._xrSession = session;
  108247. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108248. _this._xrSession.addEventListener("end", function () {
  108249. // Remove render target texture and notify frame obervers
  108250. _this._sessionRenderTargetTexture = null;
  108251. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108252. _this.scene.getEngine().restoreDefaultFramebuffer();
  108253. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108254. _this.scene.getEngine().customAnimationFrameRequester = null;
  108255. _this.onXRSessionEnded.notifyObservers(null);
  108256. _this.scene.getEngine()._renderLoop();
  108257. }, { once: true });
  108258. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108259. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108260. }).then(function (frameOfRef) {
  108261. _this._frameOfReference = frameOfRef;
  108262. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108263. _this.scene.getEngine().customAnimationFrameRequester = {
  108264. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108265. renderFunction: function (timestamp, xrFrame) {
  108266. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108267. _this._currentXRFrame = xrFrame;
  108268. _this.onXRFrameObservable.notifyObservers(null);
  108269. _this.scene.getEngine()._renderLoop();
  108270. }
  108271. };
  108272. // Create render target texture from xr's webgl render target
  108273. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108274. // Stop window's animation frame and trigger sessions animation frame
  108275. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108276. _this.scene.getEngine()._renderLoop();
  108277. });
  108278. };
  108279. /**
  108280. * Stops the xrSession and restores the renderloop
  108281. * @returns Promise which resolves after it exits XR
  108282. */
  108283. WebXRSessionManager.prototype.exitXRAsync = function () {
  108284. return this._xrSession.end();
  108285. };
  108286. /**
  108287. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108288. * @param ray ray to cast into the environment
  108289. * @returns Promise which resolves with a collision point in the environment if it exists
  108290. */
  108291. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108292. var _this = this;
  108293. return new Promise(function (res, rej) {
  108294. // Compute left handed inputs to request hit test
  108295. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108296. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108297. if (!_this.scene.useRightHandedSystem) {
  108298. origin[2] *= -1;
  108299. direction[2] *= -1;
  108300. }
  108301. // Fire hittest
  108302. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108303. .then(function (hits) {
  108304. if (hits.length > 0) {
  108305. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108306. var hitPoint = _this._tmpMatrix.getTranslation();
  108307. if (!_this.scene.useRightHandedSystem) {
  108308. hitPoint.z *= -1;
  108309. }
  108310. res(hitPoint);
  108311. }
  108312. else {
  108313. res(null);
  108314. }
  108315. }).catch(function (e) {
  108316. res(null);
  108317. });
  108318. });
  108319. };
  108320. /**
  108321. * Checks if a session would be supported for the creation options specified
  108322. * @param options creation options to check if they are supported
  108323. * @returns true if supported
  108324. */
  108325. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108326. return this._xrDevice.supportsSession(options).then(function () {
  108327. return true;
  108328. }).catch(function (e) {
  108329. return false;
  108330. });
  108331. };
  108332. /**
  108333. * @hidden
  108334. * Converts the render layer of xrSession to a render target
  108335. * @param session session to create render target for
  108336. * @param scene scene the new render target should be created for
  108337. */
  108338. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108339. // Create internal texture
  108340. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108341. internalTexture.width = session.baseLayer.framebufferWidth;
  108342. internalTexture.height = session.baseLayer.framebufferHeight;
  108343. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108344. // Create render target texture from the internal texture
  108345. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108346. renderTargetTexture._texture = internalTexture;
  108347. return renderTargetTexture;
  108348. };
  108349. /**
  108350. * Disposes of the session manager
  108351. */
  108352. WebXRSessionManager.prototype.dispose = function () {
  108353. this.onXRFrameObservable.clear();
  108354. this.onXRSessionEnded.clear();
  108355. };
  108356. return WebXRSessionManager;
  108357. }());
  108358. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108359. })(BABYLON || (BABYLON = {}));
  108360. //# sourceMappingURL=webXRSessionManager.js.map
  108361. var BABYLON;
  108362. (function (BABYLON) {
  108363. /**
  108364. * States of the webXR experience
  108365. */
  108366. var WebXRState;
  108367. (function (WebXRState) {
  108368. /**
  108369. * Transitioning to being in XR mode
  108370. */
  108371. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108372. /**
  108373. * Transitioning to non XR mode
  108374. */
  108375. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108376. /**
  108377. * In XR mode and presenting
  108378. */
  108379. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108380. /**
  108381. * Not entered XR mode
  108382. */
  108383. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108384. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108385. /**
  108386. * Helper class used to enable XR
  108387. * @see https://doc.babylonjs.com/how_to/webxr
  108388. */
  108389. var WebXRExperienceHelper = /** @class */ (function () {
  108390. /**
  108391. * Creates a WebXRExperienceHelper
  108392. * @param scene The scene the helper should be created in
  108393. */
  108394. function WebXRExperienceHelper(scene) {
  108395. this.scene = scene;
  108396. /**
  108397. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108398. */
  108399. this.state = WebXRState.NOT_IN_XR;
  108400. /**
  108401. * Fires when the state of the experience helper has changed
  108402. */
  108403. this.onStateChangedObservable = new BABYLON.Observable();
  108404. this._nonVRCamera = null;
  108405. this._originalSceneAutoClear = true;
  108406. this._supported = false;
  108407. this.camera = new BABYLON.WebXRCamera("", scene);
  108408. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108409. this.container = new BABYLON.AbstractMesh("", scene);
  108410. this.camera.parent = this.container;
  108411. }
  108412. WebXRExperienceHelper.prototype._setState = function (val) {
  108413. this.state = val;
  108414. this.onStateChangedObservable.notifyObservers(this.state);
  108415. };
  108416. /**
  108417. * Creates the experience helper
  108418. * @param scene the scene to attach the experience helper to
  108419. * @returns a promise for the experience helper
  108420. */
  108421. WebXRExperienceHelper.CreateAsync = function (scene) {
  108422. var helper = new WebXRExperienceHelper(scene);
  108423. return helper._sessionManager.initializeAsync().then(function () {
  108424. helper._supported = true;
  108425. return helper;
  108426. }).catch(function () {
  108427. return helper;
  108428. });
  108429. };
  108430. /**
  108431. * Exits XR mode and returns the scene to its original state
  108432. * @returns promise that resolves after xr mode has exited
  108433. */
  108434. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108435. this._setState(WebXRState.EXITING_XR);
  108436. return this._sessionManager.exitXRAsync();
  108437. };
  108438. /**
  108439. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108440. * @param sessionCreationOptions options for the XR session
  108441. * @param frameOfReference frame of reference of the XR session
  108442. * @returns promise that resolves after xr mode has entered
  108443. */
  108444. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108445. var _this = this;
  108446. if (!this._supported) {
  108447. throw "XR session not supported by this browser";
  108448. }
  108449. this._setState(WebXRState.ENTERING_XR);
  108450. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108451. // Cache pre xr scene settings
  108452. _this._originalSceneAutoClear = _this.scene.autoClear;
  108453. _this._nonVRCamera = _this.scene.activeCamera;
  108454. // Overwrite current scene settings
  108455. _this.scene.autoClear = false;
  108456. _this.scene.activeCamera = _this.camera;
  108457. _this._sessionManager.onXRFrameObservable.add(function () {
  108458. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108459. });
  108460. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108461. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108462. _this.camera.rigCameras.forEach(function (c) {
  108463. c.outputRenderTarget = null;
  108464. });
  108465. // Restore scene settings
  108466. _this.scene.autoClear = _this._originalSceneAutoClear;
  108467. _this.scene.activeCamera = _this._nonVRCamera;
  108468. _this._sessionManager.onXRFrameObservable.clear();
  108469. _this._setState(WebXRState.NOT_IN_XR);
  108470. });
  108471. _this._setState(WebXRState.IN_XR);
  108472. });
  108473. };
  108474. /**
  108475. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108476. * @param ray ray to cast into the environment
  108477. * @returns Promise which resolves with a collision point in the environment if it exists
  108478. */
  108479. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108480. return this._sessionManager.environmentPointHitTestAsync(ray);
  108481. };
  108482. /**
  108483. * Updates the global position of the camera by moving the camera's container
  108484. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108485. * @param position The desired global position of the camera
  108486. */
  108487. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108488. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108489. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108490. };
  108491. /**
  108492. * Rotates the xr camera by rotating the camera's container around the camera's position
  108493. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108494. * @param rotation the desired quaternion rotation to apply to the camera
  108495. */
  108496. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108497. if (!this.container.rotationQuaternion) {
  108498. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108499. }
  108500. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108501. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108502. };
  108503. /**
  108504. * Checks if the creation options are supported by the xr session
  108505. * @param options creation options
  108506. * @returns true if supported
  108507. */
  108508. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108509. if (!this._supported) {
  108510. return Promise.resolve(false);
  108511. }
  108512. return this._sessionManager.supportsSessionAsync(options);
  108513. };
  108514. /**
  108515. * Disposes of the experience helper
  108516. */
  108517. WebXRExperienceHelper.prototype.dispose = function () {
  108518. this.camera.dispose();
  108519. this.container.dispose();
  108520. this.onStateChangedObservable.clear();
  108521. this._sessionManager.dispose();
  108522. };
  108523. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108524. return WebXRExperienceHelper;
  108525. }());
  108526. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108527. })(BABYLON || (BABYLON = {}));
  108528. //# sourceMappingURL=webXRExperienceHelper.js.map
  108529. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108530. return new (P || (P = Promise))(function (resolve, reject) {
  108531. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108532. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108533. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108534. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108535. });
  108536. };
  108537. var __generator = (this && this.__generator) || function (thisArg, body) {
  108538. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108539. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108540. function verb(n) { return function (v) { return step([n, v]); }; }
  108541. function step(op) {
  108542. if (f) throw new TypeError("Generator is already executing.");
  108543. while (_) try {
  108544. 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;
  108545. if (y = 0, t) op = [op[0] & 2, t.value];
  108546. switch (op[0]) {
  108547. case 0: case 1: t = op; break;
  108548. case 4: _.label++; return { value: op[1], done: false };
  108549. case 5: _.label++; y = op[1]; op = [0]; continue;
  108550. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108551. default:
  108552. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108553. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108554. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108555. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108556. if (t[2]) _.ops.pop();
  108557. _.trys.pop(); continue;
  108558. }
  108559. op = body.call(thisArg, _);
  108560. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108561. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108562. }
  108563. };
  108564. var BABYLON;
  108565. (function (BABYLON) {
  108566. /**
  108567. * Button which can be used to enter a different mode of XR
  108568. */
  108569. var WebXREnterExitUIButton = /** @class */ (function () {
  108570. /**
  108571. * Creates a WebXREnterExitUIButton
  108572. * @param element button element
  108573. * @param initializationOptions XR initialization options for the button
  108574. */
  108575. function WebXREnterExitUIButton(
  108576. /** button element */
  108577. element,
  108578. /** XR initialization options for the button */
  108579. initializationOptions) {
  108580. this.element = element;
  108581. this.initializationOptions = initializationOptions;
  108582. }
  108583. /**
  108584. * Overwritable function which can be used to update the button's visuals when the state changes
  108585. * @param activeButton the current active button in the UI
  108586. */
  108587. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108588. };
  108589. return WebXREnterExitUIButton;
  108590. }());
  108591. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108592. /**
  108593. * Options to create the webXR UI
  108594. */
  108595. var WebXREnterExitUIOptions = /** @class */ (function () {
  108596. function WebXREnterExitUIOptions() {
  108597. }
  108598. return WebXREnterExitUIOptions;
  108599. }());
  108600. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108601. /**
  108602. * UI to allow the user to enter/exit XR mode
  108603. */
  108604. var WebXREnterExitUI = /** @class */ (function () {
  108605. function WebXREnterExitUI(scene, options) {
  108606. var _this = this;
  108607. this.scene = scene;
  108608. this._buttons = [];
  108609. this._activeButton = null;
  108610. /**
  108611. * Fired every time the active button is changed.
  108612. *
  108613. * When xr is entered via a button that launches xr that button will be the callback parameter
  108614. *
  108615. * When exiting xr the callback parameter will be null)
  108616. */
  108617. this.activeButtonChangedObservable = new BABYLON.Observable();
  108618. this._overlay = document.createElement("div");
  108619. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108620. if (options.customButtons) {
  108621. this._buttons = options.customButtons;
  108622. }
  108623. else {
  108624. var hmdBtn = document.createElement("button");
  108625. 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;";
  108626. hmdBtn.innerText = "HMD";
  108627. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108628. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108629. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108630. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108631. };
  108632. var windowBtn = document.createElement("button");
  108633. windowBtn.style.cssText = hmdBtn.style.cssText;
  108634. windowBtn.innerText = "Window";
  108635. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108636. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108637. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108638. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108639. };
  108640. this._updateButtons(null);
  108641. }
  108642. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108643. if (renderCanvas && renderCanvas.parentNode) {
  108644. renderCanvas.parentNode.appendChild(this._overlay);
  108645. scene.onDisposeObservable.addOnce(function () {
  108646. _this.dispose();
  108647. });
  108648. }
  108649. }
  108650. /**
  108651. * Creates UI to allow the user to enter/exit XR mode
  108652. * @param scene the scene to add the ui to
  108653. * @param helper the xr experience helper to enter/exit xr with
  108654. * @param options options to configure the UI
  108655. * @returns the created ui
  108656. */
  108657. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108658. var _this = this;
  108659. var ui = new WebXREnterExitUI(scene, options);
  108660. var supportedPromises = ui._buttons.map(function (btn) {
  108661. return helper.supportsSessionAsync(btn.initializationOptions);
  108662. });
  108663. helper.onStateChangedObservable.add(function (state) {
  108664. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108665. ui._updateButtons(null);
  108666. }
  108667. });
  108668. return Promise.all(supportedPromises).then(function (results) {
  108669. results.forEach(function (supported, i) {
  108670. if (supported) {
  108671. ui._overlay.appendChild(ui._buttons[i].element);
  108672. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108673. return __generator(this, function (_a) {
  108674. switch (_a.label) {
  108675. case 0:
  108676. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108677. ui._updateButtons(null);
  108678. return [4 /*yield*/, helper.exitXRAsync()];
  108679. case 1:
  108680. _a.sent();
  108681. return [2 /*return*/];
  108682. case 2:
  108683. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108684. ui._updateButtons(ui._buttons[i]);
  108685. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108686. case 3:
  108687. _a.sent();
  108688. _a.label = 4;
  108689. case 4: return [2 /*return*/];
  108690. }
  108691. });
  108692. }); };
  108693. }
  108694. });
  108695. return ui;
  108696. });
  108697. };
  108698. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108699. var _this = this;
  108700. this._activeButton = activeButton;
  108701. this._buttons.forEach(function (b) {
  108702. b.update(_this._activeButton);
  108703. });
  108704. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108705. };
  108706. /**
  108707. * Disposes of the object
  108708. */
  108709. WebXREnterExitUI.prototype.dispose = function () {
  108710. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108711. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108712. renderCanvas.parentNode.removeChild(this._overlay);
  108713. }
  108714. this.activeButtonChangedObservable.clear();
  108715. };
  108716. return WebXREnterExitUI;
  108717. }());
  108718. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108719. })(BABYLON || (BABYLON = {}));
  108720. //# sourceMappingURL=webXREnterExitUI.js.map
  108721. var BABYLON;
  108722. (function (BABYLON) {
  108723. /**
  108724. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108725. */
  108726. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108727. /**
  108728. * Initializes the canvas to be added/removed upon entering/exiting xr
  108729. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108730. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108731. */
  108732. function WebXRManagedOutputCanvas(helper, canvas) {
  108733. var _this = this;
  108734. this._canvas = null;
  108735. /**
  108736. * xrpresent context of the canvas which can be used to display/mirror xr content
  108737. */
  108738. this.canvasContext = null;
  108739. if (!canvas) {
  108740. canvas = document.createElement('canvas');
  108741. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108742. }
  108743. this._setManagedOutputCanvas(canvas);
  108744. helper.onStateChangedObservable.add(function (stateInfo) {
  108745. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108746. // 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
  108747. _this._addCanvas();
  108748. }
  108749. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108750. _this._removeCanvas();
  108751. }
  108752. });
  108753. }
  108754. /**
  108755. * Disposes of the object
  108756. */
  108757. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108758. this._removeCanvas();
  108759. this._setManagedOutputCanvas(null);
  108760. };
  108761. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108762. this._removeCanvas();
  108763. if (!canvas) {
  108764. this._canvas = null;
  108765. this.canvasContext = null;
  108766. }
  108767. else {
  108768. this._canvas = canvas;
  108769. this.canvasContext = this._canvas.getContext('xrpresent');
  108770. }
  108771. };
  108772. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108773. if (this._canvas) {
  108774. document.body.appendChild(this._canvas);
  108775. }
  108776. };
  108777. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108778. if (this._canvas && document.body.contains(this._canvas)) {
  108779. document.body.removeChild(this._canvas);
  108780. }
  108781. };
  108782. return WebXRManagedOutputCanvas;
  108783. }());
  108784. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108785. })(BABYLON || (BABYLON = {}));
  108786. //# sourceMappingURL=webXRManagedOutputCanvas.js.map
  108787. var BABYLON;
  108788. (function (BABYLON) {
  108789. /**
  108790. * Represents an XR input
  108791. */
  108792. var WebXRController = /** @class */ (function () {
  108793. /**
  108794. * Creates the controller
  108795. * @see https://doc.babylonjs.com/how_to/webxr
  108796. * @param scene the scene which the controller should be associated to
  108797. */
  108798. function WebXRController(scene) {
  108799. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108800. }
  108801. /**
  108802. * Disposes of the object
  108803. */
  108804. WebXRController.prototype.dispose = function () {
  108805. if (this.grip) {
  108806. this.grip.dispose();
  108807. }
  108808. this.pointer.dispose();
  108809. };
  108810. return WebXRController;
  108811. }());
  108812. BABYLON.WebXRController = WebXRController;
  108813. /**
  108814. * XR input used to track XR inputs such as controllers/rays
  108815. */
  108816. var WebXRInput = /** @class */ (function () {
  108817. /**
  108818. * Initializes the WebXRInput
  108819. * @param helper experience helper which the input should be created for
  108820. */
  108821. function WebXRInput(helper) {
  108822. var _this = this;
  108823. this.helper = helper;
  108824. /**
  108825. * XR controllers being tracked
  108826. */
  108827. this.controllers = [];
  108828. this._tmpMatrix = new BABYLON.Matrix();
  108829. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108830. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108831. return;
  108832. }
  108833. var xrFrame = helper._sessionManager._currentXRFrame;
  108834. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108835. inputSources.forEach(function (input, i) {
  108836. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108837. if (inputPose) {
  108838. if (_this.controllers.length <= i) {
  108839. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108840. }
  108841. var controller = _this.controllers[i];
  108842. // Manage the grip if it exists
  108843. if (inputPose.gripMatrix) {
  108844. if (!controller.grip) {
  108845. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108846. }
  108847. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108848. if (!controller.grip.getScene().useRightHandedSystem) {
  108849. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108850. }
  108851. if (!controller.grip.rotationQuaternion) {
  108852. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  108853. }
  108854. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  108855. }
  108856. // Manager pointer of controller
  108857. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  108858. if (!controller.pointer.getScene().useRightHandedSystem) {
  108859. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108860. }
  108861. if (!controller.pointer.rotationQuaternion) {
  108862. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  108863. }
  108864. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  108865. }
  108866. });
  108867. });
  108868. }
  108869. /**
  108870. * Disposes of the object
  108871. */
  108872. WebXRInput.prototype.dispose = function () {
  108873. this.controllers.forEach(function (c) {
  108874. c.dispose();
  108875. });
  108876. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  108877. };
  108878. return WebXRInput;
  108879. }());
  108880. BABYLON.WebXRInput = WebXRInput;
  108881. })(BABYLON || (BABYLON = {}));
  108882. //# sourceMappingURL=webXRInput.js.map
  108883. // Mainly based on these 2 articles :
  108884. // 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
  108885. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  108886. var BABYLON;
  108887. (function (BABYLON) {
  108888. /**
  108889. * Defines the potential axis of a Joystick
  108890. */
  108891. var JoystickAxis;
  108892. (function (JoystickAxis) {
  108893. /** X axis */
  108894. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  108895. /** Y axis */
  108896. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  108897. /** Z axis */
  108898. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  108899. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  108900. /**
  108901. * Class used to define virtual joystick (used in touch mode)
  108902. */
  108903. var VirtualJoystick = /** @class */ (function () {
  108904. /**
  108905. * Creates a new virtual joystick
  108906. * @param leftJoystick defines that the joystick is for left hand (false by default)
  108907. */
  108908. function VirtualJoystick(leftJoystick) {
  108909. var _this = this;
  108910. if (leftJoystick) {
  108911. this._leftJoystick = true;
  108912. }
  108913. else {
  108914. this._leftJoystick = false;
  108915. }
  108916. VirtualJoystick._globalJoystickIndex++;
  108917. // By default left & right arrow keys are moving the X
  108918. // and up & down keys are moving the Y
  108919. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108920. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108921. this.reverseLeftRight = false;
  108922. this.reverseUpDown = false;
  108923. // collections of pointers
  108924. this._touches = new BABYLON.StringDictionary();
  108925. this.deltaPosition = BABYLON.Vector3.Zero();
  108926. this._joystickSensibility = 25;
  108927. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108928. this._onResize = function (evt) {
  108929. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108930. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108931. if (VirtualJoystick.vjCanvas) {
  108932. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  108933. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  108934. }
  108935. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  108936. };
  108937. // injecting a canvas element on top of the canvas 3D game
  108938. if (!VirtualJoystick.vjCanvas) {
  108939. window.addEventListener("resize", this._onResize, false);
  108940. VirtualJoystick.vjCanvas = document.createElement("canvas");
  108941. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108942. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108943. VirtualJoystick.vjCanvas.width = window.innerWidth;
  108944. VirtualJoystick.vjCanvas.height = window.innerHeight;
  108945. VirtualJoystick.vjCanvas.style.width = "100%";
  108946. VirtualJoystick.vjCanvas.style.height = "100%";
  108947. VirtualJoystick.vjCanvas.style.position = "absolute";
  108948. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  108949. VirtualJoystick.vjCanvas.style.top = "0px";
  108950. VirtualJoystick.vjCanvas.style.left = "0px";
  108951. VirtualJoystick.vjCanvas.style.zIndex = "5";
  108952. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  108953. // Support for jQuery PEP polyfill
  108954. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  108955. var context = VirtualJoystick.vjCanvas.getContext('2d');
  108956. if (!context) {
  108957. throw new Error("Unable to create canvas for virtual joystick");
  108958. }
  108959. VirtualJoystick.vjCanvasContext = context;
  108960. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  108961. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108962. document.body.appendChild(VirtualJoystick.vjCanvas);
  108963. }
  108964. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  108965. this.pressed = false;
  108966. // default joystick color
  108967. this._joystickColor = "cyan";
  108968. this._joystickPointerID = -1;
  108969. // current joystick position
  108970. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  108971. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  108972. // origin joystick position
  108973. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  108974. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  108975. this._onPointerDownHandlerRef = function (evt) {
  108976. _this._onPointerDown(evt);
  108977. };
  108978. this._onPointerMoveHandlerRef = function (evt) {
  108979. _this._onPointerMove(evt);
  108980. };
  108981. this._onPointerUpHandlerRef = function (evt) {
  108982. _this._onPointerUp(evt);
  108983. };
  108984. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  108985. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  108986. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  108987. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  108988. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  108989. evt.preventDefault(); // Disables system menu
  108990. }, false);
  108991. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108992. }
  108993. /**
  108994. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  108995. * @param newJoystickSensibility defines the new sensibility
  108996. */
  108997. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  108998. this._joystickSensibility = newJoystickSensibility;
  108999. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109000. };
  109001. VirtualJoystick.prototype._onPointerDown = function (e) {
  109002. var positionOnScreenCondition;
  109003. e.preventDefault();
  109004. if (this._leftJoystick === true) {
  109005. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109006. }
  109007. else {
  109008. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109009. }
  109010. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109011. // First contact will be dedicated to the virtual joystick
  109012. this._joystickPointerID = e.pointerId;
  109013. this._joystickPointerStartPos.x = e.clientX;
  109014. this._joystickPointerStartPos.y = e.clientY;
  109015. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109016. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109017. this._deltaJoystickVector.x = 0;
  109018. this._deltaJoystickVector.y = 0;
  109019. this.pressed = true;
  109020. this._touches.add(e.pointerId.toString(), e);
  109021. }
  109022. else {
  109023. // You can only trigger the action buttons with a joystick declared
  109024. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109025. this._action();
  109026. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109027. }
  109028. }
  109029. };
  109030. VirtualJoystick.prototype._onPointerMove = function (e) {
  109031. // If the current pointer is the one associated to the joystick (first touch contact)
  109032. if (this._joystickPointerID == e.pointerId) {
  109033. this._joystickPointerPos.x = e.clientX;
  109034. this._joystickPointerPos.y = e.clientY;
  109035. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109036. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109037. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109038. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109039. switch (this._axisTargetedByLeftAndRight) {
  109040. case JoystickAxis.X:
  109041. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109042. break;
  109043. case JoystickAxis.Y:
  109044. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109045. break;
  109046. case JoystickAxis.Z:
  109047. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109048. break;
  109049. }
  109050. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109051. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109052. switch (this._axisTargetedByUpAndDown) {
  109053. case JoystickAxis.X:
  109054. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109055. break;
  109056. case JoystickAxis.Y:
  109057. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109058. break;
  109059. case JoystickAxis.Z:
  109060. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109061. break;
  109062. }
  109063. }
  109064. else {
  109065. var data = this._touches.get(e.pointerId.toString());
  109066. if (data) {
  109067. data.x = e.clientX;
  109068. data.y = e.clientY;
  109069. }
  109070. }
  109071. };
  109072. VirtualJoystick.prototype._onPointerUp = function (e) {
  109073. if (this._joystickPointerID == e.pointerId) {
  109074. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109075. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109076. this._joystickPointerID = -1;
  109077. this.pressed = false;
  109078. }
  109079. else {
  109080. var touch = this._touches.get(e.pointerId.toString());
  109081. if (touch) {
  109082. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109083. }
  109084. }
  109085. this._deltaJoystickVector.x = 0;
  109086. this._deltaJoystickVector.y = 0;
  109087. this._touches.remove(e.pointerId.toString());
  109088. };
  109089. /**
  109090. * Change the color of the virtual joystick
  109091. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109092. */
  109093. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109094. this._joystickColor = newColor;
  109095. };
  109096. /**
  109097. * Defines a callback to call when the joystick is touched
  109098. * @param action defines the callback
  109099. */
  109100. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109101. this._action = action;
  109102. };
  109103. /**
  109104. * Defines which axis you'd like to control for left & right
  109105. * @param axis defines the axis to use
  109106. */
  109107. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109108. switch (axis) {
  109109. case JoystickAxis.X:
  109110. case JoystickAxis.Y:
  109111. case JoystickAxis.Z:
  109112. this._axisTargetedByLeftAndRight = axis;
  109113. break;
  109114. default:
  109115. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109116. break;
  109117. }
  109118. };
  109119. /**
  109120. * Defines which axis you'd like to control for up & down
  109121. * @param axis defines the axis to use
  109122. */
  109123. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109124. switch (axis) {
  109125. case JoystickAxis.X:
  109126. case JoystickAxis.Y:
  109127. case JoystickAxis.Z:
  109128. this._axisTargetedByUpAndDown = axis;
  109129. break;
  109130. default:
  109131. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109132. break;
  109133. }
  109134. };
  109135. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109136. var _this = this;
  109137. if (this.pressed) {
  109138. this._touches.forEach(function (key, touch) {
  109139. if (touch.pointerId === _this._joystickPointerID) {
  109140. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109141. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109142. VirtualJoystick.vjCanvasContext.beginPath();
  109143. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109144. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109145. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109146. VirtualJoystick.vjCanvasContext.stroke();
  109147. VirtualJoystick.vjCanvasContext.closePath();
  109148. VirtualJoystick.vjCanvasContext.beginPath();
  109149. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109150. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109151. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109152. VirtualJoystick.vjCanvasContext.stroke();
  109153. VirtualJoystick.vjCanvasContext.closePath();
  109154. VirtualJoystick.vjCanvasContext.beginPath();
  109155. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109156. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109157. VirtualJoystick.vjCanvasContext.stroke();
  109158. VirtualJoystick.vjCanvasContext.closePath();
  109159. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109160. }
  109161. else {
  109162. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109163. VirtualJoystick.vjCanvasContext.beginPath();
  109164. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109165. VirtualJoystick.vjCanvasContext.beginPath();
  109166. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109167. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109168. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109169. VirtualJoystick.vjCanvasContext.stroke();
  109170. VirtualJoystick.vjCanvasContext.closePath();
  109171. touch.prevX = touch.x;
  109172. touch.prevY = touch.y;
  109173. }
  109174. });
  109175. }
  109176. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109177. };
  109178. /**
  109179. * Release internal HTML canvas
  109180. */
  109181. VirtualJoystick.prototype.releaseCanvas = function () {
  109182. if (VirtualJoystick.vjCanvas) {
  109183. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109184. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109185. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109186. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109187. window.removeEventListener("resize", this._onResize);
  109188. document.body.removeChild(VirtualJoystick.vjCanvas);
  109189. VirtualJoystick.vjCanvas = null;
  109190. }
  109191. };
  109192. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109193. VirtualJoystick._globalJoystickIndex = 0;
  109194. return VirtualJoystick;
  109195. }());
  109196. BABYLON.VirtualJoystick = VirtualJoystick;
  109197. })(BABYLON || (BABYLON = {}));
  109198. //# sourceMappingURL=virtualJoystick.js.map
  109199. var BABYLON;
  109200. (function (BABYLON) {
  109201. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109202. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109203. });
  109204. /**
  109205. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  109206. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109207. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109208. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109209. */
  109210. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109211. __extends(VirtualJoysticksCamera, _super);
  109212. /**
  109213. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  109214. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109215. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109216. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109217. * @param name Define the name of the camera in the scene
  109218. * @param position Define the start position of the camera in the scene
  109219. * @param scene Define the scene the camera belongs to
  109220. */
  109221. function VirtualJoysticksCamera(name, position, scene) {
  109222. var _this = _super.call(this, name, position, scene) || this;
  109223. _this.inputs.addVirtualJoystick();
  109224. return _this;
  109225. }
  109226. /**
  109227. * Gets the current object class name.
  109228. * @return the class name
  109229. */
  109230. VirtualJoysticksCamera.prototype.getClassName = function () {
  109231. return "VirtualJoysticksCamera";
  109232. };
  109233. return VirtualJoysticksCamera;
  109234. }(BABYLON.FreeCamera));
  109235. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109236. })(BABYLON || (BABYLON = {}));
  109237. //# sourceMappingURL=virtualJoysticksCamera.js.map
  109238. var BABYLON;
  109239. (function (BABYLON) {
  109240. /**
  109241. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109242. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109243. */
  109244. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109245. function FreeCameraVirtualJoystickInput() {
  109246. }
  109247. /**
  109248. * Gets the left stick of the virtual joystick.
  109249. * @returns The virtual Joystick
  109250. */
  109251. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109252. return this._leftjoystick;
  109253. };
  109254. /**
  109255. * Gets the right stick of the virtual joystick.
  109256. * @returns The virtual Joystick
  109257. */
  109258. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109259. return this._rightjoystick;
  109260. };
  109261. /**
  109262. * Update the current camera state depending on the inputs that have been used this frame.
  109263. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109264. */
  109265. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109266. if (this._leftjoystick) {
  109267. var camera = this.camera;
  109268. var speed = camera._computeLocalCameraSpeed() * 50;
  109269. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109270. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109271. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109272. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109273. if (!this._leftjoystick.pressed) {
  109274. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109275. }
  109276. if (!this._rightjoystick.pressed) {
  109277. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109278. }
  109279. }
  109280. };
  109281. /**
  109282. * Attach the input controls to a specific dom element to get the input from.
  109283. * @param element Defines the element the controls should be listened from
  109284. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109285. */
  109286. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109287. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109288. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109289. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109290. this._leftjoystick.setJoystickSensibility(0.15);
  109291. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109292. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109293. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109294. this._rightjoystick.reverseUpDown = true;
  109295. this._rightjoystick.setJoystickSensibility(0.05);
  109296. this._rightjoystick.setJoystickColor("yellow");
  109297. };
  109298. /**
  109299. * Detach the current controls from the specified dom element.
  109300. * @param element Defines the element to stop listening the inputs from
  109301. */
  109302. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109303. this._leftjoystick.releaseCanvas();
  109304. this._rightjoystick.releaseCanvas();
  109305. };
  109306. /**
  109307. * Gets the class name of the current intput.
  109308. * @returns the class name
  109309. */
  109310. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109311. return "FreeCameraVirtualJoystickInput";
  109312. };
  109313. /**
  109314. * Get the friendly name associated with the input class.
  109315. * @returns the input friendly name
  109316. */
  109317. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109318. return "virtualJoystick";
  109319. };
  109320. return FreeCameraVirtualJoystickInput;
  109321. }());
  109322. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109323. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109324. })(BABYLON || (BABYLON = {}));
  109325. //# sourceMappingURL=freeCameraVirtualJoystickInput.js.map
  109326. var BABYLON;
  109327. (function (BABYLON) {
  109328. /**
  109329. * Class used to specify simplification options
  109330. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109331. */
  109332. var SimplificationSettings = /** @class */ (function () {
  109333. /**
  109334. * Creates a SimplificationSettings
  109335. * @param quality expected quality
  109336. * @param distance distance when this optimized version should be used
  109337. * @param optimizeMesh already optimized mesh
  109338. */
  109339. function SimplificationSettings(
  109340. /** expected quality */
  109341. quality,
  109342. /** distance when this optimized version should be used */
  109343. distance,
  109344. /** already optimized mesh */
  109345. optimizeMesh) {
  109346. this.quality = quality;
  109347. this.distance = distance;
  109348. this.optimizeMesh = optimizeMesh;
  109349. }
  109350. return SimplificationSettings;
  109351. }());
  109352. BABYLON.SimplificationSettings = SimplificationSettings;
  109353. /**
  109354. * Queue used to order the simplification tasks
  109355. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109356. */
  109357. var SimplificationQueue = /** @class */ (function () {
  109358. /**
  109359. * Creates a new queue
  109360. */
  109361. function SimplificationQueue() {
  109362. this.running = false;
  109363. this._simplificationArray = [];
  109364. }
  109365. /**
  109366. * Adds a new simplification task
  109367. * @param task defines a task to add
  109368. */
  109369. SimplificationQueue.prototype.addTask = function (task) {
  109370. this._simplificationArray.push(task);
  109371. };
  109372. /**
  109373. * Execute next task
  109374. */
  109375. SimplificationQueue.prototype.executeNext = function () {
  109376. var task = this._simplificationArray.pop();
  109377. if (task) {
  109378. this.running = true;
  109379. this.runSimplification(task);
  109380. }
  109381. else {
  109382. this.running = false;
  109383. }
  109384. };
  109385. /**
  109386. * Execute a simplification task
  109387. * @param task defines the task to run
  109388. */
  109389. SimplificationQueue.prototype.runSimplification = function (task) {
  109390. var _this = this;
  109391. if (task.parallelProcessing) {
  109392. //parallel simplifier
  109393. task.settings.forEach(function (setting) {
  109394. var simplifier = _this.getSimplifier(task);
  109395. simplifier.simplify(setting, function (newMesh) {
  109396. task.mesh.addLODLevel(setting.distance, newMesh);
  109397. newMesh.isVisible = true;
  109398. //check if it is the last
  109399. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109400. //all done, run the success callback.
  109401. task.successCallback();
  109402. }
  109403. _this.executeNext();
  109404. });
  109405. });
  109406. }
  109407. else {
  109408. //single simplifier.
  109409. var simplifier = this.getSimplifier(task);
  109410. var runDecimation = function (setting, callback) {
  109411. simplifier.simplify(setting, function (newMesh) {
  109412. task.mesh.addLODLevel(setting.distance, newMesh);
  109413. newMesh.isVisible = true;
  109414. //run the next quality level
  109415. callback();
  109416. });
  109417. };
  109418. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109419. runDecimation(task.settings[loop.index], function () {
  109420. loop.executeNext();
  109421. });
  109422. }, function () {
  109423. //execution ended, run the success callback.
  109424. if (task.successCallback) {
  109425. task.successCallback();
  109426. }
  109427. _this.executeNext();
  109428. });
  109429. }
  109430. };
  109431. SimplificationQueue.prototype.getSimplifier = function (task) {
  109432. switch (task.simplificationType) {
  109433. case SimplificationType.QUADRATIC:
  109434. default:
  109435. return new QuadraticErrorSimplification(task.mesh);
  109436. }
  109437. };
  109438. return SimplificationQueue;
  109439. }());
  109440. BABYLON.SimplificationQueue = SimplificationQueue;
  109441. /**
  109442. * The implemented types of simplification
  109443. * At the moment only Quadratic Error Decimation is implemented
  109444. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109445. */
  109446. var SimplificationType;
  109447. (function (SimplificationType) {
  109448. /** Quadratic error decimation */
  109449. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109450. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109451. var DecimationTriangle = /** @class */ (function () {
  109452. function DecimationTriangle(vertices) {
  109453. this.vertices = vertices;
  109454. this.error = new Array(4);
  109455. this.deleted = false;
  109456. this.isDirty = false;
  109457. this.deletePending = false;
  109458. this.borderFactor = 0;
  109459. }
  109460. return DecimationTriangle;
  109461. }());
  109462. var DecimationVertex = /** @class */ (function () {
  109463. function DecimationVertex(position, id) {
  109464. this.position = position;
  109465. this.id = id;
  109466. this.isBorder = true;
  109467. this.q = new QuadraticMatrix();
  109468. this.triangleCount = 0;
  109469. this.triangleStart = 0;
  109470. this.originalOffsets = [];
  109471. }
  109472. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109473. this.position.copyFrom(newPosition);
  109474. };
  109475. return DecimationVertex;
  109476. }());
  109477. var QuadraticMatrix = /** @class */ (function () {
  109478. function QuadraticMatrix(data) {
  109479. this.data = new Array(10);
  109480. for (var i = 0; i < 10; ++i) {
  109481. if (data && data[i]) {
  109482. this.data[i] = data[i];
  109483. }
  109484. else {
  109485. this.data[i] = 0;
  109486. }
  109487. }
  109488. }
  109489. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109490. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109491. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109492. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109493. return det;
  109494. };
  109495. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109496. for (var i = 0; i < 10; ++i) {
  109497. this.data[i] += matrix.data[i];
  109498. }
  109499. };
  109500. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109501. for (var i = 0; i < 10; ++i) {
  109502. this.data[i] += data[i];
  109503. }
  109504. };
  109505. QuadraticMatrix.prototype.add = function (matrix) {
  109506. var m = new QuadraticMatrix();
  109507. for (var i = 0; i < 10; ++i) {
  109508. m.data[i] = this.data[i] + matrix.data[i];
  109509. }
  109510. return m;
  109511. };
  109512. QuadraticMatrix.FromData = function (a, b, c, d) {
  109513. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109514. };
  109515. //returning an array to avoid garbage collection
  109516. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109517. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109518. };
  109519. return QuadraticMatrix;
  109520. }());
  109521. var Reference = /** @class */ (function () {
  109522. function Reference(vertexId, triangleId) {
  109523. this.vertexId = vertexId;
  109524. this.triangleId = triangleId;
  109525. }
  109526. return Reference;
  109527. }());
  109528. /**
  109529. * An implementation of the Quadratic Error simplification algorithm.
  109530. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109531. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109532. * @author RaananW
  109533. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109534. */
  109535. var QuadraticErrorSimplification = /** @class */ (function () {
  109536. function QuadraticErrorSimplification(_mesh) {
  109537. this._mesh = _mesh;
  109538. this.syncIterations = 5000;
  109539. this.aggressiveness = 7;
  109540. this.decimationIterations = 100;
  109541. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109542. }
  109543. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109544. var _this = this;
  109545. this.initDecimatedMesh();
  109546. //iterating through the submeshes array, one after the other.
  109547. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109548. _this.initWithMesh(loop.index, function () {
  109549. _this.runDecimation(settings, loop.index, function () {
  109550. loop.executeNext();
  109551. });
  109552. }, settings.optimizeMesh);
  109553. }, function () {
  109554. setTimeout(function () {
  109555. successCallback(_this._reconstructedMesh);
  109556. }, 0);
  109557. });
  109558. };
  109559. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109560. var _this = this;
  109561. var targetCount = ~~(this.triangles.length * settings.quality);
  109562. var deletedTriangles = 0;
  109563. var triangleCount = this.triangles.length;
  109564. var iterationFunction = function (iteration, callback) {
  109565. setTimeout(function () {
  109566. if (iteration % 5 === 0) {
  109567. _this.updateMesh(iteration === 0);
  109568. }
  109569. for (var i = 0; i < _this.triangles.length; ++i) {
  109570. _this.triangles[i].isDirty = false;
  109571. }
  109572. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109573. var trianglesIterator = function (i) {
  109574. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109575. var t = _this.triangles[tIdx];
  109576. if (!t) {
  109577. return;
  109578. }
  109579. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109580. return;
  109581. }
  109582. for (var j = 0; j < 3; ++j) {
  109583. if (t.error[j] < threshold) {
  109584. var deleted0 = [];
  109585. var deleted1 = [];
  109586. var v0 = t.vertices[j];
  109587. var v1 = t.vertices[(j + 1) % 3];
  109588. if (v0.isBorder || v1.isBorder) {
  109589. continue;
  109590. }
  109591. var p = BABYLON.Vector3.Zero();
  109592. var n = BABYLON.Vector3.Zero();
  109593. var uv = BABYLON.Vector2.Zero();
  109594. var color = new BABYLON.Color4(0, 0, 0, 1);
  109595. _this.calculateError(v0, v1, p, n, uv, color);
  109596. var delTr = new Array();
  109597. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109598. continue;
  109599. }
  109600. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109601. continue;
  109602. }
  109603. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109604. continue;
  109605. }
  109606. var uniqueArray = new Array();
  109607. delTr.forEach(function (deletedT) {
  109608. if (uniqueArray.indexOf(deletedT) === -1) {
  109609. deletedT.deletePending = true;
  109610. uniqueArray.push(deletedT);
  109611. }
  109612. });
  109613. if (uniqueArray.length % 2 !== 0) {
  109614. continue;
  109615. }
  109616. v0.q = v1.q.add(v0.q);
  109617. v0.updatePosition(p);
  109618. var tStart = _this.references.length;
  109619. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109620. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109621. var tCount = _this.references.length - tStart;
  109622. if (tCount <= v0.triangleCount) {
  109623. if (tCount) {
  109624. for (var c = 0; c < tCount; c++) {
  109625. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109626. }
  109627. }
  109628. }
  109629. else {
  109630. v0.triangleStart = tStart;
  109631. }
  109632. v0.triangleCount = tCount;
  109633. break;
  109634. }
  109635. }
  109636. };
  109637. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109638. }, 0);
  109639. };
  109640. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109641. if (triangleCount - deletedTriangles <= targetCount) {
  109642. loop.breakLoop();
  109643. }
  109644. else {
  109645. iterationFunction(loop.index, function () {
  109646. loop.executeNext();
  109647. });
  109648. }
  109649. }, function () {
  109650. setTimeout(function () {
  109651. //reconstruct this part of the mesh
  109652. _this.reconstructMesh(submeshIndex);
  109653. successCallback();
  109654. }, 0);
  109655. });
  109656. };
  109657. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109658. var _this = this;
  109659. this.vertices = [];
  109660. this.triangles = [];
  109661. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109662. var indices = this._mesh.getIndices();
  109663. var submesh = this._mesh.subMeshes[submeshIndex];
  109664. var findInVertices = function (positionToSearch) {
  109665. if (optimizeMesh) {
  109666. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109667. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109668. return _this.vertices[ii];
  109669. }
  109670. }
  109671. }
  109672. return null;
  109673. };
  109674. var vertexReferences = [];
  109675. var vertexInit = function (i) {
  109676. if (!positionData) {
  109677. return;
  109678. }
  109679. var offset = i + submesh.verticesStart;
  109680. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109681. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109682. vertex.originalOffsets.push(offset);
  109683. if (vertex.id === _this.vertices.length) {
  109684. _this.vertices.push(vertex);
  109685. }
  109686. vertexReferences.push(vertex.id);
  109687. };
  109688. //var totalVertices = mesh.getTotalVertices();
  109689. var totalVertices = submesh.verticesCount;
  109690. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109691. var indicesInit = function (i) {
  109692. if (!indices) {
  109693. return;
  109694. }
  109695. var offset = (submesh.indexStart / 3) + i;
  109696. var pos = (offset * 3);
  109697. var i0 = indices[pos + 0];
  109698. var i1 = indices[pos + 1];
  109699. var i2 = indices[pos + 2];
  109700. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109701. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109702. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109703. var triangle = new DecimationTriangle([v0, v1, v2]);
  109704. triangle.originalOffset = pos;
  109705. _this.triangles.push(triangle);
  109706. };
  109707. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109708. _this.init(callback);
  109709. });
  109710. });
  109711. };
  109712. QuadraticErrorSimplification.prototype.init = function (callback) {
  109713. var _this = this;
  109714. var triangleInit1 = function (i) {
  109715. var t = _this.triangles[i];
  109716. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109717. for (var j = 0; j < 3; j++) {
  109718. 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))));
  109719. }
  109720. };
  109721. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109722. var triangleInit2 = function (i) {
  109723. var t = _this.triangles[i];
  109724. for (var j = 0; j < 3; ++j) {
  109725. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109726. }
  109727. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109728. };
  109729. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109730. callback();
  109731. });
  109732. });
  109733. };
  109734. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109735. var newTriangles = [];
  109736. var i;
  109737. for (i = 0; i < this.vertices.length; ++i) {
  109738. this.vertices[i].triangleCount = 0;
  109739. }
  109740. var t;
  109741. var j;
  109742. for (i = 0; i < this.triangles.length; ++i) {
  109743. if (!this.triangles[i].deleted) {
  109744. t = this.triangles[i];
  109745. for (j = 0; j < 3; ++j) {
  109746. t.vertices[j].triangleCount = 1;
  109747. }
  109748. newTriangles.push(t);
  109749. }
  109750. }
  109751. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109752. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109753. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109754. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109755. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109756. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109757. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109758. var vertexCount = 0;
  109759. for (i = 0; i < this.vertices.length; ++i) {
  109760. var vertex = this.vertices[i];
  109761. vertex.id = vertexCount;
  109762. if (vertex.triangleCount) {
  109763. vertex.originalOffsets.forEach(function (originalOffset) {
  109764. if (!normalData) {
  109765. return;
  109766. }
  109767. newPositionData.push(vertex.position.x);
  109768. newPositionData.push(vertex.position.y);
  109769. newPositionData.push(vertex.position.z);
  109770. newNormalData.push(normalData[originalOffset * 3]);
  109771. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109772. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109773. if (uvs && uvs.length) {
  109774. newUVsData.push(uvs[(originalOffset * 2)]);
  109775. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109776. }
  109777. else if (colorsData && colorsData.length) {
  109778. newColorsData.push(colorsData[(originalOffset * 4)]);
  109779. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109780. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109781. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109782. }
  109783. ++vertexCount;
  109784. });
  109785. }
  109786. }
  109787. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109788. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109789. var submeshesArray = this._reconstructedMesh.subMeshes;
  109790. this._reconstructedMesh.subMeshes = [];
  109791. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109792. var originalIndices = this._mesh.getIndices();
  109793. for (i = 0; i < newTriangles.length; ++i) {
  109794. t = newTriangles[i]; //now get the new referencing point for each vertex
  109795. [0, 1, 2].forEach(function (idx) {
  109796. var id = originalIndices[t.originalOffset + idx];
  109797. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109798. if (offset < 0) {
  109799. offset = 0;
  109800. }
  109801. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109802. });
  109803. }
  109804. //overwriting the old vertex buffers and indices.
  109805. this._reconstructedMesh.setIndices(newIndicesArray);
  109806. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109807. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109808. if (newUVsData.length > 0) {
  109809. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109810. }
  109811. if (newColorsData.length > 0) {
  109812. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109813. }
  109814. //create submesh
  109815. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109816. if (submeshIndex > 0) {
  109817. this._reconstructedMesh.subMeshes = [];
  109818. submeshesArray.forEach(function (submesh) {
  109819. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109820. });
  109821. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109822. }
  109823. };
  109824. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109825. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109826. this._reconstructedMesh.material = this._mesh.material;
  109827. this._reconstructedMesh.parent = this._mesh.parent;
  109828. this._reconstructedMesh.isVisible = false;
  109829. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109830. };
  109831. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109832. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109833. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109834. if (t.deleted) {
  109835. continue;
  109836. }
  109837. var s = this.references[vertex1.triangleStart + i].vertexId;
  109838. var v1 = t.vertices[(s + 1) % 3];
  109839. var v2 = t.vertices[(s + 2) % 3];
  109840. if ((v1 === vertex2 || v2 === vertex2)) {
  109841. deletedArray[i] = true;
  109842. delTr.push(t);
  109843. continue;
  109844. }
  109845. var d1 = v1.position.subtract(point);
  109846. d1 = d1.normalize();
  109847. var d2 = v2.position.subtract(point);
  109848. d2 = d2.normalize();
  109849. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109850. return true;
  109851. }
  109852. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109853. deletedArray[i] = false;
  109854. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109855. return true;
  109856. }
  109857. }
  109858. return false;
  109859. };
  109860. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109861. var newDeleted = deletedTriangles;
  109862. for (var i = 0; i < vertex.triangleCount; ++i) {
  109863. var ref = this.references[vertex.triangleStart + i];
  109864. var t = this.triangles[ref.triangleId];
  109865. if (t.deleted) {
  109866. continue;
  109867. }
  109868. if (deletedArray[i] && t.deletePending) {
  109869. t.deleted = true;
  109870. newDeleted++;
  109871. continue;
  109872. }
  109873. t.vertices[ref.vertexId] = origVertex;
  109874. t.isDirty = true;
  109875. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109876. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  109877. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  109878. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109879. this.references.push(ref);
  109880. }
  109881. return newDeleted;
  109882. };
  109883. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  109884. for (var i = 0; i < this.vertices.length; ++i) {
  109885. var vCount = [];
  109886. var vId = [];
  109887. var v = this.vertices[i];
  109888. var j;
  109889. for (j = 0; j < v.triangleCount; ++j) {
  109890. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  109891. for (var ii = 0; ii < 3; ii++) {
  109892. var ofs = 0;
  109893. var vv = triangle.vertices[ii];
  109894. while (ofs < vCount.length) {
  109895. if (vId[ofs] === vv.id) {
  109896. break;
  109897. }
  109898. ++ofs;
  109899. }
  109900. if (ofs === vCount.length) {
  109901. vCount.push(1);
  109902. vId.push(vv.id);
  109903. }
  109904. else {
  109905. vCount[ofs]++;
  109906. }
  109907. }
  109908. }
  109909. for (j = 0; j < vCount.length; ++j) {
  109910. if (vCount[j] === 1) {
  109911. this.vertices[vId[j]].isBorder = true;
  109912. }
  109913. else {
  109914. this.vertices[vId[j]].isBorder = false;
  109915. }
  109916. }
  109917. }
  109918. };
  109919. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  109920. if (identifyBorders === void 0) { identifyBorders = false; }
  109921. var i;
  109922. if (!identifyBorders) {
  109923. var newTrianglesVector = [];
  109924. for (i = 0; i < this.triangles.length; ++i) {
  109925. if (!this.triangles[i].deleted) {
  109926. newTrianglesVector.push(this.triangles[i]);
  109927. }
  109928. }
  109929. this.triangles = newTrianglesVector;
  109930. }
  109931. for (i = 0; i < this.vertices.length; ++i) {
  109932. this.vertices[i].triangleCount = 0;
  109933. this.vertices[i].triangleStart = 0;
  109934. }
  109935. var t;
  109936. var j;
  109937. var v;
  109938. for (i = 0; i < this.triangles.length; ++i) {
  109939. t = this.triangles[i];
  109940. for (j = 0; j < 3; ++j) {
  109941. v = t.vertices[j];
  109942. v.triangleCount++;
  109943. }
  109944. }
  109945. var tStart = 0;
  109946. for (i = 0; i < this.vertices.length; ++i) {
  109947. this.vertices[i].triangleStart = tStart;
  109948. tStart += this.vertices[i].triangleCount;
  109949. this.vertices[i].triangleCount = 0;
  109950. }
  109951. var newReferences = new Array(this.triangles.length * 3);
  109952. for (i = 0; i < this.triangles.length; ++i) {
  109953. t = this.triangles[i];
  109954. for (j = 0; j < 3; ++j) {
  109955. v = t.vertices[j];
  109956. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  109957. v.triangleCount++;
  109958. }
  109959. }
  109960. this.references = newReferences;
  109961. if (identifyBorders) {
  109962. this.identifyBorder();
  109963. }
  109964. };
  109965. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  109966. var x = point.x;
  109967. var y = point.y;
  109968. var z = point.z;
  109969. 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
  109970. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  109971. };
  109972. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  109973. var q = vertex1.q.add(vertex2.q);
  109974. var border = vertex1.isBorder && vertex2.isBorder;
  109975. var error = 0;
  109976. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  109977. if (qDet !== 0 && !border) {
  109978. if (!pointResult) {
  109979. pointResult = BABYLON.Vector3.Zero();
  109980. }
  109981. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  109982. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  109983. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  109984. error = this.vertexError(q, pointResult);
  109985. }
  109986. else {
  109987. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  109988. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  109989. var error1 = this.vertexError(q, vertex1.position);
  109990. var error2 = this.vertexError(q, vertex2.position);
  109991. var error3 = this.vertexError(q, p3);
  109992. error = Math.min(error1, error2, error3);
  109993. if (error === error1) {
  109994. if (pointResult) {
  109995. pointResult.copyFrom(vertex1.position);
  109996. }
  109997. }
  109998. else if (error === error2) {
  109999. if (pointResult) {
  110000. pointResult.copyFrom(vertex2.position);
  110001. }
  110002. }
  110003. else {
  110004. if (pointResult) {
  110005. pointResult.copyFrom(p3);
  110006. }
  110007. }
  110008. }
  110009. return error;
  110010. };
  110011. return QuadraticErrorSimplification;
  110012. }());
  110013. })(BABYLON || (BABYLON = {}));
  110014. //# sourceMappingURL=meshSimplification.js.map
  110015. var BABYLON;
  110016. (function (BABYLON) {
  110017. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110018. get: function () {
  110019. if (!this._simplificationQueue) {
  110020. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110021. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110022. if (!component) {
  110023. component = new SimplicationQueueSceneComponent(this);
  110024. this._addComponent(component);
  110025. }
  110026. }
  110027. return this._simplificationQueue;
  110028. },
  110029. set: function (value) {
  110030. this._simplificationQueue = value;
  110031. },
  110032. enumerable: true,
  110033. configurable: true
  110034. });
  110035. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110036. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110037. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110038. this.getScene().simplificationQueue.addTask({
  110039. settings: settings,
  110040. parallelProcessing: parallelProcessing,
  110041. mesh: this,
  110042. simplificationType: simplificationType,
  110043. successCallback: successCallback
  110044. });
  110045. return this;
  110046. };
  110047. /**
  110048. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110049. * created in a scene
  110050. */
  110051. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110052. /**
  110053. * Creates a new instance of the component for the given scene
  110054. * @param scene Defines the scene to register the component in
  110055. */
  110056. function SimplicationQueueSceneComponent(scene) {
  110057. /**
  110058. * The component name helpfull to identify the component in the list of scene components.
  110059. */
  110060. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110061. this.scene = scene;
  110062. }
  110063. /**
  110064. * Registers the component in a given scene
  110065. */
  110066. SimplicationQueueSceneComponent.prototype.register = function () {
  110067. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110068. };
  110069. /**
  110070. * Rebuilds the elements related to this component in case of
  110071. * context lost for instance.
  110072. */
  110073. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110074. // Nothing to do for this component
  110075. };
  110076. /**
  110077. * Disposes the component and the associated ressources
  110078. */
  110079. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110080. // Nothing to do for this component
  110081. };
  110082. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110083. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110084. this.scene._simplificationQueue.executeNext();
  110085. }
  110086. };
  110087. return SimplicationQueueSceneComponent;
  110088. }());
  110089. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110090. })(BABYLON || (BABYLON = {}));
  110091. //# sourceMappingURL=meshSimplificationSceneComponent.js.map
  110092. var BABYLON;
  110093. (function (BABYLON) {
  110094. /**
  110095. * Class used to represent a specific level of detail of a mesh
  110096. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110097. */
  110098. var MeshLODLevel = /** @class */ (function () {
  110099. /**
  110100. * Creates a new LOD level
  110101. * @param distance defines the distance where this level should star being displayed
  110102. * @param mesh defines the mesh to use to render this level
  110103. */
  110104. function MeshLODLevel(
  110105. /** Defines the distance where this level should star being displayed */
  110106. distance,
  110107. /** Defines the mesh to use to render this level */
  110108. mesh) {
  110109. this.distance = distance;
  110110. this.mesh = mesh;
  110111. }
  110112. return MeshLODLevel;
  110113. }());
  110114. BABYLON.MeshLODLevel = MeshLODLevel;
  110115. })(BABYLON || (BABYLON = {}));
  110116. //# sourceMappingURL=meshLODLevel.js.map
  110117. var BABYLON;
  110118. (function (BABYLON) {
  110119. /**
  110120. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110121. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110122. */
  110123. var SceneOptimization = /** @class */ (function () {
  110124. /**
  110125. * Creates the SceneOptimization object
  110126. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110127. * @param desc defines the description associated with the optimization
  110128. */
  110129. function SceneOptimization(
  110130. /**
  110131. * Defines the priority of this optimization (0 by default which means first in the list)
  110132. */
  110133. priority) {
  110134. if (priority === void 0) { priority = 0; }
  110135. this.priority = priority;
  110136. }
  110137. /**
  110138. * Gets a string describing the action executed by the current optimization
  110139. * @returns description string
  110140. */
  110141. SceneOptimization.prototype.getDescription = function () {
  110142. return "";
  110143. };
  110144. /**
  110145. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110146. * @param scene defines the current scene where to apply this optimization
  110147. * @param optimizer defines the current optimizer
  110148. * @returns true if everything that can be done was applied
  110149. */
  110150. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110151. return true;
  110152. };
  110153. return SceneOptimization;
  110154. }());
  110155. BABYLON.SceneOptimization = SceneOptimization;
  110156. /**
  110157. * Defines an optimization used to reduce the size of render target textures
  110158. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110159. */
  110160. var TextureOptimization = /** @class */ (function (_super) {
  110161. __extends(TextureOptimization, _super);
  110162. /**
  110163. * Creates the TextureOptimization object
  110164. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110165. * @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
  110166. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110167. */
  110168. function TextureOptimization(
  110169. /**
  110170. * Defines the priority of this optimization (0 by default which means first in the list)
  110171. */
  110172. priority,
  110173. /**
  110174. * 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
  110175. */
  110176. maximumSize,
  110177. /**
  110178. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110179. */
  110180. step) {
  110181. if (priority === void 0) { priority = 0; }
  110182. if (maximumSize === void 0) { maximumSize = 1024; }
  110183. if (step === void 0) { step = 0.5; }
  110184. var _this = _super.call(this, priority) || this;
  110185. _this.priority = priority;
  110186. _this.maximumSize = maximumSize;
  110187. _this.step = step;
  110188. return _this;
  110189. }
  110190. /**
  110191. * Gets a string describing the action executed by the current optimization
  110192. * @returns description string
  110193. */
  110194. TextureOptimization.prototype.getDescription = function () {
  110195. return "Reducing render target texture size to " + this.maximumSize;
  110196. };
  110197. /**
  110198. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110199. * @param scene defines the current scene where to apply this optimization
  110200. * @param optimizer defines the current optimizer
  110201. * @returns true if everything that can be done was applied
  110202. */
  110203. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110204. var allDone = true;
  110205. for (var index = 0; index < scene.textures.length; index++) {
  110206. var texture = scene.textures[index];
  110207. if (!texture.canRescale || texture.getContext) {
  110208. continue;
  110209. }
  110210. var currentSize = texture.getSize();
  110211. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110212. if (maxDimension > this.maximumSize) {
  110213. texture.scale(this.step);
  110214. allDone = false;
  110215. }
  110216. }
  110217. return allDone;
  110218. };
  110219. return TextureOptimization;
  110220. }(SceneOptimization));
  110221. BABYLON.TextureOptimization = TextureOptimization;
  110222. /**
  110223. * Defines an optimization used to increase or decrease the rendering resolution
  110224. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110225. */
  110226. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110227. __extends(HardwareScalingOptimization, _super);
  110228. /**
  110229. * Creates the HardwareScalingOptimization object
  110230. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110231. * @param maximumScale defines the maximum scale to use (2 by default)
  110232. * @param step defines the step to use between two passes (0.5 by default)
  110233. */
  110234. function HardwareScalingOptimization(
  110235. /**
  110236. * Defines the priority of this optimization (0 by default which means first in the list)
  110237. */
  110238. priority,
  110239. /**
  110240. * Defines the maximum scale to use (2 by default)
  110241. */
  110242. maximumScale,
  110243. /**
  110244. * Defines the step to use between two passes (0.5 by default)
  110245. */
  110246. step) {
  110247. if (priority === void 0) { priority = 0; }
  110248. if (maximumScale === void 0) { maximumScale = 2; }
  110249. if (step === void 0) { step = 0.25; }
  110250. var _this = _super.call(this, priority) || this;
  110251. _this.priority = priority;
  110252. _this.maximumScale = maximumScale;
  110253. _this.step = step;
  110254. _this._currentScale = -1;
  110255. _this._directionOffset = 1;
  110256. return _this;
  110257. }
  110258. /**
  110259. * Gets a string describing the action executed by the current optimization
  110260. * @return description string
  110261. */
  110262. HardwareScalingOptimization.prototype.getDescription = function () {
  110263. return "Setting hardware scaling level to " + this._currentScale;
  110264. };
  110265. /**
  110266. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110267. * @param scene defines the current scene where to apply this optimization
  110268. * @param optimizer defines the current optimizer
  110269. * @returns true if everything that can be done was applied
  110270. */
  110271. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110272. if (this._currentScale === -1) {
  110273. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110274. if (this._currentScale > this.maximumScale) {
  110275. this._directionOffset = -1;
  110276. }
  110277. }
  110278. this._currentScale += this._directionOffset * this.step;
  110279. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110280. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110281. };
  110282. return HardwareScalingOptimization;
  110283. }(SceneOptimization));
  110284. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110285. /**
  110286. * Defines an optimization used to remove shadows
  110287. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110288. */
  110289. var ShadowsOptimization = /** @class */ (function (_super) {
  110290. __extends(ShadowsOptimization, _super);
  110291. function ShadowsOptimization() {
  110292. return _super !== null && _super.apply(this, arguments) || this;
  110293. }
  110294. /**
  110295. * Gets a string describing the action executed by the current optimization
  110296. * @return description string
  110297. */
  110298. ShadowsOptimization.prototype.getDescription = function () {
  110299. return "Turning shadows on/off";
  110300. };
  110301. /**
  110302. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110303. * @param scene defines the current scene where to apply this optimization
  110304. * @param optimizer defines the current optimizer
  110305. * @returns true if everything that can be done was applied
  110306. */
  110307. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110308. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110309. return true;
  110310. };
  110311. return ShadowsOptimization;
  110312. }(SceneOptimization));
  110313. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110314. /**
  110315. * Defines an optimization used to turn post-processes off
  110316. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110317. */
  110318. var PostProcessesOptimization = /** @class */ (function (_super) {
  110319. __extends(PostProcessesOptimization, _super);
  110320. function PostProcessesOptimization() {
  110321. return _super !== null && _super.apply(this, arguments) || this;
  110322. }
  110323. /**
  110324. * Gets a string describing the action executed by the current optimization
  110325. * @return description string
  110326. */
  110327. PostProcessesOptimization.prototype.getDescription = function () {
  110328. return "Turning post-processes on/off";
  110329. };
  110330. /**
  110331. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110332. * @param scene defines the current scene where to apply this optimization
  110333. * @param optimizer defines the current optimizer
  110334. * @returns true if everything that can be done was applied
  110335. */
  110336. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110337. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110338. return true;
  110339. };
  110340. return PostProcessesOptimization;
  110341. }(SceneOptimization));
  110342. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110343. /**
  110344. * Defines an optimization used to turn lens flares off
  110345. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110346. */
  110347. var LensFlaresOptimization = /** @class */ (function (_super) {
  110348. __extends(LensFlaresOptimization, _super);
  110349. function LensFlaresOptimization() {
  110350. return _super !== null && _super.apply(this, arguments) || this;
  110351. }
  110352. /**
  110353. * Gets a string describing the action executed by the current optimization
  110354. * @return description string
  110355. */
  110356. LensFlaresOptimization.prototype.getDescription = function () {
  110357. return "Turning lens flares on/off";
  110358. };
  110359. /**
  110360. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110361. * @param scene defines the current scene where to apply this optimization
  110362. * @param optimizer defines the current optimizer
  110363. * @returns true if everything that can be done was applied
  110364. */
  110365. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110366. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110367. return true;
  110368. };
  110369. return LensFlaresOptimization;
  110370. }(SceneOptimization));
  110371. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110372. /**
  110373. * Defines an optimization based on user defined callback.
  110374. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110375. */
  110376. var CustomOptimization = /** @class */ (function (_super) {
  110377. __extends(CustomOptimization, _super);
  110378. function CustomOptimization() {
  110379. return _super !== null && _super.apply(this, arguments) || this;
  110380. }
  110381. /**
  110382. * Gets a string describing the action executed by the current optimization
  110383. * @returns description string
  110384. */
  110385. CustomOptimization.prototype.getDescription = function () {
  110386. if (this.onGetDescription) {
  110387. return this.onGetDescription();
  110388. }
  110389. return "Running user defined callback";
  110390. };
  110391. /**
  110392. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110393. * @param scene defines the current scene where to apply this optimization
  110394. * @param optimizer defines the current optimizer
  110395. * @returns true if everything that can be done was applied
  110396. */
  110397. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110398. if (this.onApply) {
  110399. return this.onApply(scene, optimizer);
  110400. }
  110401. return true;
  110402. };
  110403. return CustomOptimization;
  110404. }(SceneOptimization));
  110405. BABYLON.CustomOptimization = CustomOptimization;
  110406. /**
  110407. * Defines an optimization used to turn particles off
  110408. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110409. */
  110410. var ParticlesOptimization = /** @class */ (function (_super) {
  110411. __extends(ParticlesOptimization, _super);
  110412. function ParticlesOptimization() {
  110413. return _super !== null && _super.apply(this, arguments) || this;
  110414. }
  110415. /**
  110416. * Gets a string describing the action executed by the current optimization
  110417. * @return description string
  110418. */
  110419. ParticlesOptimization.prototype.getDescription = function () {
  110420. return "Turning particles on/off";
  110421. };
  110422. /**
  110423. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110424. * @param scene defines the current scene where to apply this optimization
  110425. * @param optimizer defines the current optimizer
  110426. * @returns true if everything that can be done was applied
  110427. */
  110428. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110429. scene.particlesEnabled = optimizer.isInImprovementMode;
  110430. return true;
  110431. };
  110432. return ParticlesOptimization;
  110433. }(SceneOptimization));
  110434. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110435. /**
  110436. * Defines an optimization used to turn render targets off
  110437. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110438. */
  110439. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110440. __extends(RenderTargetsOptimization, _super);
  110441. function RenderTargetsOptimization() {
  110442. return _super !== null && _super.apply(this, arguments) || this;
  110443. }
  110444. /**
  110445. * Gets a string describing the action executed by the current optimization
  110446. * @return description string
  110447. */
  110448. RenderTargetsOptimization.prototype.getDescription = function () {
  110449. return "Turning render targets off";
  110450. };
  110451. /**
  110452. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110453. * @param scene defines the current scene where to apply this optimization
  110454. * @param optimizer defines the current optimizer
  110455. * @returns true if everything that can be done was applied
  110456. */
  110457. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110458. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110459. return true;
  110460. };
  110461. return RenderTargetsOptimization;
  110462. }(SceneOptimization));
  110463. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110464. /**
  110465. * Defines an optimization used to merge meshes with compatible materials
  110466. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110467. */
  110468. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110469. __extends(MergeMeshesOptimization, _super);
  110470. function MergeMeshesOptimization() {
  110471. var _this = _super !== null && _super.apply(this, arguments) || this;
  110472. _this._canBeMerged = function (abstractMesh) {
  110473. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110474. return false;
  110475. }
  110476. var mesh = abstractMesh;
  110477. if (mesh.isDisposed()) {
  110478. return false;
  110479. }
  110480. if (!mesh.isVisible || !mesh.isEnabled()) {
  110481. return false;
  110482. }
  110483. if (mesh.instances.length > 0) {
  110484. return false;
  110485. }
  110486. if (mesh.skeleton || mesh.hasLODLevels) {
  110487. return false;
  110488. }
  110489. return true;
  110490. };
  110491. return _this;
  110492. }
  110493. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110494. /**
  110495. * Gets or sets a boolean which defines if optimization octree has to be updated
  110496. */
  110497. get: function () {
  110498. return MergeMeshesOptimization._UpdateSelectionTree;
  110499. },
  110500. /**
  110501. * Gets or sets a boolean which defines if optimization octree has to be updated
  110502. */
  110503. set: function (value) {
  110504. MergeMeshesOptimization._UpdateSelectionTree = value;
  110505. },
  110506. enumerable: true,
  110507. configurable: true
  110508. });
  110509. /**
  110510. * Gets a string describing the action executed by the current optimization
  110511. * @return description string
  110512. */
  110513. MergeMeshesOptimization.prototype.getDescription = function () {
  110514. return "Merging similar meshes together";
  110515. };
  110516. /**
  110517. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110518. * @param scene defines the current scene where to apply this optimization
  110519. * @param optimizer defines the current optimizer
  110520. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110521. * @returns true if everything that can be done was applied
  110522. */
  110523. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110524. var globalPool = scene.meshes.slice(0);
  110525. var globalLength = globalPool.length;
  110526. for (var index = 0; index < globalLength; index++) {
  110527. var currentPool = new Array();
  110528. var current = globalPool[index];
  110529. // Checks
  110530. if (!this._canBeMerged(current)) {
  110531. continue;
  110532. }
  110533. currentPool.push(current);
  110534. // Find compatible meshes
  110535. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110536. var otherMesh = globalPool[subIndex];
  110537. if (!this._canBeMerged(otherMesh)) {
  110538. continue;
  110539. }
  110540. if (otherMesh.material !== current.material) {
  110541. continue;
  110542. }
  110543. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110544. continue;
  110545. }
  110546. currentPool.push(otherMesh);
  110547. globalLength--;
  110548. globalPool.splice(subIndex, 1);
  110549. subIndex--;
  110550. }
  110551. if (currentPool.length < 2) {
  110552. continue;
  110553. }
  110554. // Merge meshes
  110555. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110556. }
  110557. // Call the octree system optimization if it is defined.
  110558. var sceneAsAny = scene;
  110559. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110560. if (updateSelectionTree != undefined) {
  110561. if (updateSelectionTree) {
  110562. sceneAsAny.createOrUpdateSelectionOctree();
  110563. }
  110564. }
  110565. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110566. sceneAsAny.createOrUpdateSelectionOctree();
  110567. }
  110568. }
  110569. return true;
  110570. };
  110571. MergeMeshesOptimization._UpdateSelectionTree = false;
  110572. return MergeMeshesOptimization;
  110573. }(SceneOptimization));
  110574. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110575. /**
  110576. * Defines a list of options used by SceneOptimizer
  110577. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110578. */
  110579. var SceneOptimizerOptions = /** @class */ (function () {
  110580. /**
  110581. * Creates a new list of options used by SceneOptimizer
  110582. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110583. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110584. */
  110585. function SceneOptimizerOptions(
  110586. /**
  110587. * Defines the target frame rate to reach (60 by default)
  110588. */
  110589. targetFrameRate,
  110590. /**
  110591. * Defines the interval between two checkes (2000ms by default)
  110592. */
  110593. trackerDuration) {
  110594. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110595. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110596. this.targetFrameRate = targetFrameRate;
  110597. this.trackerDuration = trackerDuration;
  110598. /**
  110599. * Gets the list of optimizations to apply
  110600. */
  110601. this.optimizations = new Array();
  110602. }
  110603. /**
  110604. * Add a new optimization
  110605. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110606. * @returns the current SceneOptimizerOptions
  110607. */
  110608. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110609. this.optimizations.push(optimization);
  110610. return this;
  110611. };
  110612. /**
  110613. * Add a new custom optimization
  110614. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110615. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110616. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110617. * @returns the current SceneOptimizerOptions
  110618. */
  110619. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110620. if (priority === void 0) { priority = 0; }
  110621. var optimization = new CustomOptimization(priority);
  110622. optimization.onApply = onApply;
  110623. optimization.onGetDescription = onGetDescription;
  110624. this.optimizations.push(optimization);
  110625. return this;
  110626. };
  110627. /**
  110628. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110629. * @param targetFrameRate defines the target frame rate (60 by default)
  110630. * @returns a SceneOptimizerOptions object
  110631. */
  110632. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110633. var result = new SceneOptimizerOptions(targetFrameRate);
  110634. var priority = 0;
  110635. result.addOptimization(new MergeMeshesOptimization(priority));
  110636. result.addOptimization(new ShadowsOptimization(priority));
  110637. result.addOptimization(new LensFlaresOptimization(priority));
  110638. // Next priority
  110639. priority++;
  110640. result.addOptimization(new PostProcessesOptimization(priority));
  110641. result.addOptimization(new ParticlesOptimization(priority));
  110642. // Next priority
  110643. priority++;
  110644. result.addOptimization(new TextureOptimization(priority, 1024));
  110645. return result;
  110646. };
  110647. /**
  110648. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110649. * @param targetFrameRate defines the target frame rate (60 by default)
  110650. * @returns a SceneOptimizerOptions object
  110651. */
  110652. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110653. var result = new SceneOptimizerOptions(targetFrameRate);
  110654. var priority = 0;
  110655. result.addOptimization(new MergeMeshesOptimization(priority));
  110656. result.addOptimization(new ShadowsOptimization(priority));
  110657. result.addOptimization(new LensFlaresOptimization(priority));
  110658. // Next priority
  110659. priority++;
  110660. result.addOptimization(new PostProcessesOptimization(priority));
  110661. result.addOptimization(new ParticlesOptimization(priority));
  110662. // Next priority
  110663. priority++;
  110664. result.addOptimization(new TextureOptimization(priority, 512));
  110665. // Next priority
  110666. priority++;
  110667. result.addOptimization(new RenderTargetsOptimization(priority));
  110668. // Next priority
  110669. priority++;
  110670. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110671. return result;
  110672. };
  110673. /**
  110674. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110675. * @param targetFrameRate defines the target frame rate (60 by default)
  110676. * @returns a SceneOptimizerOptions object
  110677. */
  110678. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110679. var result = new SceneOptimizerOptions(targetFrameRate);
  110680. var priority = 0;
  110681. result.addOptimization(new MergeMeshesOptimization(priority));
  110682. result.addOptimization(new ShadowsOptimization(priority));
  110683. result.addOptimization(new LensFlaresOptimization(priority));
  110684. // Next priority
  110685. priority++;
  110686. result.addOptimization(new PostProcessesOptimization(priority));
  110687. result.addOptimization(new ParticlesOptimization(priority));
  110688. // Next priority
  110689. priority++;
  110690. result.addOptimization(new TextureOptimization(priority, 256));
  110691. // Next priority
  110692. priority++;
  110693. result.addOptimization(new RenderTargetsOptimization(priority));
  110694. // Next priority
  110695. priority++;
  110696. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110697. return result;
  110698. };
  110699. return SceneOptimizerOptions;
  110700. }());
  110701. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110702. /**
  110703. * Class used to run optimizations in order to reach a target frame rate
  110704. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110705. */
  110706. var SceneOptimizer = /** @class */ (function () {
  110707. /**
  110708. * Creates a new SceneOptimizer
  110709. * @param scene defines the scene to work on
  110710. * @param options defines the options to use with the SceneOptimizer
  110711. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110712. * @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)
  110713. */
  110714. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110715. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110716. if (improvementMode === void 0) { improvementMode = false; }
  110717. var _this = this;
  110718. this._isRunning = false;
  110719. this._currentPriorityLevel = 0;
  110720. this._targetFrameRate = 60;
  110721. this._trackerDuration = 2000;
  110722. this._currentFrameRate = 0;
  110723. this._improvementMode = false;
  110724. /**
  110725. * Defines an observable called when the optimizer reaches the target frame rate
  110726. */
  110727. this.onSuccessObservable = new BABYLON.Observable();
  110728. /**
  110729. * Defines an observable called when the optimizer enables an optimization
  110730. */
  110731. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110732. /**
  110733. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110734. */
  110735. this.onFailureObservable = new BABYLON.Observable();
  110736. if (!options) {
  110737. this._options = new SceneOptimizerOptions();
  110738. }
  110739. else {
  110740. this._options = options;
  110741. }
  110742. if (this._options.targetFrameRate) {
  110743. this._targetFrameRate = this._options.targetFrameRate;
  110744. }
  110745. if (this._options.trackerDuration) {
  110746. this._trackerDuration = this._options.trackerDuration;
  110747. }
  110748. if (autoGeneratePriorities) {
  110749. var priority = 0;
  110750. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110751. var optim = _a[_i];
  110752. optim.priority = priority++;
  110753. }
  110754. }
  110755. this._improvementMode = improvementMode;
  110756. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110757. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110758. _this._sceneDisposeObserver = null;
  110759. _this.dispose();
  110760. });
  110761. }
  110762. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110763. /**
  110764. * Gets a boolean indicating if the optimizer is in improvement mode
  110765. */
  110766. get: function () {
  110767. return this._improvementMode;
  110768. },
  110769. enumerable: true,
  110770. configurable: true
  110771. });
  110772. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110773. /**
  110774. * Gets the current priority level (0 at start)
  110775. */
  110776. get: function () {
  110777. return this._currentPriorityLevel;
  110778. },
  110779. enumerable: true,
  110780. configurable: true
  110781. });
  110782. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110783. /**
  110784. * Gets the current frame rate checked by the SceneOptimizer
  110785. */
  110786. get: function () {
  110787. return this._currentFrameRate;
  110788. },
  110789. enumerable: true,
  110790. configurable: true
  110791. });
  110792. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110793. /**
  110794. * Gets or sets the current target frame rate (60 by default)
  110795. */
  110796. get: function () {
  110797. return this._targetFrameRate;
  110798. },
  110799. /**
  110800. * Gets or sets the current target frame rate (60 by default)
  110801. */
  110802. set: function (value) {
  110803. this._targetFrameRate = value;
  110804. },
  110805. enumerable: true,
  110806. configurable: true
  110807. });
  110808. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110809. /**
  110810. * Gets or sets the current interval between two checks (every 2000ms by default)
  110811. */
  110812. get: function () {
  110813. return this._trackerDuration;
  110814. },
  110815. /**
  110816. * Gets or sets the current interval between two checks (every 2000ms by default)
  110817. */
  110818. set: function (value) {
  110819. this._trackerDuration = value;
  110820. },
  110821. enumerable: true,
  110822. configurable: true
  110823. });
  110824. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110825. /**
  110826. * Gets the list of active optimizations
  110827. */
  110828. get: function () {
  110829. return this._options.optimizations;
  110830. },
  110831. enumerable: true,
  110832. configurable: true
  110833. });
  110834. /**
  110835. * Stops the current optimizer
  110836. */
  110837. SceneOptimizer.prototype.stop = function () {
  110838. this._isRunning = false;
  110839. };
  110840. /**
  110841. * Reset the optimizer to initial step (current priority level = 0)
  110842. */
  110843. SceneOptimizer.prototype.reset = function () {
  110844. this._currentPriorityLevel = 0;
  110845. };
  110846. /**
  110847. * Start the optimizer. By default it will try to reach a specific framerate
  110848. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110849. */
  110850. SceneOptimizer.prototype.start = function () {
  110851. var _this = this;
  110852. if (this._isRunning) {
  110853. return;
  110854. }
  110855. this._isRunning = true;
  110856. // Let's wait for the scene to be ready before running our check
  110857. this._scene.executeWhenReady(function () {
  110858. setTimeout(function () {
  110859. _this._checkCurrentState();
  110860. }, _this._trackerDuration);
  110861. });
  110862. };
  110863. SceneOptimizer.prototype._checkCurrentState = function () {
  110864. var _this = this;
  110865. if (!this._isRunning) {
  110866. return;
  110867. }
  110868. var scene = this._scene;
  110869. var options = this._options;
  110870. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110871. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110872. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110873. this._isRunning = false;
  110874. this.onSuccessObservable.notifyObservers(this);
  110875. return;
  110876. }
  110877. // Apply current level of optimizations
  110878. var allDone = true;
  110879. var noOptimizationApplied = true;
  110880. for (var index = 0; index < options.optimizations.length; index++) {
  110881. var optimization = options.optimizations[index];
  110882. if (optimization.priority === this._currentPriorityLevel) {
  110883. noOptimizationApplied = false;
  110884. allDone = allDone && optimization.apply(scene, this);
  110885. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  110886. }
  110887. }
  110888. // If no optimization was applied, this is a failure :(
  110889. if (noOptimizationApplied) {
  110890. this._isRunning = false;
  110891. this.onFailureObservable.notifyObservers(this);
  110892. return;
  110893. }
  110894. // If all optimizations were done, move to next level
  110895. if (allDone) {
  110896. this._currentPriorityLevel++;
  110897. }
  110898. // Let's the system running for a specific amount of time before checking FPS
  110899. scene.executeWhenReady(function () {
  110900. setTimeout(function () {
  110901. _this._checkCurrentState();
  110902. }, _this._trackerDuration);
  110903. });
  110904. };
  110905. /**
  110906. * Release all resources
  110907. */
  110908. SceneOptimizer.prototype.dispose = function () {
  110909. this.stop();
  110910. this.onSuccessObservable.clear();
  110911. this.onFailureObservable.clear();
  110912. this.onNewOptimizationAppliedObservable.clear();
  110913. if (this._sceneDisposeObserver) {
  110914. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  110915. }
  110916. };
  110917. /**
  110918. * Helper function to create a SceneOptimizer with one single line of code
  110919. * @param scene defines the scene to work on
  110920. * @param options defines the options to use with the SceneOptimizer
  110921. * @param onSuccess defines a callback to call on success
  110922. * @param onFailure defines a callback to call on failure
  110923. * @returns the new SceneOptimizer object
  110924. */
  110925. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  110926. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  110927. if (onSuccess) {
  110928. optimizer.onSuccessObservable.add(function () {
  110929. onSuccess();
  110930. });
  110931. }
  110932. if (onFailure) {
  110933. optimizer.onFailureObservable.add(function () {
  110934. onFailure();
  110935. });
  110936. }
  110937. optimizer.start();
  110938. return optimizer;
  110939. };
  110940. return SceneOptimizer;
  110941. }());
  110942. BABYLON.SceneOptimizer = SceneOptimizer;
  110943. })(BABYLON || (BABYLON = {}));
  110944. //# sourceMappingURL=sceneOptimizer.js.map
  110945. var BABYLON;
  110946. (function (BABYLON) {
  110947. /**
  110948. * Gets the outline renderer associated with the scene
  110949. * @returns a OutlineRenderer
  110950. */
  110951. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  110952. if (!this._outlineRenderer) {
  110953. this._outlineRenderer = new OutlineRenderer(this);
  110954. }
  110955. return this._outlineRenderer;
  110956. };
  110957. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  110958. get: function () {
  110959. return this._renderOutline;
  110960. },
  110961. set: function (value) {
  110962. if (value) {
  110963. // Lazy Load the component.
  110964. this.getScene().getOutlineRenderer();
  110965. }
  110966. this._renderOutline = value;
  110967. },
  110968. enumerable: true,
  110969. configurable: true
  110970. });
  110971. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  110972. get: function () {
  110973. return this._renderOverlay;
  110974. },
  110975. set: function (value) {
  110976. if (value) {
  110977. // Lazy Load the component.
  110978. this.getScene().getOutlineRenderer();
  110979. }
  110980. this._renderOverlay = value;
  110981. },
  110982. enumerable: true,
  110983. configurable: true
  110984. });
  110985. /**
  110986. * This class is responsible to draw bothe outline/overlay of meshes.
  110987. * It should not be used directly but through the available method on mesh.
  110988. */
  110989. var OutlineRenderer = /** @class */ (function () {
  110990. /**
  110991. * Instantiates a new outline renderer. (There could be only one per scene).
  110992. * @param scene Defines the scene it belongs to
  110993. */
  110994. function OutlineRenderer(scene) {
  110995. /**
  110996. * The name of the component. Each component must have a unique name.
  110997. */
  110998. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  110999. /**
  111000. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111001. */
  111002. this.zOffset = 1;
  111003. this.scene = scene;
  111004. this._engine = scene.getEngine();
  111005. this.scene._addComponent(this);
  111006. }
  111007. /**
  111008. * Register the component to one instance of a scene.
  111009. */
  111010. OutlineRenderer.prototype.register = function () {
  111011. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111012. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111013. };
  111014. /**
  111015. * Rebuilds the elements related to this component in case of
  111016. * context lost for instance.
  111017. */
  111018. OutlineRenderer.prototype.rebuild = function () {
  111019. // Nothing to do here.
  111020. };
  111021. /**
  111022. * Disposes the component and the associated ressources.
  111023. */
  111024. OutlineRenderer.prototype.dispose = function () {
  111025. // Nothing to do here.
  111026. };
  111027. /**
  111028. * Renders the outline in the canvas.
  111029. * @param subMesh Defines the sumesh to render
  111030. * @param batch Defines the batch of meshes in case of instances
  111031. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111032. */
  111033. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111034. var _this = this;
  111035. if (useOverlay === void 0) { useOverlay = false; }
  111036. var scene = this.scene;
  111037. var engine = scene.getEngine();
  111038. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111039. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111040. return;
  111041. }
  111042. var mesh = subMesh.getRenderingMesh();
  111043. var material = subMesh.getMaterial();
  111044. if (!material || !scene.activeCamera) {
  111045. return;
  111046. }
  111047. engine.enableEffect(this._effect);
  111048. // Logarithmic depth
  111049. if (material.useLogarithmicDepth) {
  111050. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111051. }
  111052. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111053. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111054. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111055. // Bones
  111056. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111057. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111058. }
  111059. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111060. // Alpha test
  111061. if (material && material.needAlphaTesting()) {
  111062. var alphaTexture = material.getAlphaTestTexture();
  111063. if (alphaTexture) {
  111064. this._effect.setTexture("diffuseSampler", alphaTexture);
  111065. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111066. }
  111067. }
  111068. engine.setZOffset(-this.zOffset);
  111069. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111070. engine.setZOffset(0);
  111071. };
  111072. /**
  111073. * Returns whether or not the outline renderer is ready for a given submesh.
  111074. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111075. * @param subMesh Defines the submesh to check readyness for
  111076. * @param useInstances Defines wheter wee are trying to render instances or not
  111077. * @returns true if ready otherwise false
  111078. */
  111079. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111080. var defines = [];
  111081. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111082. var mesh = subMesh.getMesh();
  111083. var material = subMesh.getMaterial();
  111084. if (material) {
  111085. // Alpha test
  111086. if (material.needAlphaTesting()) {
  111087. defines.push("#define ALPHATEST");
  111088. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111089. attribs.push(BABYLON.VertexBuffer.UVKind);
  111090. defines.push("#define UV1");
  111091. }
  111092. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111093. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111094. defines.push("#define UV2");
  111095. }
  111096. }
  111097. //Logarithmic depth
  111098. if (material.useLogarithmicDepth) {
  111099. defines.push("#define LOGARITHMICDEPTH");
  111100. }
  111101. }
  111102. // Bones
  111103. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111104. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111105. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111106. if (mesh.numBoneInfluencers > 4) {
  111107. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111108. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111109. }
  111110. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111111. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111112. }
  111113. else {
  111114. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111115. }
  111116. // Instances
  111117. if (useInstances) {
  111118. defines.push("#define INSTANCES");
  111119. attribs.push("world0");
  111120. attribs.push("world1");
  111121. attribs.push("world2");
  111122. attribs.push("world3");
  111123. }
  111124. // Get correct effect
  111125. var join = defines.join("\n");
  111126. if (this._cachedDefines !== join) {
  111127. this._cachedDefines = join;
  111128. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111129. }
  111130. return this._effect.isReady();
  111131. };
  111132. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111133. // Outline - step 1
  111134. this._savedDepthWrite = this._engine.getDepthWrite();
  111135. if (mesh.renderOutline) {
  111136. this._engine.setDepthWrite(false);
  111137. this.render(subMesh, batch);
  111138. this._engine.setDepthWrite(this._savedDepthWrite);
  111139. }
  111140. };
  111141. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111142. // Outline - step 2
  111143. if (mesh.renderOutline && this._savedDepthWrite) {
  111144. this._engine.setDepthWrite(true);
  111145. this._engine.setColorWrite(false);
  111146. this.render(subMesh, batch);
  111147. this._engine.setColorWrite(true);
  111148. }
  111149. // Overlay
  111150. if (mesh.renderOverlay) {
  111151. var currentMode = this._engine.getAlphaMode();
  111152. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111153. this.render(subMesh, batch, true);
  111154. this._engine.setAlphaMode(currentMode);
  111155. }
  111156. };
  111157. return OutlineRenderer;
  111158. }());
  111159. BABYLON.OutlineRenderer = OutlineRenderer;
  111160. })(BABYLON || (BABYLON = {}));
  111161. //# sourceMappingURL=outlineRenderer.js.map
  111162. var BABYLON;
  111163. (function (BABYLON) {
  111164. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111165. if (this._edgesRenderer) {
  111166. this._edgesRenderer.dispose();
  111167. this._edgesRenderer = null;
  111168. }
  111169. return this;
  111170. };
  111171. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111172. if (epsilon === void 0) { epsilon = 0.95; }
  111173. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111174. this.disableEdgesRendering();
  111175. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111176. return this;
  111177. };
  111178. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111179. get: function () {
  111180. return this._edgesRenderer;
  111181. },
  111182. enumerable: true,
  111183. configurable: true
  111184. });
  111185. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111186. if (epsilon === void 0) { epsilon = 0.95; }
  111187. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111188. this.disableEdgesRendering();
  111189. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111190. return this;
  111191. };
  111192. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111193. if (epsilon === void 0) { epsilon = 0.95; }
  111194. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111195. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111196. return this;
  111197. };
  111198. /**
  111199. * FaceAdjacencies Helper class to generate edges
  111200. */
  111201. var FaceAdjacencies = /** @class */ (function () {
  111202. function FaceAdjacencies() {
  111203. this.edges = new Array();
  111204. this.edgesConnectedCount = 0;
  111205. }
  111206. return FaceAdjacencies;
  111207. }());
  111208. /**
  111209. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111210. */
  111211. var EdgesRenderer = /** @class */ (function () {
  111212. /**
  111213. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111214. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111215. * @param source Mesh used to create edges
  111216. * @param epsilon sum of angles in adjacency to check for edge
  111217. * @param checkVerticesInsteadOfIndices
  111218. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111219. */
  111220. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111221. if (epsilon === void 0) { epsilon = 0.95; }
  111222. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111223. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111224. var _this = this;
  111225. /**
  111226. * Define the size of the edges with an orthographic camera
  111227. */
  111228. this.edgesWidthScalerForOrthographic = 1000.0;
  111229. /**
  111230. * Define the size of the edges with a perspective camera
  111231. */
  111232. this.edgesWidthScalerForPerspective = 50.0;
  111233. this._linesPositions = new Array();
  111234. this._linesNormals = new Array();
  111235. this._linesIndices = new Array();
  111236. this._buffers = {};
  111237. this._checkVerticesInsteadOfIndices = false;
  111238. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111239. this.isEnabled = true;
  111240. this._source = source;
  111241. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111242. this._epsilon = epsilon;
  111243. this._prepareRessources();
  111244. if (generateEdgesLines) {
  111245. this._generateEdgesLines();
  111246. }
  111247. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111248. _this._rebuild();
  111249. });
  111250. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111251. _this.dispose();
  111252. });
  111253. }
  111254. EdgesRenderer.prototype._prepareRessources = function () {
  111255. if (this._lineShader) {
  111256. return;
  111257. }
  111258. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111259. attributes: ["position", "normal"],
  111260. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111261. });
  111262. this._lineShader.disableDepthWrite = true;
  111263. this._lineShader.backFaceCulling = false;
  111264. };
  111265. /** @hidden */
  111266. EdgesRenderer.prototype._rebuild = function () {
  111267. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111268. if (buffer) {
  111269. buffer._rebuild();
  111270. }
  111271. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111272. if (buffer) {
  111273. buffer._rebuild();
  111274. }
  111275. var scene = this._source.getScene();
  111276. var engine = scene.getEngine();
  111277. this._ib = engine.createIndexBuffer(this._linesIndices);
  111278. };
  111279. /**
  111280. * Releases the required resources for the edges renderer
  111281. */
  111282. EdgesRenderer.prototype.dispose = function () {
  111283. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111284. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111285. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111286. if (buffer) {
  111287. buffer.dispose();
  111288. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111289. }
  111290. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111291. if (buffer) {
  111292. buffer.dispose();
  111293. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111294. }
  111295. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111296. this._lineShader.dispose();
  111297. };
  111298. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111299. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111300. return 0;
  111301. }
  111302. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111303. return 1;
  111304. }
  111305. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111306. return 2;
  111307. }
  111308. return -1;
  111309. };
  111310. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111311. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111312. return 0;
  111313. }
  111314. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111315. return 1;
  111316. }
  111317. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111318. return 2;
  111319. }
  111320. return -1;
  111321. };
  111322. /**
  111323. * Checks if the pair of p0 and p1 is en edge
  111324. * @param faceIndex
  111325. * @param edge
  111326. * @param faceNormals
  111327. * @param p0
  111328. * @param p1
  111329. * @private
  111330. */
  111331. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111332. var needToCreateLine;
  111333. if (edge === undefined) {
  111334. needToCreateLine = true;
  111335. }
  111336. else {
  111337. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111338. needToCreateLine = dotProduct < this._epsilon;
  111339. }
  111340. if (needToCreateLine) {
  111341. this.createLine(p0, p1, this._linesPositions.length / 3);
  111342. }
  111343. };
  111344. /**
  111345. * push line into the position, normal and index buffer
  111346. * @protected
  111347. */
  111348. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111349. // Positions
  111350. 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);
  111351. // Normals
  111352. 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);
  111353. // Indices
  111354. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111355. };
  111356. /**
  111357. * Generates lines edges from adjacencjes
  111358. * @private
  111359. */
  111360. EdgesRenderer.prototype._generateEdgesLines = function () {
  111361. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111362. var indices = this._source.getIndices();
  111363. if (!indices || !positions) {
  111364. return;
  111365. }
  111366. // First let's find adjacencies
  111367. var adjacencies = new Array();
  111368. var faceNormals = new Array();
  111369. var index;
  111370. var faceAdjacencies;
  111371. // Prepare faces
  111372. for (index = 0; index < indices.length; index += 3) {
  111373. faceAdjacencies = new FaceAdjacencies();
  111374. var p0Index = indices[index];
  111375. var p1Index = indices[index + 1];
  111376. var p2Index = indices[index + 2];
  111377. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111378. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111379. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111380. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111381. faceNormal.normalize();
  111382. faceNormals.push(faceNormal);
  111383. adjacencies.push(faceAdjacencies);
  111384. }
  111385. // Scan
  111386. for (index = 0; index < adjacencies.length; index++) {
  111387. faceAdjacencies = adjacencies[index];
  111388. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111389. var otherFaceAdjacencies = adjacencies[otherIndex];
  111390. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111391. break;
  111392. }
  111393. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111394. continue;
  111395. }
  111396. var otherP0 = indices[otherIndex * 3];
  111397. var otherP1 = indices[otherIndex * 3 + 1];
  111398. var otherP2 = indices[otherIndex * 3 + 2];
  111399. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111400. var otherEdgeIndex = 0;
  111401. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111402. continue;
  111403. }
  111404. switch (edgeIndex) {
  111405. case 0:
  111406. if (this._checkVerticesInsteadOfIndices) {
  111407. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111408. }
  111409. else {
  111410. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111411. }
  111412. break;
  111413. case 1:
  111414. if (this._checkVerticesInsteadOfIndices) {
  111415. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111416. }
  111417. else {
  111418. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111419. }
  111420. break;
  111421. case 2:
  111422. if (this._checkVerticesInsteadOfIndices) {
  111423. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111424. }
  111425. else {
  111426. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111427. }
  111428. break;
  111429. }
  111430. if (otherEdgeIndex === -1) {
  111431. continue;
  111432. }
  111433. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111434. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111435. faceAdjacencies.edgesConnectedCount++;
  111436. otherFaceAdjacencies.edgesConnectedCount++;
  111437. if (faceAdjacencies.edgesConnectedCount === 3) {
  111438. break;
  111439. }
  111440. }
  111441. }
  111442. }
  111443. // Create lines
  111444. for (index = 0; index < adjacencies.length; index++) {
  111445. // 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
  111446. var current = adjacencies[index];
  111447. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111448. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111449. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111450. }
  111451. // Merge into a single mesh
  111452. var engine = this._source.getScene().getEngine();
  111453. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111454. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111455. this._ib = engine.createIndexBuffer(this._linesIndices);
  111456. this._indicesCount = this._linesIndices.length;
  111457. };
  111458. /**
  111459. * Checks wether or not the edges renderer is ready to render.
  111460. * @return true if ready, otherwise false.
  111461. */
  111462. EdgesRenderer.prototype.isReady = function () {
  111463. return this._lineShader.isReady();
  111464. };
  111465. /**
  111466. * Renders the edges of the attached mesh,
  111467. */
  111468. EdgesRenderer.prototype.render = function () {
  111469. var scene = this._source.getScene();
  111470. if (!this.isReady() || !scene.activeCamera) {
  111471. return;
  111472. }
  111473. var engine = scene.getEngine();
  111474. this._lineShader._preBind();
  111475. if (this._source.edgesColor.a !== 1) {
  111476. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111477. }
  111478. else {
  111479. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111480. }
  111481. // VBOs
  111482. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111483. scene.resetCachedMaterial();
  111484. this._lineShader.setColor4("color", this._source.edgesColor);
  111485. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111486. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111487. }
  111488. else {
  111489. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111490. }
  111491. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111492. this._lineShader.bind(this._source.getWorldMatrix());
  111493. // Draw order
  111494. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111495. this._lineShader.unbind();
  111496. };
  111497. return EdgesRenderer;
  111498. }());
  111499. BABYLON.EdgesRenderer = EdgesRenderer;
  111500. })(BABYLON || (BABYLON = {}));
  111501. //# sourceMappingURL=edgesRenderer.js.map
  111502. var BABYLON;
  111503. (function (BABYLON) {
  111504. /**
  111505. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111506. */
  111507. var LineEdgesRenderer = /** @class */ (function (_super) {
  111508. __extends(LineEdgesRenderer, _super);
  111509. /**
  111510. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111511. * @param source LineMesh used to generate edges
  111512. * @param epsilon not important (specified angle for edge detection)
  111513. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111514. */
  111515. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111516. if (epsilon === void 0) { epsilon = 0.95; }
  111517. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111518. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111519. _this._generateEdgesLines();
  111520. return _this;
  111521. }
  111522. /**
  111523. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111524. */
  111525. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111526. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111527. var indices = this._source.getIndices();
  111528. if (!indices || !positions) {
  111529. return;
  111530. }
  111531. var p0 = BABYLON.Tmp.Vector3[0];
  111532. var p1 = BABYLON.Tmp.Vector3[1];
  111533. var len = indices.length - 1;
  111534. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111535. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111536. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111537. this.createLine(p0, p1, offset);
  111538. }
  111539. // Merge into a single mesh
  111540. var engine = this._source.getScene().getEngine();
  111541. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111542. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111543. this._ib = engine.createIndexBuffer(this._linesIndices);
  111544. this._indicesCount = this._linesIndices.length;
  111545. };
  111546. return LineEdgesRenderer;
  111547. }(BABYLON.EdgesRenderer));
  111548. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111549. })(BABYLON || (BABYLON = {}));
  111550. //# sourceMappingURL=lineEdgesRenderer.js.map
  111551. var BABYLON;
  111552. (function (BABYLON) {
  111553. // Adds the parser to the scene parsers.
  111554. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111555. if (parsedData.effectLayers) {
  111556. if (!container.effectLayers) {
  111557. container.effectLayers = new Array();
  111558. }
  111559. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111560. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111561. container.effectLayers.push(effectLayer);
  111562. }
  111563. }
  111564. });
  111565. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111566. var index = this.effectLayers.indexOf(toRemove);
  111567. if (index !== -1) {
  111568. this.effectLayers.splice(index, 1);
  111569. }
  111570. return index;
  111571. };
  111572. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111573. this.effectLayers.push(newEffectLayer);
  111574. };
  111575. /**
  111576. * Defines the layer scene component responsible to manage any effect layers
  111577. * in a given scene.
  111578. */
  111579. var EffectLayerSceneComponent = /** @class */ (function () {
  111580. /**
  111581. * Creates a new instance of the component for the given scene
  111582. * @param scene Defines the scene to register the component in
  111583. */
  111584. function EffectLayerSceneComponent(scene) {
  111585. /**
  111586. * The component name helpfull to identify the component in the list of scene components.
  111587. */
  111588. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111589. this._renderEffects = false;
  111590. this._needStencil = false;
  111591. this._previousStencilState = false;
  111592. this.scene = scene;
  111593. this._engine = scene.getEngine();
  111594. scene.effectLayers = new Array();
  111595. }
  111596. /**
  111597. * Registers the component in a given scene
  111598. */
  111599. EffectLayerSceneComponent.prototype.register = function () {
  111600. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111601. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111602. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111603. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111604. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111605. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111606. };
  111607. /**
  111608. * Rebuilds the elements related to this component in case of
  111609. * context lost for instance.
  111610. */
  111611. EffectLayerSceneComponent.prototype.rebuild = function () {
  111612. var layers = this.scene.effectLayers;
  111613. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111614. var effectLayer = layers_1[_i];
  111615. effectLayer._rebuild();
  111616. }
  111617. };
  111618. /**
  111619. * Serializes the component data to the specified json object
  111620. * @param serializationObject The object to serialize to
  111621. */
  111622. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111623. // Effect layers
  111624. serializationObject.effectLayers = [];
  111625. var layers = this.scene.effectLayers;
  111626. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111627. var effectLayer = layers_2[_i];
  111628. if (effectLayer.serialize) {
  111629. serializationObject.effectLayers.push(effectLayer.serialize());
  111630. }
  111631. }
  111632. };
  111633. /**
  111634. * Adds all the element from the container to the scene
  111635. * @param container the container holding the elements
  111636. */
  111637. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111638. var _this = this;
  111639. if (!container.effectLayers) {
  111640. return;
  111641. }
  111642. container.effectLayers.forEach(function (o) {
  111643. _this.scene.addEffectLayer(o);
  111644. });
  111645. };
  111646. /**
  111647. * Removes all the elements in the container from the scene
  111648. * @param container contains the elements to remove
  111649. */
  111650. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111651. var _this = this;
  111652. if (!container.effectLayers) {
  111653. return;
  111654. }
  111655. container.effectLayers.forEach(function (o) {
  111656. _this.scene.removeEffectLayer(o);
  111657. });
  111658. };
  111659. /**
  111660. * Disposes the component and the associated ressources.
  111661. */
  111662. EffectLayerSceneComponent.prototype.dispose = function () {
  111663. var layers = this.scene.effectLayers;
  111664. while (layers.length) {
  111665. layers[0].dispose();
  111666. }
  111667. };
  111668. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111669. var layers = this.scene.effectLayers;
  111670. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111671. var layer = layers_3[_i];
  111672. if (!layer.hasMesh(mesh)) {
  111673. continue;
  111674. }
  111675. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111676. var subMesh = _b[_a];
  111677. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111678. return false;
  111679. }
  111680. }
  111681. }
  111682. return true;
  111683. };
  111684. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111685. this._renderEffects = false;
  111686. this._needStencil = false;
  111687. var layers = this.scene.effectLayers;
  111688. if (layers && layers.length > 0) {
  111689. this._previousStencilState = this._engine.getStencilBuffer();
  111690. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111691. var effectLayer = layers_4[_i];
  111692. if (effectLayer.shouldRender() &&
  111693. (!effectLayer.camera ||
  111694. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111695. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111696. this._renderEffects = true;
  111697. this._needStencil = this._needStencil || effectLayer.needStencil();
  111698. var renderTarget = effectLayer._mainTexture;
  111699. if (renderTarget._shouldRender()) {
  111700. this.scene.incrementRenderId();
  111701. renderTarget.render(false, false);
  111702. }
  111703. }
  111704. }
  111705. this.scene.incrementRenderId();
  111706. }
  111707. };
  111708. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111709. // Activate effect Layer stencil
  111710. if (this._needStencil) {
  111711. this._engine.setStencilBuffer(true);
  111712. }
  111713. };
  111714. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111715. // Restore effect Layer stencil
  111716. if (this._needStencil) {
  111717. this._engine.setStencilBuffer(this._previousStencilState);
  111718. }
  111719. };
  111720. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111721. if (this._renderEffects) {
  111722. this._engine.setDepthBuffer(false);
  111723. var layers = this.scene.effectLayers;
  111724. for (var i = 0; i < layers.length; i++) {
  111725. var effectLayer = layers[i];
  111726. if (effectLayer.renderingGroupId === renderingGroupId) {
  111727. if (effectLayer.shouldRender()) {
  111728. effectLayer.render();
  111729. }
  111730. }
  111731. }
  111732. this._engine.setDepthBuffer(true);
  111733. }
  111734. };
  111735. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111736. if (this._renderEffects) {
  111737. this._draw(-1);
  111738. }
  111739. };
  111740. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111741. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111742. this._draw(index);
  111743. }
  111744. };
  111745. return EffectLayerSceneComponent;
  111746. }());
  111747. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111748. })(BABYLON || (BABYLON = {}));
  111749. //# sourceMappingURL=effectLayerSceneComponent.js.map
  111750. var __assign = (this && this.__assign) || function () {
  111751. __assign = Object.assign || function(t) {
  111752. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111753. s = arguments[i];
  111754. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111755. t[p] = s[p];
  111756. }
  111757. return t;
  111758. };
  111759. return __assign.apply(this, arguments);
  111760. };
  111761. var BABYLON;
  111762. (function (BABYLON) {
  111763. /**
  111764. * The effect layer Helps adding post process effect blended with the main pass.
  111765. *
  111766. * This can be for instance use to generate glow or higlight effects on the scene.
  111767. *
  111768. * The effect layer class can not be used directly and is intented to inherited from to be
  111769. * customized per effects.
  111770. */
  111771. var EffectLayer = /** @class */ (function () {
  111772. /**
  111773. * Instantiates a new effect Layer and references it in the scene.
  111774. * @param name The name of the layer
  111775. * @param scene The scene to use the layer in
  111776. */
  111777. function EffectLayer(
  111778. /** The Friendly of the effect in the scene */
  111779. name, scene) {
  111780. this._vertexBuffers = {};
  111781. this._maxSize = 0;
  111782. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111783. this._shouldRender = true;
  111784. this._postProcesses = [];
  111785. this._textures = [];
  111786. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111787. /**
  111788. * The clear color of the texture used to generate the glow map.
  111789. */
  111790. this.neutralColor = new BABYLON.Color4();
  111791. /**
  111792. * Specifies wether the highlight layer is enabled or not.
  111793. */
  111794. this.isEnabled = true;
  111795. /**
  111796. * An event triggered when the effect layer has been disposed.
  111797. */
  111798. this.onDisposeObservable = new BABYLON.Observable();
  111799. /**
  111800. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111801. */
  111802. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111803. /**
  111804. * An event triggered when the generated texture is being merged in the scene.
  111805. */
  111806. this.onBeforeComposeObservable = new BABYLON.Observable();
  111807. /**
  111808. * An event triggered when the generated texture has been merged in the scene.
  111809. */
  111810. this.onAfterComposeObservable = new BABYLON.Observable();
  111811. /**
  111812. * An event triggered when the efffect layer changes its size.
  111813. */
  111814. this.onSizeChangedObservable = new BABYLON.Observable();
  111815. this.name = name;
  111816. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111817. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111818. if (!component) {
  111819. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111820. this._scene._addComponent(component);
  111821. }
  111822. this._engine = this._scene.getEngine();
  111823. this._maxSize = this._engine.getCaps().maxTextureSize;
  111824. this._scene.effectLayers.push(this);
  111825. // Generate Buffers
  111826. this._generateIndexBuffer();
  111827. this._genrateVertexBuffer();
  111828. }
  111829. Object.defineProperty(EffectLayer.prototype, "camera", {
  111830. /**
  111831. * Gets the camera attached to the layer.
  111832. */
  111833. get: function () {
  111834. return this._effectLayerOptions.camera;
  111835. },
  111836. enumerable: true,
  111837. configurable: true
  111838. });
  111839. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111840. /**
  111841. * Gets the rendering group id the layer should render in.
  111842. */
  111843. get: function () {
  111844. return this._effectLayerOptions.renderingGroupId;
  111845. },
  111846. enumerable: true,
  111847. configurable: true
  111848. });
  111849. /**
  111850. * Initializes the effect layer with the required options.
  111851. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111852. */
  111853. EffectLayer.prototype._init = function (options) {
  111854. // Adapt options
  111855. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111856. this._setMainTextureSize();
  111857. this._createMainTexture();
  111858. this._createTextureAndPostProcesses();
  111859. this._mergeEffect = this._createMergeEffect();
  111860. };
  111861. /**
  111862. * Generates the index buffer of the full screen quad blending to the main canvas.
  111863. */
  111864. EffectLayer.prototype._generateIndexBuffer = function () {
  111865. // Indices
  111866. var indices = [];
  111867. indices.push(0);
  111868. indices.push(1);
  111869. indices.push(2);
  111870. indices.push(0);
  111871. indices.push(2);
  111872. indices.push(3);
  111873. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111874. };
  111875. /**
  111876. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111877. */
  111878. EffectLayer.prototype._genrateVertexBuffer = function () {
  111879. // VBO
  111880. var vertices = [];
  111881. vertices.push(1, 1);
  111882. vertices.push(-1, 1);
  111883. vertices.push(-1, -1);
  111884. vertices.push(1, -1);
  111885. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  111886. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  111887. };
  111888. /**
  111889. * Sets the main texture desired size which is the closest power of two
  111890. * of the engine canvas size.
  111891. */
  111892. EffectLayer.prototype._setMainTextureSize = function () {
  111893. if (this._effectLayerOptions.mainTextureFixedSize) {
  111894. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  111895. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  111896. }
  111897. else {
  111898. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  111899. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  111900. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  111901. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  111902. }
  111903. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  111904. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  111905. };
  111906. /**
  111907. * Creates the main texture for the effect layer.
  111908. */
  111909. EffectLayer.prototype._createMainTexture = function () {
  111910. var _this = this;
  111911. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  111912. width: this._mainTextureDesiredSize.width,
  111913. height: this._mainTextureDesiredSize.height
  111914. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  111915. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  111916. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111917. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111918. this._mainTexture.anisotropicFilteringLevel = 1;
  111919. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111920. this._mainTexture.renderParticles = false;
  111921. this._mainTexture.renderList = null;
  111922. this._mainTexture.ignoreCameraViewport = true;
  111923. // Custom render function
  111924. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  111925. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  111926. var index;
  111927. var engine = _this._scene.getEngine();
  111928. if (depthOnlySubMeshes.length) {
  111929. engine.setColorWrite(false);
  111930. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  111931. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  111932. }
  111933. engine.setColorWrite(true);
  111934. }
  111935. for (index = 0; index < opaqueSubMeshes.length; index++) {
  111936. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  111937. }
  111938. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  111939. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  111940. }
  111941. for (index = 0; index < transparentSubMeshes.length; index++) {
  111942. _this._renderSubMesh(transparentSubMeshes.data[index]);
  111943. }
  111944. };
  111945. this._mainTexture.onClearObservable.add(function (engine) {
  111946. engine.clear(_this.neutralColor, true, true, true);
  111947. });
  111948. };
  111949. /**
  111950. * Checks for the readiness of the element composing the layer.
  111951. * @param subMesh the mesh to check for
  111952. * @param useInstances specify wether or not to use instances to render the mesh
  111953. * @param emissiveTexture the associated emissive texture used to generate the glow
  111954. * @return true if ready otherwise, false
  111955. */
  111956. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  111957. var material = subMesh.getMaterial();
  111958. if (!material) {
  111959. return false;
  111960. }
  111961. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  111962. return false;
  111963. }
  111964. var defines = [];
  111965. var attribs = [BABYLON.VertexBuffer.PositionKind];
  111966. var mesh = subMesh.getMesh();
  111967. var uv1 = false;
  111968. var uv2 = false;
  111969. // Alpha test
  111970. if (material && material.needAlphaTesting()) {
  111971. var alphaTexture = material.getAlphaTestTexture();
  111972. if (alphaTexture) {
  111973. defines.push("#define ALPHATEST");
  111974. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111975. alphaTexture.coordinatesIndex === 1) {
  111976. defines.push("#define DIFFUSEUV2");
  111977. uv2 = true;
  111978. }
  111979. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111980. defines.push("#define DIFFUSEUV1");
  111981. uv1 = true;
  111982. }
  111983. }
  111984. }
  111985. // Emissive
  111986. if (emissiveTexture) {
  111987. defines.push("#define EMISSIVE");
  111988. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111989. emissiveTexture.coordinatesIndex === 1) {
  111990. defines.push("#define EMISSIVEUV2");
  111991. uv2 = true;
  111992. }
  111993. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111994. defines.push("#define EMISSIVEUV1");
  111995. uv1 = true;
  111996. }
  111997. }
  111998. if (uv1) {
  111999. attribs.push(BABYLON.VertexBuffer.UVKind);
  112000. defines.push("#define UV1");
  112001. }
  112002. if (uv2) {
  112003. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112004. defines.push("#define UV2");
  112005. }
  112006. // Bones
  112007. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112008. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112009. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112010. if (mesh.numBoneInfluencers > 4) {
  112011. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112012. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112013. }
  112014. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112015. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112016. }
  112017. else {
  112018. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112019. }
  112020. // Morph targets
  112021. var manager = mesh.morphTargetManager;
  112022. var morphInfluencers = 0;
  112023. if (manager) {
  112024. if (manager.numInfluencers > 0) {
  112025. defines.push("#define MORPHTARGETS");
  112026. morphInfluencers = manager.numInfluencers;
  112027. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112028. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112029. }
  112030. }
  112031. // Instances
  112032. if (useInstances) {
  112033. defines.push("#define INSTANCES");
  112034. attribs.push("world0");
  112035. attribs.push("world1");
  112036. attribs.push("world2");
  112037. attribs.push("world3");
  112038. }
  112039. // Get correct effect
  112040. var join = defines.join("\n");
  112041. if (this._cachedDefines !== join) {
  112042. this._cachedDefines = join;
  112043. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112044. }
  112045. return this._effectLayerMapGenerationEffect.isReady();
  112046. };
  112047. /**
  112048. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112049. */
  112050. EffectLayer.prototype.render = function () {
  112051. var currentEffect = this._mergeEffect;
  112052. // Check
  112053. if (!currentEffect.isReady()) {
  112054. return;
  112055. }
  112056. for (var i = 0; i < this._postProcesses.length; i++) {
  112057. if (!this._postProcesses[i].isReady()) {
  112058. return;
  112059. }
  112060. }
  112061. var engine = this._scene.getEngine();
  112062. this.onBeforeComposeObservable.notifyObservers(this);
  112063. // Render
  112064. engine.enableEffect(currentEffect);
  112065. engine.setState(false);
  112066. // VBOs
  112067. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112068. // Cache
  112069. var previousAlphaMode = engine.getAlphaMode();
  112070. // Go Blend.
  112071. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112072. // Blends the map on the main canvas.
  112073. this._internalRender(currentEffect);
  112074. // Restore Alpha
  112075. engine.setAlphaMode(previousAlphaMode);
  112076. this.onAfterComposeObservable.notifyObservers(this);
  112077. // Handle size changes.
  112078. var size = this._mainTexture.getSize();
  112079. this._setMainTextureSize();
  112080. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112081. // Recreate RTT and post processes on size change.
  112082. this.onSizeChangedObservable.notifyObservers(this);
  112083. this._disposeTextureAndPostProcesses();
  112084. this._createMainTexture();
  112085. this._createTextureAndPostProcesses();
  112086. }
  112087. };
  112088. /**
  112089. * Determine if a given mesh will be used in the current effect.
  112090. * @param mesh mesh to test
  112091. * @returns true if the mesh will be used
  112092. */
  112093. EffectLayer.prototype.hasMesh = function (mesh) {
  112094. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112095. return true;
  112096. }
  112097. return false;
  112098. };
  112099. /**
  112100. * Returns true if the layer contains information to display, otherwise false.
  112101. * @returns true if the glow layer should be rendered
  112102. */
  112103. EffectLayer.prototype.shouldRender = function () {
  112104. return this.isEnabled && this._shouldRender;
  112105. };
  112106. /**
  112107. * Returns true if the mesh should render, otherwise false.
  112108. * @param mesh The mesh to render
  112109. * @returns true if it should render otherwise false
  112110. */
  112111. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112112. return true;
  112113. };
  112114. /**
  112115. * Returns true if the mesh should render, otherwise false.
  112116. * @param mesh The mesh to render
  112117. * @returns true if it should render otherwise false
  112118. */
  112119. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112120. return true;
  112121. };
  112122. /**
  112123. * Renders the submesh passed in parameter to the generation map.
  112124. */
  112125. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112126. var _this = this;
  112127. if (!this.shouldRender()) {
  112128. return;
  112129. }
  112130. var material = subMesh.getMaterial();
  112131. var mesh = subMesh.getRenderingMesh();
  112132. var scene = this._scene;
  112133. var engine = scene.getEngine();
  112134. if (!material) {
  112135. return;
  112136. }
  112137. // Do not block in blend mode.
  112138. if (material.needAlphaBlendingForMesh(mesh)) {
  112139. return;
  112140. }
  112141. // Culling
  112142. engine.setState(material.backFaceCulling);
  112143. // Managing instances
  112144. var batch = mesh._getInstancesRenderList(subMesh._id);
  112145. if (batch.mustReturn) {
  112146. return;
  112147. }
  112148. // Early Exit per mesh
  112149. if (!this._shouldRenderMesh(mesh)) {
  112150. return;
  112151. }
  112152. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112153. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112154. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112155. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112156. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112157. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112158. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112159. // Alpha test
  112160. if (material && material.needAlphaTesting()) {
  112161. var alphaTexture = material.getAlphaTestTexture();
  112162. if (alphaTexture) {
  112163. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112164. var textureMatrix = alphaTexture.getTextureMatrix();
  112165. if (textureMatrix) {
  112166. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112167. }
  112168. }
  112169. }
  112170. // Glow emissive only
  112171. if (this._emissiveTextureAndColor.texture) {
  112172. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112173. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112174. }
  112175. // Bones
  112176. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112177. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112178. }
  112179. // Morph targets
  112180. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112181. // Draw
  112182. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112183. }
  112184. else {
  112185. // Need to reset refresh rate of the main map
  112186. this._mainTexture.resetRefreshCounter();
  112187. }
  112188. };
  112189. /**
  112190. * Rebuild the required buffers.
  112191. * @hidden Internal use only.
  112192. */
  112193. EffectLayer.prototype._rebuild = function () {
  112194. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112195. if (vb) {
  112196. vb._rebuild();
  112197. }
  112198. this._generateIndexBuffer();
  112199. };
  112200. /**
  112201. * Dispose only the render target textures and post process.
  112202. */
  112203. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112204. this._mainTexture.dispose();
  112205. for (var i = 0; i < this._postProcesses.length; i++) {
  112206. if (this._postProcesses[i]) {
  112207. this._postProcesses[i].dispose();
  112208. }
  112209. }
  112210. this._postProcesses = [];
  112211. for (var i = 0; i < this._textures.length; i++) {
  112212. if (this._textures[i]) {
  112213. this._textures[i].dispose();
  112214. }
  112215. }
  112216. this._textures = [];
  112217. };
  112218. /**
  112219. * Dispose the highlight layer and free resources.
  112220. */
  112221. EffectLayer.prototype.dispose = function () {
  112222. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112223. if (vertexBuffer) {
  112224. vertexBuffer.dispose();
  112225. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112226. }
  112227. if (this._indexBuffer) {
  112228. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112229. this._indexBuffer = null;
  112230. }
  112231. // Clean textures and post processes
  112232. this._disposeTextureAndPostProcesses();
  112233. // Remove from scene
  112234. var index = this._scene.effectLayers.indexOf(this, 0);
  112235. if (index > -1) {
  112236. this._scene.effectLayers.splice(index, 1);
  112237. }
  112238. // Callback
  112239. this.onDisposeObservable.notifyObservers(this);
  112240. this.onDisposeObservable.clear();
  112241. this.onBeforeRenderMainTextureObservable.clear();
  112242. this.onBeforeComposeObservable.clear();
  112243. this.onAfterComposeObservable.clear();
  112244. this.onSizeChangedObservable.clear();
  112245. };
  112246. /**
  112247. * Gets the class name of the effect layer
  112248. * @returns the string with the class name of the effect layer
  112249. */
  112250. EffectLayer.prototype.getClassName = function () {
  112251. return "EffectLayer";
  112252. };
  112253. /**
  112254. * Creates an effect layer from parsed effect layer data
  112255. * @param parsedEffectLayer defines effect layer data
  112256. * @param scene defines the current scene
  112257. * @param rootUrl defines the root URL containing the effect layer information
  112258. * @returns a parsed effect Layer
  112259. */
  112260. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112261. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112262. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112263. };
  112264. __decorate([
  112265. BABYLON.serialize()
  112266. ], EffectLayer.prototype, "name", void 0);
  112267. __decorate([
  112268. BABYLON.serializeAsColor4()
  112269. ], EffectLayer.prototype, "neutralColor", void 0);
  112270. __decorate([
  112271. BABYLON.serialize()
  112272. ], EffectLayer.prototype, "isEnabled", void 0);
  112273. __decorate([
  112274. BABYLON.serializeAsCameraReference()
  112275. ], EffectLayer.prototype, "camera", null);
  112276. __decorate([
  112277. BABYLON.serialize()
  112278. ], EffectLayer.prototype, "renderingGroupId", null);
  112279. return EffectLayer;
  112280. }());
  112281. BABYLON.EffectLayer = EffectLayer;
  112282. })(BABYLON || (BABYLON = {}));
  112283. //# sourceMappingURL=effectLayer.js.map
  112284. var BABYLON;
  112285. (function (BABYLON) {
  112286. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112287. for (var index = 0; index < this.effectLayers.length; index++) {
  112288. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112289. return this.effectLayers[index];
  112290. }
  112291. }
  112292. return null;
  112293. };
  112294. /**
  112295. * Special Glow Blur post process only blurring the alpha channel
  112296. * It enforces keeping the most luminous color in the color channel.
  112297. */
  112298. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112299. __extends(GlowBlurPostProcess, _super);
  112300. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112301. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112302. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112303. _this.direction = direction;
  112304. _this.kernel = kernel;
  112305. _this.onApplyObservable.add(function (effect) {
  112306. effect.setFloat2("screenSize", _this.width, _this.height);
  112307. effect.setVector2("direction", _this.direction);
  112308. effect.setFloat("blurWidth", _this.kernel);
  112309. });
  112310. return _this;
  112311. }
  112312. return GlowBlurPostProcess;
  112313. }(BABYLON.PostProcess));
  112314. /**
  112315. * The highlight layer Helps adding a glow effect around a mesh.
  112316. *
  112317. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112318. * glowy meshes to your scene.
  112319. *
  112320. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112321. */
  112322. var HighlightLayer = /** @class */ (function (_super) {
  112323. __extends(HighlightLayer, _super);
  112324. /**
  112325. * Instantiates a new highlight Layer and references it to the scene..
  112326. * @param name The name of the layer
  112327. * @param scene The scene to use the layer in
  112328. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112329. */
  112330. function HighlightLayer(name, scene, options) {
  112331. var _this = _super.call(this, name, scene) || this;
  112332. _this.name = name;
  112333. /**
  112334. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112335. */
  112336. _this.innerGlow = true;
  112337. /**
  112338. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112339. */
  112340. _this.outerGlow = true;
  112341. /**
  112342. * An event triggered when the highlight layer is being blurred.
  112343. */
  112344. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112345. /**
  112346. * An event triggered when the highlight layer has been blurred.
  112347. */
  112348. _this.onAfterBlurObservable = new BABYLON.Observable();
  112349. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112350. _this._meshes = {};
  112351. _this._excludedMeshes = {};
  112352. _this.neutralColor = HighlightLayer.NeutralColor;
  112353. // Warn on stencil
  112354. if (!_this._engine.isStencilEnable) {
  112355. 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 }");
  112356. }
  112357. // Adapt options
  112358. _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);
  112359. // Initialize the layer
  112360. _this._init({
  112361. alphaBlendingMode: _this._options.alphaBlendingMode,
  112362. camera: _this._options.camera,
  112363. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112364. mainTextureRatio: _this._options.mainTextureRatio,
  112365. renderingGroupId: _this._options.renderingGroupId
  112366. });
  112367. // Do not render as long as no meshes have been added
  112368. _this._shouldRender = false;
  112369. return _this;
  112370. }
  112371. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112372. /**
  112373. * Gets the horizontal size of the blur.
  112374. */
  112375. get: function () {
  112376. return this._horizontalBlurPostprocess.kernel;
  112377. },
  112378. /**
  112379. * Specifies the horizontal size of the blur.
  112380. */
  112381. set: function (value) {
  112382. this._horizontalBlurPostprocess.kernel = value;
  112383. },
  112384. enumerable: true,
  112385. configurable: true
  112386. });
  112387. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112388. /**
  112389. * Gets the vertical size of the blur.
  112390. */
  112391. get: function () {
  112392. return this._verticalBlurPostprocess.kernel;
  112393. },
  112394. /**
  112395. * Specifies the vertical size of the blur.
  112396. */
  112397. set: function (value) {
  112398. this._verticalBlurPostprocess.kernel = value;
  112399. },
  112400. enumerable: true,
  112401. configurable: true
  112402. });
  112403. /**
  112404. * Get the effect name of the layer.
  112405. * @return The effect name
  112406. */
  112407. HighlightLayer.prototype.getEffectName = function () {
  112408. return HighlightLayer.EffectName;
  112409. };
  112410. /**
  112411. * Create the merge effect. This is the shader use to blit the information back
  112412. * to the main canvas at the end of the scene rendering.
  112413. */
  112414. HighlightLayer.prototype._createMergeEffect = function () {
  112415. // Effect
  112416. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112417. };
  112418. /**
  112419. * Creates the render target textures and post processes used in the highlight layer.
  112420. */
  112421. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112422. var _this = this;
  112423. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112424. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112425. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112426. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112427. var textureType = 0;
  112428. if (this._engine.getCaps().textureHalfFloatRender) {
  112429. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112430. }
  112431. else {
  112432. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112433. }
  112434. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112435. width: blurTextureWidth,
  112436. height: blurTextureHeight
  112437. }, this._scene, false, true, textureType);
  112438. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112439. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112440. this._blurTexture.anisotropicFilteringLevel = 16;
  112441. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112442. this._blurTexture.renderParticles = false;
  112443. this._blurTexture.ignoreCameraViewport = true;
  112444. this._textures = [this._blurTexture];
  112445. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112446. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112447. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112448. effect.setTexture("textureSampler", _this._mainTexture);
  112449. });
  112450. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112451. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112452. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112453. });
  112454. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112455. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112456. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112457. });
  112458. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112459. }
  112460. else {
  112461. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112462. width: blurTextureWidth,
  112463. height: blurTextureHeight
  112464. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112465. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112466. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112467. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112468. effect.setTexture("textureSampler", _this._mainTexture);
  112469. });
  112470. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112471. width: blurTextureWidth,
  112472. height: blurTextureHeight
  112473. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112474. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112475. }
  112476. this._mainTexture.onAfterUnbindObservable.add(function () {
  112477. _this.onBeforeBlurObservable.notifyObservers(_this);
  112478. var internalTexture = _this._blurTexture.getInternalTexture();
  112479. if (internalTexture) {
  112480. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112481. }
  112482. _this.onAfterBlurObservable.notifyObservers(_this);
  112483. });
  112484. // Prevent autoClear.
  112485. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112486. };
  112487. /**
  112488. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112489. */
  112490. HighlightLayer.prototype.needStencil = function () {
  112491. return true;
  112492. };
  112493. /**
  112494. * Checks for the readiness of the element composing the layer.
  112495. * @param subMesh the mesh to check for
  112496. * @param useInstances specify wether or not to use instances to render the mesh
  112497. * @param emissiveTexture the associated emissive texture used to generate the glow
  112498. * @return true if ready otherwise, false
  112499. */
  112500. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112501. var material = subMesh.getMaterial();
  112502. var mesh = subMesh.getRenderingMesh();
  112503. if (!material || !mesh || !this._meshes) {
  112504. return false;
  112505. }
  112506. var emissiveTexture = null;
  112507. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112508. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112509. emissiveTexture = material.emissiveTexture;
  112510. }
  112511. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112512. };
  112513. /**
  112514. * Implementation specific of rendering the generating effect on the main canvas.
  112515. * @param effect The effect used to render through
  112516. */
  112517. HighlightLayer.prototype._internalRender = function (effect) {
  112518. // Texture
  112519. effect.setTexture("textureSampler", this._blurTexture);
  112520. // Cache
  112521. var engine = this._engine;
  112522. var previousStencilBuffer = engine.getStencilBuffer();
  112523. var previousStencilFunction = engine.getStencilFunction();
  112524. var previousStencilMask = engine.getStencilMask();
  112525. var previousStencilOperationPass = engine.getStencilOperationPass();
  112526. var previousStencilOperationFail = engine.getStencilOperationFail();
  112527. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112528. var previousStencilReference = engine.getStencilFunctionReference();
  112529. // Stencil operations
  112530. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112531. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112532. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112533. // Draw order
  112534. engine.setStencilMask(0x00);
  112535. engine.setStencilBuffer(true);
  112536. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112537. // 2 passes inner outer
  112538. if (this.outerGlow) {
  112539. effect.setFloat("offset", 0);
  112540. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112541. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112542. }
  112543. if (this.innerGlow) {
  112544. effect.setFloat("offset", 1);
  112545. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112546. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112547. }
  112548. // Restore Cache
  112549. engine.setStencilFunction(previousStencilFunction);
  112550. engine.setStencilMask(previousStencilMask);
  112551. engine.setStencilBuffer(previousStencilBuffer);
  112552. engine.setStencilOperationPass(previousStencilOperationPass);
  112553. engine.setStencilOperationFail(previousStencilOperationFail);
  112554. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112555. engine.setStencilFunctionReference(previousStencilReference);
  112556. };
  112557. /**
  112558. * Returns true if the layer contains information to display, otherwise false.
  112559. */
  112560. HighlightLayer.prototype.shouldRender = function () {
  112561. if (_super.prototype.shouldRender.call(this)) {
  112562. return this._meshes ? true : false;
  112563. }
  112564. return false;
  112565. };
  112566. /**
  112567. * Returns true if the mesh should render, otherwise false.
  112568. * @param mesh The mesh to render
  112569. * @returns true if it should render otherwise false
  112570. */
  112571. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112572. // Excluded Mesh
  112573. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112574. return false;
  112575. }
  112576. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112577. return false;
  112578. }
  112579. return true;
  112580. };
  112581. /**
  112582. * Sets the required values for both the emissive texture and and the main color.
  112583. */
  112584. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112585. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112586. if (highlightLayerMesh) {
  112587. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112588. }
  112589. else {
  112590. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112591. }
  112592. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112593. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112594. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112595. }
  112596. else {
  112597. this._emissiveTextureAndColor.texture = null;
  112598. }
  112599. };
  112600. /**
  112601. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112602. * @param mesh The mesh to exclude from the highlight layer
  112603. */
  112604. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112605. if (!this._excludedMeshes) {
  112606. return;
  112607. }
  112608. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112609. if (!meshExcluded) {
  112610. this._excludedMeshes[mesh.uniqueId] = {
  112611. mesh: mesh,
  112612. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112613. mesh.getEngine().setStencilBuffer(false);
  112614. }),
  112615. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112616. mesh.getEngine().setStencilBuffer(true);
  112617. }),
  112618. };
  112619. }
  112620. };
  112621. /**
  112622. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112623. * @param mesh The mesh to highlight
  112624. */
  112625. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112626. if (!this._excludedMeshes) {
  112627. return;
  112628. }
  112629. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112630. if (meshExcluded) {
  112631. if (meshExcluded.beforeRender) {
  112632. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112633. }
  112634. if (meshExcluded.afterRender) {
  112635. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112636. }
  112637. }
  112638. this._excludedMeshes[mesh.uniqueId] = null;
  112639. };
  112640. /**
  112641. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112642. * @param mesh mesh to test
  112643. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112644. */
  112645. HighlightLayer.prototype.hasMesh = function (mesh) {
  112646. if (!this._meshes) {
  112647. return false;
  112648. }
  112649. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112650. return false;
  112651. }
  112652. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112653. };
  112654. /**
  112655. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112656. * @param mesh The mesh to highlight
  112657. * @param color The color of the highlight
  112658. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112659. */
  112660. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112661. var _this = this;
  112662. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112663. if (!this._meshes) {
  112664. return;
  112665. }
  112666. var meshHighlight = this._meshes[mesh.uniqueId];
  112667. if (meshHighlight) {
  112668. meshHighlight.color = color;
  112669. }
  112670. else {
  112671. this._meshes[mesh.uniqueId] = {
  112672. mesh: mesh,
  112673. color: color,
  112674. // Lambda required for capture due to Observable this context
  112675. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112676. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112677. _this._defaultStencilReference(mesh);
  112678. }
  112679. else {
  112680. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112681. }
  112682. }),
  112683. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112684. glowEmissiveOnly: glowEmissiveOnly
  112685. };
  112686. mesh.onDisposeObservable.add(function () {
  112687. _this._disposeMesh(mesh);
  112688. });
  112689. }
  112690. this._shouldRender = true;
  112691. };
  112692. /**
  112693. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112694. * @param mesh The mesh to highlight
  112695. */
  112696. HighlightLayer.prototype.removeMesh = function (mesh) {
  112697. if (!this._meshes) {
  112698. return;
  112699. }
  112700. var meshHighlight = this._meshes[mesh.uniqueId];
  112701. if (meshHighlight) {
  112702. if (meshHighlight.observerHighlight) {
  112703. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112704. }
  112705. if (meshHighlight.observerDefault) {
  112706. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112707. }
  112708. delete this._meshes[mesh.uniqueId];
  112709. }
  112710. this._shouldRender = false;
  112711. for (var meshHighlightToCheck in this._meshes) {
  112712. if (this._meshes[meshHighlightToCheck]) {
  112713. this._shouldRender = true;
  112714. break;
  112715. }
  112716. }
  112717. };
  112718. /**
  112719. * Force the stencil to the normal expected value for none glowing parts
  112720. */
  112721. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112722. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112723. };
  112724. /**
  112725. * Free any resources and references associated to a mesh.
  112726. * Internal use
  112727. * @param mesh The mesh to free.
  112728. * @hidden
  112729. */
  112730. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112731. this.removeMesh(mesh);
  112732. this.removeExcludedMesh(mesh);
  112733. };
  112734. /**
  112735. * Dispose the highlight layer and free resources.
  112736. */
  112737. HighlightLayer.prototype.dispose = function () {
  112738. if (this._meshes) {
  112739. // Clean mesh references
  112740. for (var id in this._meshes) {
  112741. var meshHighlight = this._meshes[id];
  112742. if (meshHighlight && meshHighlight.mesh) {
  112743. if (meshHighlight.observerHighlight) {
  112744. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112745. }
  112746. if (meshHighlight.observerDefault) {
  112747. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112748. }
  112749. }
  112750. }
  112751. this._meshes = null;
  112752. }
  112753. if (this._excludedMeshes) {
  112754. for (var id in this._excludedMeshes) {
  112755. var meshHighlight = this._excludedMeshes[id];
  112756. if (meshHighlight) {
  112757. if (meshHighlight.beforeRender) {
  112758. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112759. }
  112760. if (meshHighlight.afterRender) {
  112761. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112762. }
  112763. }
  112764. }
  112765. this._excludedMeshes = null;
  112766. }
  112767. _super.prototype.dispose.call(this);
  112768. };
  112769. /**
  112770. * Gets the class name of the effect layer
  112771. * @returns the string with the class name of the effect layer
  112772. */
  112773. HighlightLayer.prototype.getClassName = function () {
  112774. return "HighlightLayer";
  112775. };
  112776. /**
  112777. * Serializes this Highlight layer
  112778. * @returns a serialized Highlight layer object
  112779. */
  112780. HighlightLayer.prototype.serialize = function () {
  112781. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112782. serializationObject.customType = "BABYLON.HighlightLayer";
  112783. // Highlighted meshes
  112784. serializationObject.meshes = [];
  112785. if (this._meshes) {
  112786. for (var m in this._meshes) {
  112787. var mesh = this._meshes[m];
  112788. if (mesh) {
  112789. serializationObject.meshes.push({
  112790. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112791. color: mesh.color.asArray(),
  112792. meshId: mesh.mesh.id
  112793. });
  112794. }
  112795. }
  112796. }
  112797. // Excluded meshes
  112798. serializationObject.excludedMeshes = [];
  112799. if (this._excludedMeshes) {
  112800. for (var e in this._excludedMeshes) {
  112801. var excludedMesh = this._excludedMeshes[e];
  112802. if (excludedMesh) {
  112803. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112804. }
  112805. }
  112806. }
  112807. return serializationObject;
  112808. };
  112809. /**
  112810. * Creates a Highlight layer from parsed Highlight layer data
  112811. * @param parsedHightlightLayer defines the Highlight layer data
  112812. * @param scene defines the current scene
  112813. * @param rootUrl defines the root URL containing the Highlight layer information
  112814. * @returns a parsed Highlight layer
  112815. */
  112816. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112817. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112818. var index;
  112819. // Excluded meshes
  112820. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112821. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112822. if (mesh) {
  112823. hl.addExcludedMesh(mesh);
  112824. }
  112825. }
  112826. // Included meshes
  112827. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112828. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112829. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112830. if (mesh) {
  112831. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112832. }
  112833. }
  112834. return hl;
  112835. };
  112836. /**
  112837. * Effect Name of the highlight layer.
  112838. */
  112839. HighlightLayer.EffectName = "HighlightLayer";
  112840. /**
  112841. * The neutral color used during the preparation of the glow effect.
  112842. * This is black by default as the blend operation is a blend operation.
  112843. */
  112844. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112845. /**
  112846. * Stencil value used for glowing meshes.
  112847. */
  112848. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112849. /**
  112850. * Stencil value used for the other meshes in the scene.
  112851. */
  112852. HighlightLayer.NormalMeshStencilReference = 0x01;
  112853. __decorate([
  112854. BABYLON.serialize()
  112855. ], HighlightLayer.prototype, "innerGlow", void 0);
  112856. __decorate([
  112857. BABYLON.serialize()
  112858. ], HighlightLayer.prototype, "outerGlow", void 0);
  112859. __decorate([
  112860. BABYLON.serialize()
  112861. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112862. __decorate([
  112863. BABYLON.serialize()
  112864. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112865. __decorate([
  112866. BABYLON.serialize("options")
  112867. ], HighlightLayer.prototype, "_options", void 0);
  112868. return HighlightLayer;
  112869. }(BABYLON.EffectLayer));
  112870. BABYLON.HighlightLayer = HighlightLayer;
  112871. })(BABYLON || (BABYLON = {}));
  112872. //# sourceMappingURL=highlightLayer.js.map
  112873. var BABYLON;
  112874. (function (BABYLON) {
  112875. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112876. for (var index = 0; index < this.effectLayers.length; index++) {
  112877. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  112878. return this.effectLayers[index];
  112879. }
  112880. }
  112881. return null;
  112882. };
  112883. /**
  112884. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112885. *
  112886. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112887. * glowy meshes to your scene.
  112888. *
  112889. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112890. */
  112891. var GlowLayer = /** @class */ (function (_super) {
  112892. __extends(GlowLayer, _super);
  112893. /**
  112894. * Instantiates a new glow Layer and references it to the scene.
  112895. * @param name The name of the layer
  112896. * @param scene The scene to use the layer in
  112897. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112898. */
  112899. function GlowLayer(name, scene, options) {
  112900. var _this = _super.call(this, name, scene) || this;
  112901. _this._intensity = 1.0;
  112902. _this._includedOnlyMeshes = [];
  112903. _this._excludedMeshes = [];
  112904. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  112905. // Adapt options
  112906. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  112907. // Initialize the layer
  112908. _this._init({
  112909. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  112910. camera: _this._options.camera,
  112911. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112912. mainTextureRatio: _this._options.mainTextureRatio,
  112913. renderingGroupId: _this._options.renderingGroupId
  112914. });
  112915. return _this;
  112916. }
  112917. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  112918. /**
  112919. * Gets the kernel size of the blur.
  112920. */
  112921. get: function () {
  112922. return this._horizontalBlurPostprocess1.kernel;
  112923. },
  112924. /**
  112925. * Sets the kernel size of the blur.
  112926. */
  112927. set: function (value) {
  112928. this._horizontalBlurPostprocess1.kernel = value;
  112929. this._verticalBlurPostprocess1.kernel = value;
  112930. this._horizontalBlurPostprocess2.kernel = value;
  112931. this._verticalBlurPostprocess2.kernel = value;
  112932. },
  112933. enumerable: true,
  112934. configurable: true
  112935. });
  112936. Object.defineProperty(GlowLayer.prototype, "intensity", {
  112937. /**
  112938. * Gets the glow intensity.
  112939. */
  112940. get: function () {
  112941. return this._intensity;
  112942. },
  112943. /**
  112944. * Sets the glow intensity.
  112945. */
  112946. set: function (value) {
  112947. this._intensity = value;
  112948. },
  112949. enumerable: true,
  112950. configurable: true
  112951. });
  112952. /**
  112953. * Get the effect name of the layer.
  112954. * @return The effect name
  112955. */
  112956. GlowLayer.prototype.getEffectName = function () {
  112957. return GlowLayer.EffectName;
  112958. };
  112959. /**
  112960. * Create the merge effect. This is the shader use to blit the information back
  112961. * to the main canvas at the end of the scene rendering.
  112962. */
  112963. GlowLayer.prototype._createMergeEffect = function () {
  112964. // Effect
  112965. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  112966. };
  112967. /**
  112968. * Creates the render target textures and post processes used in the glow layer.
  112969. */
  112970. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  112971. var _this = this;
  112972. var blurTextureWidth = this._mainTextureDesiredSize.width;
  112973. var blurTextureHeight = this._mainTextureDesiredSize.height;
  112974. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112975. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112976. var textureType = 0;
  112977. if (this._engine.getCaps().textureHalfFloatRender) {
  112978. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112979. }
  112980. else {
  112981. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112982. }
  112983. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  112984. width: blurTextureWidth,
  112985. height: blurTextureHeight
  112986. }, this._scene, false, true, textureType);
  112987. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112988. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112989. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112990. this._blurTexture1.renderParticles = false;
  112991. this._blurTexture1.ignoreCameraViewport = true;
  112992. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  112993. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  112994. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  112995. width: blurTextureWidth2,
  112996. height: blurTextureHeight2
  112997. }, this._scene, false, true, textureType);
  112998. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112999. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113000. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113001. this._blurTexture2.renderParticles = false;
  113002. this._blurTexture2.ignoreCameraViewport = true;
  113003. this._textures = [this._blurTexture1, this._blurTexture2];
  113004. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113005. width: blurTextureWidth,
  113006. height: blurTextureHeight
  113007. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113008. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113009. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113010. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113011. effect.setTexture("textureSampler", _this._mainTexture);
  113012. });
  113013. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113014. width: blurTextureWidth,
  113015. height: blurTextureHeight
  113016. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113017. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113018. width: blurTextureWidth2,
  113019. height: blurTextureHeight2
  113020. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113021. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113022. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113023. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113024. effect.setTexture("textureSampler", _this._blurTexture1);
  113025. });
  113026. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113027. width: blurTextureWidth2,
  113028. height: blurTextureHeight2
  113029. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113030. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113031. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113032. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113033. this._mainTexture.samples = this._options.mainTextureSamples;
  113034. this._mainTexture.onAfterUnbindObservable.add(function () {
  113035. var internalTexture = _this._blurTexture1.getInternalTexture();
  113036. if (internalTexture) {
  113037. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113038. internalTexture = _this._blurTexture2.getInternalTexture();
  113039. if (internalTexture) {
  113040. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113041. }
  113042. }
  113043. });
  113044. // Prevent autoClear.
  113045. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113046. };
  113047. /**
  113048. * Checks for the readiness of the element composing the layer.
  113049. * @param subMesh the mesh to check for
  113050. * @param useInstances specify wether or not to use instances to render the mesh
  113051. * @param emissiveTexture the associated emissive texture used to generate the glow
  113052. * @return true if ready otherwise, false
  113053. */
  113054. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113055. var material = subMesh.getMaterial();
  113056. var mesh = subMesh.getRenderingMesh();
  113057. if (!material || !mesh) {
  113058. return false;
  113059. }
  113060. var emissiveTexture = material.emissiveTexture;
  113061. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113062. };
  113063. /**
  113064. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113065. */
  113066. GlowLayer.prototype.needStencil = function () {
  113067. return false;
  113068. };
  113069. /**
  113070. * Implementation specific of rendering the generating effect on the main canvas.
  113071. * @param effect The effect used to render through
  113072. */
  113073. GlowLayer.prototype._internalRender = function (effect) {
  113074. // Texture
  113075. effect.setTexture("textureSampler", this._blurTexture1);
  113076. effect.setTexture("textureSampler2", this._blurTexture2);
  113077. effect.setFloat("offset", this._intensity);
  113078. // Cache
  113079. var engine = this._engine;
  113080. var previousStencilBuffer = engine.getStencilBuffer();
  113081. // Draw order
  113082. engine.setStencilBuffer(false);
  113083. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113084. // Draw order
  113085. engine.setStencilBuffer(previousStencilBuffer);
  113086. };
  113087. /**
  113088. * Sets the required values for both the emissive texture and and the main color.
  113089. */
  113090. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113091. var textureLevel = 1.0;
  113092. if (this.customEmissiveTextureSelector) {
  113093. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113094. }
  113095. else {
  113096. if (material) {
  113097. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113098. if (this._emissiveTextureAndColor.texture) {
  113099. textureLevel = this._emissiveTextureAndColor.texture.level;
  113100. }
  113101. }
  113102. else {
  113103. this._emissiveTextureAndColor.texture = null;
  113104. }
  113105. }
  113106. if (this.customEmissiveColorSelector) {
  113107. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113108. }
  113109. else {
  113110. if (material.emissiveColor) {
  113111. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113112. }
  113113. else {
  113114. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113115. }
  113116. }
  113117. };
  113118. /**
  113119. * Returns true if the mesh should render, otherwise false.
  113120. * @param mesh The mesh to render
  113121. * @returns true if it should render otherwise false
  113122. */
  113123. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113124. return this.hasMesh(mesh);
  113125. };
  113126. /**
  113127. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113128. * @param mesh The mesh to exclude from the glow layer
  113129. */
  113130. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113131. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113132. this._excludedMeshes.push(mesh.uniqueId);
  113133. }
  113134. };
  113135. /**
  113136. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113137. * @param mesh The mesh to remove
  113138. */
  113139. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113140. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113141. if (index !== -1) {
  113142. this._excludedMeshes.splice(index, 1);
  113143. }
  113144. };
  113145. /**
  113146. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113147. * @param mesh The mesh to include in the glow layer
  113148. */
  113149. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113150. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113151. this._includedOnlyMeshes.push(mesh.uniqueId);
  113152. }
  113153. };
  113154. /**
  113155. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113156. * @param mesh The mesh to remove
  113157. */
  113158. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113159. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113160. if (index !== -1) {
  113161. this._includedOnlyMeshes.splice(index, 1);
  113162. }
  113163. };
  113164. /**
  113165. * Determine if a given mesh will be used in the glow layer
  113166. * @param mesh The mesh to test
  113167. * @returns true if the mesh will be highlighted by the current glow layer
  113168. */
  113169. GlowLayer.prototype.hasMesh = function (mesh) {
  113170. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113171. return false;
  113172. }
  113173. // Included Mesh
  113174. if (this._includedOnlyMeshes.length) {
  113175. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113176. }
  113177. // Excluded Mesh
  113178. if (this._excludedMeshes.length) {
  113179. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113180. }
  113181. return true;
  113182. };
  113183. /**
  113184. * Free any resources and references associated to a mesh.
  113185. * Internal use
  113186. * @param mesh The mesh to free.
  113187. * @hidden
  113188. */
  113189. GlowLayer.prototype._disposeMesh = function (mesh) {
  113190. this.removeIncludedOnlyMesh(mesh);
  113191. this.removeExcludedMesh(mesh);
  113192. };
  113193. /**
  113194. * Gets the class name of the effect layer
  113195. * @returns the string with the class name of the effect layer
  113196. */
  113197. GlowLayer.prototype.getClassName = function () {
  113198. return "GlowLayer";
  113199. };
  113200. /**
  113201. * Serializes this glow layer
  113202. * @returns a serialized glow layer object
  113203. */
  113204. GlowLayer.prototype.serialize = function () {
  113205. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113206. serializationObject.customType = "BABYLON.GlowLayer";
  113207. var index;
  113208. // Included meshes
  113209. serializationObject.includedMeshes = [];
  113210. if (this._includedOnlyMeshes.length) {
  113211. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113212. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113213. if (mesh) {
  113214. serializationObject.includedMeshes.push(mesh.id);
  113215. }
  113216. }
  113217. }
  113218. // Excluded meshes
  113219. serializationObject.excludedMeshes = [];
  113220. if (this._excludedMeshes.length) {
  113221. for (index = 0; index < this._excludedMeshes.length; index++) {
  113222. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113223. if (mesh) {
  113224. serializationObject.excludedMeshes.push(mesh.id);
  113225. }
  113226. }
  113227. }
  113228. return serializationObject;
  113229. };
  113230. /**
  113231. * Creates a Glow Layer from parsed glow layer data
  113232. * @param parsedGlowLayer defines glow layer data
  113233. * @param scene defines the current scene
  113234. * @param rootUrl defines the root URL containing the glow layer information
  113235. * @returns a parsed Glow Layer
  113236. */
  113237. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113238. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113239. var index;
  113240. // Excluded meshes
  113241. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113242. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113243. if (mesh) {
  113244. gl.addExcludedMesh(mesh);
  113245. }
  113246. }
  113247. // Included meshes
  113248. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113249. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113250. if (mesh) {
  113251. gl.addIncludedOnlyMesh(mesh);
  113252. }
  113253. }
  113254. return gl;
  113255. };
  113256. /**
  113257. * Effect Name of the layer.
  113258. */
  113259. GlowLayer.EffectName = "GlowLayer";
  113260. /**
  113261. * The default blur kernel size used for the glow.
  113262. */
  113263. GlowLayer.DefaultBlurKernelSize = 32;
  113264. /**
  113265. * The default texture size ratio used for the glow.
  113266. */
  113267. GlowLayer.DefaultTextureRatio = 0.5;
  113268. __decorate([
  113269. BABYLON.serialize()
  113270. ], GlowLayer.prototype, "blurKernelSize", null);
  113271. __decorate([
  113272. BABYLON.serialize()
  113273. ], GlowLayer.prototype, "intensity", null);
  113274. __decorate([
  113275. BABYLON.serialize("options")
  113276. ], GlowLayer.prototype, "_options", void 0);
  113277. return GlowLayer;
  113278. }(BABYLON.EffectLayer));
  113279. BABYLON.GlowLayer = GlowLayer;
  113280. })(BABYLON || (BABYLON = {}));
  113281. //# sourceMappingURL=glowLayer.js.map
  113282. var BABYLON;
  113283. (function (BABYLON) {
  113284. /**
  113285. * Defines the list of states available for a task inside a AssetsManager
  113286. */
  113287. var AssetTaskState;
  113288. (function (AssetTaskState) {
  113289. /**
  113290. * Initialization
  113291. */
  113292. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113293. /**
  113294. * Running
  113295. */
  113296. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113297. /**
  113298. * Done
  113299. */
  113300. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113301. /**
  113302. * Error
  113303. */
  113304. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113305. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113306. /**
  113307. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113308. */
  113309. var AbstractAssetTask = /** @class */ (function () {
  113310. /**
  113311. * Creates a new AssetsManager
  113312. * @param name defines the name of the task
  113313. */
  113314. function AbstractAssetTask(
  113315. /**
  113316. * Task name
  113317. */ name) {
  113318. this.name = name;
  113319. this._isCompleted = false;
  113320. this._taskState = AssetTaskState.INIT;
  113321. }
  113322. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113323. /**
  113324. * Get if the task is completed
  113325. */
  113326. get: function () {
  113327. return this._isCompleted;
  113328. },
  113329. enumerable: true,
  113330. configurable: true
  113331. });
  113332. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113333. /**
  113334. * Gets the current state of the task
  113335. */
  113336. get: function () {
  113337. return this._taskState;
  113338. },
  113339. enumerable: true,
  113340. configurable: true
  113341. });
  113342. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113343. /**
  113344. * Gets the current error object (if task is in error)
  113345. */
  113346. get: function () {
  113347. return this._errorObject;
  113348. },
  113349. enumerable: true,
  113350. configurable: true
  113351. });
  113352. /**
  113353. * Internal only
  113354. * @hidden
  113355. */
  113356. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113357. if (this._errorObject) {
  113358. return;
  113359. }
  113360. this._errorObject = {
  113361. message: message,
  113362. exception: exception
  113363. };
  113364. };
  113365. /**
  113366. * Execute the current task
  113367. * @param scene defines the scene where you want your assets to be loaded
  113368. * @param onSuccess is a callback called when the task is successfully executed
  113369. * @param onError is a callback called if an error occurs
  113370. */
  113371. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113372. var _this = this;
  113373. this._taskState = AssetTaskState.RUNNING;
  113374. this.runTask(scene, function () {
  113375. _this.onDoneCallback(onSuccess, onError);
  113376. }, function (msg, exception) {
  113377. _this.onErrorCallback(onError, msg, exception);
  113378. });
  113379. };
  113380. /**
  113381. * Execute the current task
  113382. * @param scene defines the scene where you want your assets to be loaded
  113383. * @param onSuccess is a callback called when the task is successfully executed
  113384. * @param onError is a callback called if an error occurs
  113385. */
  113386. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113387. throw new Error("runTask is not implemented");
  113388. };
  113389. /**
  113390. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113391. * This can be used with failed tasks that have the reason for failure fixed.
  113392. */
  113393. AbstractAssetTask.prototype.reset = function () {
  113394. this._taskState = AssetTaskState.INIT;
  113395. };
  113396. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113397. this._taskState = AssetTaskState.ERROR;
  113398. this._errorObject = {
  113399. message: message,
  113400. exception: exception
  113401. };
  113402. if (this.onError) {
  113403. this.onError(this, message, exception);
  113404. }
  113405. onError();
  113406. };
  113407. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113408. try {
  113409. this._taskState = AssetTaskState.DONE;
  113410. this._isCompleted = true;
  113411. if (this.onSuccess) {
  113412. this.onSuccess(this);
  113413. }
  113414. onSuccess();
  113415. }
  113416. catch (e) {
  113417. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113418. }
  113419. };
  113420. return AbstractAssetTask;
  113421. }());
  113422. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113423. /**
  113424. * Class used to share progress information about assets loading
  113425. */
  113426. var AssetsProgressEvent = /** @class */ (function () {
  113427. /**
  113428. * Creates a AssetsProgressEvent
  113429. * @param remainingCount defines the number of remaining tasks to process
  113430. * @param totalCount defines the total number of tasks
  113431. * @param task defines the task that was just processed
  113432. */
  113433. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113434. this.remainingCount = remainingCount;
  113435. this.totalCount = totalCount;
  113436. this.task = task;
  113437. }
  113438. return AssetsProgressEvent;
  113439. }());
  113440. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113441. /**
  113442. * Define a task used by AssetsManager to load meshes
  113443. */
  113444. var MeshAssetTask = /** @class */ (function (_super) {
  113445. __extends(MeshAssetTask, _super);
  113446. /**
  113447. * Creates a new MeshAssetTask
  113448. * @param name defines the name of the task
  113449. * @param meshesNames defines the list of mesh's names you want to load
  113450. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113451. * @param sceneFilename defines the filename of the scene to load from
  113452. */
  113453. function MeshAssetTask(
  113454. /**
  113455. * Defines the name of the task
  113456. */
  113457. name,
  113458. /**
  113459. * Defines the list of mesh's names you want to load
  113460. */
  113461. meshesNames,
  113462. /**
  113463. * Defines the root url to use as a base to load your meshes and associated resources
  113464. */
  113465. rootUrl,
  113466. /**
  113467. * Defines the filename of the scene to load from
  113468. */
  113469. sceneFilename) {
  113470. var _this = _super.call(this, name) || this;
  113471. _this.name = name;
  113472. _this.meshesNames = meshesNames;
  113473. _this.rootUrl = rootUrl;
  113474. _this.sceneFilename = sceneFilename;
  113475. return _this;
  113476. }
  113477. /**
  113478. * Execute the current task
  113479. * @param scene defines the scene where you want your assets to be loaded
  113480. * @param onSuccess is a callback called when the task is successfully executed
  113481. * @param onError is a callback called if an error occurs
  113482. */
  113483. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113484. var _this = this;
  113485. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113486. _this.loadedMeshes = meshes;
  113487. _this.loadedParticleSystems = particleSystems;
  113488. _this.loadedSkeletons = skeletons;
  113489. onSuccess();
  113490. }, null, function (scene, message, exception) {
  113491. onError(message, exception);
  113492. });
  113493. };
  113494. return MeshAssetTask;
  113495. }(AbstractAssetTask));
  113496. BABYLON.MeshAssetTask = MeshAssetTask;
  113497. /**
  113498. * Define a task used by AssetsManager to load text content
  113499. */
  113500. var TextFileAssetTask = /** @class */ (function (_super) {
  113501. __extends(TextFileAssetTask, _super);
  113502. /**
  113503. * Creates a new TextFileAssetTask object
  113504. * @param name defines the name of the task
  113505. * @param url defines the location of the file to load
  113506. */
  113507. function TextFileAssetTask(
  113508. /**
  113509. * Defines the name of the task
  113510. */
  113511. name,
  113512. /**
  113513. * Defines the location of the file to load
  113514. */
  113515. url) {
  113516. var _this = _super.call(this, name) || this;
  113517. _this.name = name;
  113518. _this.url = url;
  113519. return _this;
  113520. }
  113521. /**
  113522. * Execute the current task
  113523. * @param scene defines the scene where you want your assets to be loaded
  113524. * @param onSuccess is a callback called when the task is successfully executed
  113525. * @param onError is a callback called if an error occurs
  113526. */
  113527. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113528. var _this = this;
  113529. scene._loadFile(this.url, function (data) {
  113530. _this.text = data;
  113531. onSuccess();
  113532. }, undefined, false, false, function (request, exception) {
  113533. if (request) {
  113534. onError(request.status + " " + request.statusText, exception);
  113535. }
  113536. });
  113537. };
  113538. return TextFileAssetTask;
  113539. }(AbstractAssetTask));
  113540. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113541. /**
  113542. * Define a task used by AssetsManager to load binary data
  113543. */
  113544. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113545. __extends(BinaryFileAssetTask, _super);
  113546. /**
  113547. * Creates a new BinaryFileAssetTask object
  113548. * @param name defines the name of the new task
  113549. * @param url defines the location of the file to load
  113550. */
  113551. function BinaryFileAssetTask(
  113552. /**
  113553. * Defines the name of the task
  113554. */
  113555. name,
  113556. /**
  113557. * Defines the location of the file to load
  113558. */
  113559. url) {
  113560. var _this = _super.call(this, name) || this;
  113561. _this.name = name;
  113562. _this.url = url;
  113563. return _this;
  113564. }
  113565. /**
  113566. * Execute the current task
  113567. * @param scene defines the scene where you want your assets to be loaded
  113568. * @param onSuccess is a callback called when the task is successfully executed
  113569. * @param onError is a callback called if an error occurs
  113570. */
  113571. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113572. var _this = this;
  113573. scene._loadFile(this.url, function (data) {
  113574. _this.data = data;
  113575. onSuccess();
  113576. }, undefined, true, true, function (request, exception) {
  113577. if (request) {
  113578. onError(request.status + " " + request.statusText, exception);
  113579. }
  113580. });
  113581. };
  113582. return BinaryFileAssetTask;
  113583. }(AbstractAssetTask));
  113584. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113585. /**
  113586. * Define a task used by AssetsManager to load images
  113587. */
  113588. var ImageAssetTask = /** @class */ (function (_super) {
  113589. __extends(ImageAssetTask, _super);
  113590. /**
  113591. * Creates a new ImageAssetTask
  113592. * @param name defines the name of the task
  113593. * @param url defines the location of the image to load
  113594. */
  113595. function ImageAssetTask(
  113596. /**
  113597. * Defines the name of the task
  113598. */
  113599. name,
  113600. /**
  113601. * Defines the location of the image to load
  113602. */
  113603. url) {
  113604. var _this = _super.call(this, name) || this;
  113605. _this.name = name;
  113606. _this.url = url;
  113607. return _this;
  113608. }
  113609. /**
  113610. * Execute the current task
  113611. * @param scene defines the scene where you want your assets to be loaded
  113612. * @param onSuccess is a callback called when the task is successfully executed
  113613. * @param onError is a callback called if an error occurs
  113614. */
  113615. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113616. var _this = this;
  113617. var img = new Image();
  113618. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113619. img.onload = function () {
  113620. _this.image = img;
  113621. onSuccess();
  113622. };
  113623. img.onerror = function (err) {
  113624. onError("Error loading image", err);
  113625. };
  113626. img.src = this.url;
  113627. };
  113628. return ImageAssetTask;
  113629. }(AbstractAssetTask));
  113630. BABYLON.ImageAssetTask = ImageAssetTask;
  113631. /**
  113632. * Define a task used by AssetsManager to load 2D textures
  113633. */
  113634. var TextureAssetTask = /** @class */ (function (_super) {
  113635. __extends(TextureAssetTask, _super);
  113636. /**
  113637. * Creates a new TextureAssetTask object
  113638. * @param name defines the name of the task
  113639. * @param url defines the location of the file to load
  113640. * @param noMipmap defines if mipmap should not be generated (default is false)
  113641. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113642. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113643. */
  113644. function TextureAssetTask(
  113645. /**
  113646. * Defines the name of the task
  113647. */
  113648. name,
  113649. /**
  113650. * Defines the location of the file to load
  113651. */
  113652. url,
  113653. /**
  113654. * Defines if mipmap should not be generated (default is false)
  113655. */
  113656. noMipmap,
  113657. /**
  113658. * Defines if texture must be inverted on Y axis (default is false)
  113659. */
  113660. invertY,
  113661. /**
  113662. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113663. */
  113664. samplingMode) {
  113665. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113666. var _this = _super.call(this, name) || this;
  113667. _this.name = name;
  113668. _this.url = url;
  113669. _this.noMipmap = noMipmap;
  113670. _this.invertY = invertY;
  113671. _this.samplingMode = samplingMode;
  113672. return _this;
  113673. }
  113674. /**
  113675. * Execute the current task
  113676. * @param scene defines the scene where you want your assets to be loaded
  113677. * @param onSuccess is a callback called when the task is successfully executed
  113678. * @param onError is a callback called if an error occurs
  113679. */
  113680. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113681. var onload = function () {
  113682. onSuccess();
  113683. };
  113684. var onerror = function (message, exception) {
  113685. onError(message, exception);
  113686. };
  113687. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113688. };
  113689. return TextureAssetTask;
  113690. }(AbstractAssetTask));
  113691. BABYLON.TextureAssetTask = TextureAssetTask;
  113692. /**
  113693. * Define a task used by AssetsManager to load cube textures
  113694. */
  113695. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113696. __extends(CubeTextureAssetTask, _super);
  113697. /**
  113698. * Creates a new CubeTextureAssetTask
  113699. * @param name defines the name of the task
  113700. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113701. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113702. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113703. * @param files defines the explicit list of files (undefined by default)
  113704. */
  113705. function CubeTextureAssetTask(
  113706. /**
  113707. * Defines the name of the task
  113708. */
  113709. name,
  113710. /**
  113711. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113712. */
  113713. url,
  113714. /**
  113715. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113716. */
  113717. extensions,
  113718. /**
  113719. * Defines if mipmaps should not be generated (default is false)
  113720. */
  113721. noMipmap,
  113722. /**
  113723. * Defines the explicit list of files (undefined by default)
  113724. */
  113725. files) {
  113726. var _this = _super.call(this, name) || this;
  113727. _this.name = name;
  113728. _this.url = url;
  113729. _this.extensions = extensions;
  113730. _this.noMipmap = noMipmap;
  113731. _this.files = files;
  113732. return _this;
  113733. }
  113734. /**
  113735. * Execute the current task
  113736. * @param scene defines the scene where you want your assets to be loaded
  113737. * @param onSuccess is a callback called when the task is successfully executed
  113738. * @param onError is a callback called if an error occurs
  113739. */
  113740. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113741. var onload = function () {
  113742. onSuccess();
  113743. };
  113744. var onerror = function (message, exception) {
  113745. onError(message, exception);
  113746. };
  113747. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113748. };
  113749. return CubeTextureAssetTask;
  113750. }(AbstractAssetTask));
  113751. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113752. /**
  113753. * Define a task used by AssetsManager to load HDR cube textures
  113754. */
  113755. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113756. __extends(HDRCubeTextureAssetTask, _super);
  113757. /**
  113758. * Creates a new HDRCubeTextureAssetTask object
  113759. * @param name defines the name of the task
  113760. * @param url defines the location of the file to load
  113761. * @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.
  113762. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113763. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113764. * @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)
  113765. * @param reserved Internal use only
  113766. */
  113767. function HDRCubeTextureAssetTask(
  113768. /**
  113769. * Defines the name of the task
  113770. */
  113771. name,
  113772. /**
  113773. * Defines the location of the file to load
  113774. */
  113775. url,
  113776. /**
  113777. * Defines the desired size (the more it increases the longer the generation will be)
  113778. */
  113779. size,
  113780. /**
  113781. * Defines if mipmaps should not be generated (default is false)
  113782. */
  113783. noMipmap,
  113784. /**
  113785. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113786. */
  113787. generateHarmonics,
  113788. /**
  113789. * 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)
  113790. */
  113791. gammaSpace,
  113792. /**
  113793. * Internal Use Only
  113794. */
  113795. reserved) {
  113796. if (noMipmap === void 0) { noMipmap = false; }
  113797. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113798. if (gammaSpace === void 0) { gammaSpace = false; }
  113799. if (reserved === void 0) { reserved = false; }
  113800. var _this = _super.call(this, name) || this;
  113801. _this.name = name;
  113802. _this.url = url;
  113803. _this.size = size;
  113804. _this.noMipmap = noMipmap;
  113805. _this.generateHarmonics = generateHarmonics;
  113806. _this.gammaSpace = gammaSpace;
  113807. _this.reserved = reserved;
  113808. return _this;
  113809. }
  113810. /**
  113811. * Execute the current task
  113812. * @param scene defines the scene where you want your assets to be loaded
  113813. * @param onSuccess is a callback called when the task is successfully executed
  113814. * @param onError is a callback called if an error occurs
  113815. */
  113816. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113817. var onload = function () {
  113818. onSuccess();
  113819. };
  113820. var onerror = function (message, exception) {
  113821. onError(message, exception);
  113822. };
  113823. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113824. };
  113825. return HDRCubeTextureAssetTask;
  113826. }(AbstractAssetTask));
  113827. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113828. /**
  113829. * This class can be used to easily import assets into a scene
  113830. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113831. */
  113832. var AssetsManager = /** @class */ (function () {
  113833. /**
  113834. * Creates a new AssetsManager
  113835. * @param scene defines the scene to work on
  113836. */
  113837. function AssetsManager(scene) {
  113838. this._isLoading = false;
  113839. this._tasks = new Array();
  113840. this._waitingTasksCount = 0;
  113841. this._totalTasksCount = 0;
  113842. /**
  113843. * Observable called when all tasks are processed
  113844. */
  113845. this.onTaskSuccessObservable = new BABYLON.Observable();
  113846. /**
  113847. * Observable called when a task had an error
  113848. */
  113849. this.onTaskErrorObservable = new BABYLON.Observable();
  113850. /**
  113851. * Observable called when a task is successful
  113852. */
  113853. this.onTasksDoneObservable = new BABYLON.Observable();
  113854. /**
  113855. * Observable called when a task is done (whatever the result is)
  113856. */
  113857. this.onProgressObservable = new BABYLON.Observable();
  113858. /**
  113859. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113860. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113861. */
  113862. this.useDefaultLoadingScreen = true;
  113863. this._scene = scene;
  113864. }
  113865. /**
  113866. * Add a MeshAssetTask to the list of active tasks
  113867. * @param taskName defines the name of the new task
  113868. * @param meshesNames defines the name of meshes to load
  113869. * @param rootUrl defines the root url to use to locate files
  113870. * @param sceneFilename defines the filename of the scene file
  113871. * @returns a new MeshAssetTask object
  113872. */
  113873. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113874. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113875. this._tasks.push(task);
  113876. return task;
  113877. };
  113878. /**
  113879. * Add a TextFileAssetTask to the list of active tasks
  113880. * @param taskName defines the name of the new task
  113881. * @param url defines the url of the file to load
  113882. * @returns a new TextFileAssetTask object
  113883. */
  113884. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  113885. var task = new TextFileAssetTask(taskName, url);
  113886. this._tasks.push(task);
  113887. return task;
  113888. };
  113889. /**
  113890. * Add a BinaryFileAssetTask to the list of active tasks
  113891. * @param taskName defines the name of the new task
  113892. * @param url defines the url of the file to load
  113893. * @returns a new BinaryFileAssetTask object
  113894. */
  113895. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  113896. var task = new BinaryFileAssetTask(taskName, url);
  113897. this._tasks.push(task);
  113898. return task;
  113899. };
  113900. /**
  113901. * Add a ImageAssetTask to the list of active tasks
  113902. * @param taskName defines the name of the new task
  113903. * @param url defines the url of the file to load
  113904. * @returns a new ImageAssetTask object
  113905. */
  113906. AssetsManager.prototype.addImageTask = function (taskName, url) {
  113907. var task = new ImageAssetTask(taskName, url);
  113908. this._tasks.push(task);
  113909. return task;
  113910. };
  113911. /**
  113912. * Add a TextureAssetTask to the list of active tasks
  113913. * @param taskName defines the name of the new task
  113914. * @param url defines the url of the file to load
  113915. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113916. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  113917. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  113918. * @returns a new TextureAssetTask object
  113919. */
  113920. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  113921. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113922. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  113923. this._tasks.push(task);
  113924. return task;
  113925. };
  113926. /**
  113927. * Add a CubeTextureAssetTask to the list of active tasks
  113928. * @param taskName defines the name of the new task
  113929. * @param url defines the url of the file to load
  113930. * @param extensions defines the extension to use to load the cube map (can be null)
  113931. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113932. * @param files defines the list of files to load (can be null)
  113933. * @returns a new CubeTextureAssetTask object
  113934. */
  113935. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  113936. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  113937. this._tasks.push(task);
  113938. return task;
  113939. };
  113940. /**
  113941. *
  113942. * Add a HDRCubeTextureAssetTask to the list of active tasks
  113943. * @param taskName defines the name of the new task
  113944. * @param url defines the url of the file to load
  113945. * @param size defines the size you want for the cubemap (can be null)
  113946. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113947. * @param generateHarmonics defines if you want to automatically generate (true by default)
  113948. * @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)
  113949. * @param reserved Internal use only
  113950. * @returns a new HDRCubeTextureAssetTask object
  113951. */
  113952. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  113953. if (noMipmap === void 0) { noMipmap = false; }
  113954. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113955. if (gammaSpace === void 0) { gammaSpace = false; }
  113956. if (reserved === void 0) { reserved = false; }
  113957. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  113958. this._tasks.push(task);
  113959. return task;
  113960. };
  113961. /**
  113962. * Remove a task from the assets manager.
  113963. * @param task the task to remove
  113964. */
  113965. AssetsManager.prototype.removeTask = function (task) {
  113966. var index = this._tasks.indexOf(task);
  113967. if (index > -1) {
  113968. this._tasks.splice(index, 1);
  113969. }
  113970. };
  113971. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  113972. this._waitingTasksCount--;
  113973. try {
  113974. if (this.onProgress) {
  113975. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  113976. }
  113977. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  113978. }
  113979. catch (e) {
  113980. BABYLON.Tools.Error("Error running progress callbacks.");
  113981. console.log(e);
  113982. }
  113983. if (this._waitingTasksCount === 0) {
  113984. try {
  113985. if (this.onFinish) {
  113986. this.onFinish(this._tasks);
  113987. }
  113988. // Let's remove successfull tasks
  113989. var currentTasks = this._tasks.slice();
  113990. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  113991. var task = currentTasks_1[_i];
  113992. if (task.taskState === AssetTaskState.DONE) {
  113993. var index = this._tasks.indexOf(task);
  113994. if (index > -1) {
  113995. this._tasks.splice(index, 1);
  113996. }
  113997. }
  113998. }
  113999. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114000. }
  114001. catch (e) {
  114002. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114003. console.log(e);
  114004. }
  114005. this._isLoading = false;
  114006. this._scene.getEngine().hideLoadingUI();
  114007. }
  114008. };
  114009. AssetsManager.prototype._runTask = function (task) {
  114010. var _this = this;
  114011. var done = function () {
  114012. try {
  114013. if (_this.onTaskSuccess) {
  114014. _this.onTaskSuccess(task);
  114015. }
  114016. _this.onTaskSuccessObservable.notifyObservers(task);
  114017. _this._decreaseWaitingTasksCount(task);
  114018. }
  114019. catch (e) {
  114020. error("Error executing task success callbacks", e);
  114021. }
  114022. };
  114023. var error = function (message, exception) {
  114024. task._setErrorObject(message, exception);
  114025. if (_this.onTaskError) {
  114026. _this.onTaskError(task);
  114027. }
  114028. _this.onTaskErrorObservable.notifyObservers(task);
  114029. _this._decreaseWaitingTasksCount(task);
  114030. };
  114031. task.run(this._scene, done, error);
  114032. };
  114033. /**
  114034. * Reset the AssetsManager and remove all tasks
  114035. * @return the current instance of the AssetsManager
  114036. */
  114037. AssetsManager.prototype.reset = function () {
  114038. this._isLoading = false;
  114039. this._tasks = new Array();
  114040. return this;
  114041. };
  114042. /**
  114043. * Start the loading process
  114044. * @return the current instance of the AssetsManager
  114045. */
  114046. AssetsManager.prototype.load = function () {
  114047. if (this._isLoading) {
  114048. return this;
  114049. }
  114050. this._isLoading = true;
  114051. this._waitingTasksCount = this._tasks.length;
  114052. this._totalTasksCount = this._tasks.length;
  114053. if (this._waitingTasksCount === 0) {
  114054. this._isLoading = false;
  114055. if (this.onFinish) {
  114056. this.onFinish(this._tasks);
  114057. }
  114058. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114059. return this;
  114060. }
  114061. if (this.useDefaultLoadingScreen) {
  114062. this._scene.getEngine().displayLoadingUI();
  114063. }
  114064. for (var index = 0; index < this._tasks.length; index++) {
  114065. var task = this._tasks[index];
  114066. if (task.taskState === AssetTaskState.INIT) {
  114067. this._runTask(task);
  114068. }
  114069. }
  114070. return this;
  114071. };
  114072. return AssetsManager;
  114073. }());
  114074. BABYLON.AssetsManager = AssetsManager;
  114075. })(BABYLON || (BABYLON = {}));
  114076. //# sourceMappingURL=assetsManager.js.map
  114077. var BABYLON;
  114078. (function (BABYLON) {
  114079. var serializedGeometries = [];
  114080. var serializeGeometry = function (geometry, serializationGeometries) {
  114081. if (serializedGeometries[geometry.id]) {
  114082. return;
  114083. }
  114084. if (geometry.doNotSerialize) {
  114085. return;
  114086. }
  114087. if (geometry instanceof BABYLON.BoxGeometry) {
  114088. serializationGeometries.boxes.push(geometry.serialize());
  114089. }
  114090. else if (geometry instanceof BABYLON.SphereGeometry) {
  114091. serializationGeometries.spheres.push(geometry.serialize());
  114092. }
  114093. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114094. serializationGeometries.cylinders.push(geometry.serialize());
  114095. }
  114096. else if (geometry instanceof BABYLON.TorusGeometry) {
  114097. serializationGeometries.toruses.push(geometry.serialize());
  114098. }
  114099. else if (geometry instanceof BABYLON.GroundGeometry) {
  114100. serializationGeometries.grounds.push(geometry.serialize());
  114101. }
  114102. else if (geometry instanceof BABYLON.Plane) {
  114103. serializationGeometries.planes.push(geometry.serialize());
  114104. }
  114105. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114106. serializationGeometries.torusKnots.push(geometry.serialize());
  114107. }
  114108. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114109. throw new Error("Unknown primitive type");
  114110. }
  114111. else {
  114112. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114113. }
  114114. serializedGeometries[geometry.id] = true;
  114115. };
  114116. var serializeMesh = function (mesh, serializationScene) {
  114117. var serializationObject = {};
  114118. // Geometry
  114119. var geometry = mesh._geometry;
  114120. if (geometry) {
  114121. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114122. // 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
  114123. serializeGeometry(geometry, serializationScene.geometries);
  114124. }
  114125. }
  114126. // Custom
  114127. if (mesh.serialize) {
  114128. mesh.serialize(serializationObject);
  114129. }
  114130. return serializationObject;
  114131. };
  114132. var finalizeSingleMesh = function (mesh, serializationObject) {
  114133. //only works if the mesh is already loaded
  114134. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114135. //serialize material
  114136. if (mesh.material) {
  114137. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114138. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114139. serializationObject.materials = serializationObject.materials || [];
  114140. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114141. serializationObject.multiMaterials.push(mesh.material.serialize());
  114142. var _loop_1 = function (submaterial) {
  114143. if (submaterial) {
  114144. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114145. serializationObject.materials.push(submaterial.serialize());
  114146. }
  114147. }
  114148. };
  114149. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114150. var submaterial = _a[_i];
  114151. _loop_1(submaterial);
  114152. }
  114153. }
  114154. }
  114155. else {
  114156. serializationObject.materials = serializationObject.materials || [];
  114157. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114158. serializationObject.materials.push(mesh.material.serialize());
  114159. }
  114160. }
  114161. }
  114162. //serialize geometry
  114163. var geometry = mesh._geometry;
  114164. if (geometry) {
  114165. if (!serializationObject.geometries) {
  114166. serializationObject.geometries = {};
  114167. serializationObject.geometries.boxes = [];
  114168. serializationObject.geometries.spheres = [];
  114169. serializationObject.geometries.cylinders = [];
  114170. serializationObject.geometries.toruses = [];
  114171. serializationObject.geometries.grounds = [];
  114172. serializationObject.geometries.planes = [];
  114173. serializationObject.geometries.torusKnots = [];
  114174. serializationObject.geometries.vertexData = [];
  114175. }
  114176. serializeGeometry(geometry, serializationObject.geometries);
  114177. }
  114178. // Skeletons
  114179. if (mesh.skeleton) {
  114180. serializationObject.skeletons = serializationObject.skeletons || [];
  114181. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114182. }
  114183. //serialize the actual mesh
  114184. serializationObject.meshes = serializationObject.meshes || [];
  114185. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114186. }
  114187. };
  114188. /**
  114189. * Class used to serialize a scene into a string
  114190. */
  114191. var SceneSerializer = /** @class */ (function () {
  114192. function SceneSerializer() {
  114193. }
  114194. /**
  114195. * Clear cache used by a previous serialization
  114196. */
  114197. SceneSerializer.ClearCache = function () {
  114198. serializedGeometries = [];
  114199. };
  114200. /**
  114201. * Serialize a scene into a JSON compatible object
  114202. * @param scene defines the scene to serialize
  114203. * @returns a JSON compatible object
  114204. */
  114205. SceneSerializer.Serialize = function (scene) {
  114206. var serializationObject = {};
  114207. SceneSerializer.ClearCache();
  114208. // Scene
  114209. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114210. serializationObject.autoClear = scene.autoClear;
  114211. serializationObject.clearColor = scene.clearColor.asArray();
  114212. serializationObject.ambientColor = scene.ambientColor.asArray();
  114213. serializationObject.gravity = scene.gravity.asArray();
  114214. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114215. serializationObject.workerCollisions = scene.workerCollisions;
  114216. // Fog
  114217. if (scene.fogMode && scene.fogMode !== 0) {
  114218. serializationObject.fogMode = scene.fogMode;
  114219. serializationObject.fogColor = scene.fogColor.asArray();
  114220. serializationObject.fogStart = scene.fogStart;
  114221. serializationObject.fogEnd = scene.fogEnd;
  114222. serializationObject.fogDensity = scene.fogDensity;
  114223. }
  114224. //Physics
  114225. if (scene.isPhysicsEnabled()) {
  114226. var physicEngine = scene.getPhysicsEngine();
  114227. if (physicEngine) {
  114228. serializationObject.physicsEnabled = true;
  114229. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114230. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114231. }
  114232. }
  114233. // Metadata
  114234. if (scene.metadata) {
  114235. serializationObject.metadata = scene.metadata;
  114236. }
  114237. // Morph targets
  114238. serializationObject.morphTargetManagers = [];
  114239. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114240. var abstractMesh = _a[_i];
  114241. var manager = abstractMesh.morphTargetManager;
  114242. if (manager) {
  114243. serializationObject.morphTargetManagers.push(manager.serialize());
  114244. }
  114245. }
  114246. // Lights
  114247. serializationObject.lights = [];
  114248. var index;
  114249. var light;
  114250. for (index = 0; index < scene.lights.length; index++) {
  114251. light = scene.lights[index];
  114252. if (!light.doNotSerialize) {
  114253. serializationObject.lights.push(light.serialize());
  114254. }
  114255. }
  114256. // Cameras
  114257. serializationObject.cameras = [];
  114258. for (index = 0; index < scene.cameras.length; index++) {
  114259. var camera = scene.cameras[index];
  114260. if (!camera.doNotSerialize) {
  114261. serializationObject.cameras.push(camera.serialize());
  114262. }
  114263. }
  114264. if (scene.activeCamera) {
  114265. serializationObject.activeCameraID = scene.activeCamera.id;
  114266. }
  114267. // Animations
  114268. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114269. // Materials
  114270. serializationObject.materials = [];
  114271. serializationObject.multiMaterials = [];
  114272. var material;
  114273. for (index = 0; index < scene.materials.length; index++) {
  114274. material = scene.materials[index];
  114275. if (!material.doNotSerialize) {
  114276. serializationObject.materials.push(material.serialize());
  114277. }
  114278. }
  114279. // MultiMaterials
  114280. serializationObject.multiMaterials = [];
  114281. for (index = 0; index < scene.multiMaterials.length; index++) {
  114282. var multiMaterial = scene.multiMaterials[index];
  114283. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114284. }
  114285. // Environment texture
  114286. if (scene.environmentTexture) {
  114287. serializationObject.environmentTexture = scene.environmentTexture.name;
  114288. }
  114289. // Skeletons
  114290. serializationObject.skeletons = [];
  114291. for (index = 0; index < scene.skeletons.length; index++) {
  114292. var skeleton = scene.skeletons[index];
  114293. if (!skeleton.doNotSerialize) {
  114294. serializationObject.skeletons.push(skeleton.serialize());
  114295. }
  114296. }
  114297. // Transform nodes
  114298. serializationObject.transformNodes = [];
  114299. for (index = 0; index < scene.transformNodes.length; index++) {
  114300. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114301. }
  114302. // Geometries
  114303. serializationObject.geometries = {};
  114304. serializationObject.geometries.boxes = [];
  114305. serializationObject.geometries.spheres = [];
  114306. serializationObject.geometries.cylinders = [];
  114307. serializationObject.geometries.toruses = [];
  114308. serializationObject.geometries.grounds = [];
  114309. serializationObject.geometries.planes = [];
  114310. serializationObject.geometries.torusKnots = [];
  114311. serializationObject.geometries.vertexData = [];
  114312. serializedGeometries = [];
  114313. var geometries = scene.getGeometries();
  114314. for (index = 0; index < geometries.length; index++) {
  114315. var geometry = geometries[index];
  114316. if (geometry.isReady()) {
  114317. serializeGeometry(geometry, serializationObject.geometries);
  114318. }
  114319. }
  114320. // Meshes
  114321. serializationObject.meshes = [];
  114322. for (index = 0; index < scene.meshes.length; index++) {
  114323. var abstractMesh = scene.meshes[index];
  114324. if (abstractMesh instanceof BABYLON.Mesh) {
  114325. var mesh = abstractMesh;
  114326. if (!mesh.doNotSerialize) {
  114327. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114328. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114329. }
  114330. }
  114331. }
  114332. }
  114333. // Particles Systems
  114334. serializationObject.particleSystems = [];
  114335. for (index = 0; index < scene.particleSystems.length; index++) {
  114336. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114337. }
  114338. // Action Manager
  114339. if (scene.actionManager) {
  114340. serializationObject.actions = scene.actionManager.serialize("scene");
  114341. }
  114342. // Components
  114343. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114344. var component = _c[_b];
  114345. component.serialize(serializationObject);
  114346. }
  114347. return serializationObject;
  114348. };
  114349. /**
  114350. * Serialize a mesh into a JSON compatible object
  114351. * @param toSerialize defines the mesh to serialize
  114352. * @param withParents defines if parents must be serialized as well
  114353. * @param withChildren defines if children must be serialized as well
  114354. * @returns a JSON compatible object
  114355. */
  114356. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114357. if (withParents === void 0) { withParents = false; }
  114358. if (withChildren === void 0) { withChildren = false; }
  114359. var serializationObject = {};
  114360. SceneSerializer.ClearCache();
  114361. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114362. if (withParents || withChildren) {
  114363. //deliberate for loop! not for each, appended should be processed as well.
  114364. for (var i = 0; i < toSerialize.length; ++i) {
  114365. if (withChildren) {
  114366. toSerialize[i].getDescendants().forEach(function (node) {
  114367. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114368. toSerialize.push(node);
  114369. }
  114370. });
  114371. }
  114372. //make sure the array doesn't contain the object already
  114373. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114374. toSerialize.push(toSerialize[i].parent);
  114375. }
  114376. }
  114377. }
  114378. toSerialize.forEach(function (mesh) {
  114379. finalizeSingleMesh(mesh, serializationObject);
  114380. });
  114381. return serializationObject;
  114382. };
  114383. return SceneSerializer;
  114384. }());
  114385. BABYLON.SceneSerializer = SceneSerializer;
  114386. })(BABYLON || (BABYLON = {}));
  114387. //# sourceMappingURL=sceneSerializer.js.map
  114388. var BABYLON;
  114389. (function (BABYLON) {
  114390. /**
  114391. * Class used to generate realtime reflection / refraction cube textures
  114392. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114393. */
  114394. var ReflectionProbe = /** @class */ (function () {
  114395. /**
  114396. * Creates a new reflection probe
  114397. * @param name defines the name of the probe
  114398. * @param size defines the texture resolution (for each face)
  114399. * @param scene defines the hosting scene
  114400. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114401. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114402. */
  114403. function ReflectionProbe(
  114404. /** defines the name of the probe */
  114405. name, size, scene, generateMipMaps, useFloat) {
  114406. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114407. if (useFloat === void 0) { useFloat = false; }
  114408. var _this = this;
  114409. this.name = name;
  114410. this._viewMatrix = BABYLON.Matrix.Identity();
  114411. this._target = BABYLON.Vector3.Zero();
  114412. this._add = BABYLON.Vector3.Zero();
  114413. this._invertYAxis = false;
  114414. /** Gets or sets probe position (center of the cube map) */
  114415. this.position = BABYLON.Vector3.Zero();
  114416. this._scene = scene;
  114417. // Create the scene field if not exist.
  114418. if (!this._scene.reflectionProbes) {
  114419. this._scene.reflectionProbes = new Array();
  114420. }
  114421. this._scene.reflectionProbes.push(this);
  114422. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114423. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114424. switch (faceIndex) {
  114425. case 0:
  114426. _this._add.copyFromFloats(1, 0, 0);
  114427. break;
  114428. case 1:
  114429. _this._add.copyFromFloats(-1, 0, 0);
  114430. break;
  114431. case 2:
  114432. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114433. break;
  114434. case 3:
  114435. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114436. break;
  114437. case 4:
  114438. _this._add.copyFromFloats(0, 0, 1);
  114439. break;
  114440. case 5:
  114441. _this._add.copyFromFloats(0, 0, -1);
  114442. break;
  114443. }
  114444. if (_this._attachedMesh) {
  114445. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114446. }
  114447. _this.position.addToRef(_this._add, _this._target);
  114448. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114449. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114450. scene._forcedViewPosition = _this.position;
  114451. });
  114452. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114453. scene._forcedViewPosition = null;
  114454. scene.updateTransformMatrix(true);
  114455. });
  114456. if (scene.activeCamera) {
  114457. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114458. }
  114459. }
  114460. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114461. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114462. get: function () {
  114463. return this._renderTargetTexture.samples;
  114464. },
  114465. set: function (value) {
  114466. this._renderTargetTexture.samples = value;
  114467. },
  114468. enumerable: true,
  114469. configurable: true
  114470. });
  114471. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114472. /** Gets or sets the refresh rate to use (on every frame by default) */
  114473. get: function () {
  114474. return this._renderTargetTexture.refreshRate;
  114475. },
  114476. set: function (value) {
  114477. this._renderTargetTexture.refreshRate = value;
  114478. },
  114479. enumerable: true,
  114480. configurable: true
  114481. });
  114482. /**
  114483. * Gets the hosting scene
  114484. * @returns a Scene
  114485. */
  114486. ReflectionProbe.prototype.getScene = function () {
  114487. return this._scene;
  114488. };
  114489. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114490. /** Gets the internal CubeTexture used to render to */
  114491. get: function () {
  114492. return this._renderTargetTexture;
  114493. },
  114494. enumerable: true,
  114495. configurable: true
  114496. });
  114497. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114498. /** Gets the list of meshes to render */
  114499. get: function () {
  114500. return this._renderTargetTexture.renderList;
  114501. },
  114502. enumerable: true,
  114503. configurable: true
  114504. });
  114505. /**
  114506. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114507. * @param mesh defines the mesh to attach to
  114508. */
  114509. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114510. this._attachedMesh = mesh;
  114511. };
  114512. /**
  114513. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114514. * @param renderingGroupId The rendering group id corresponding to its index
  114515. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114516. */
  114517. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114518. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114519. };
  114520. /**
  114521. * Clean all associated resources
  114522. */
  114523. ReflectionProbe.prototype.dispose = function () {
  114524. var index = this._scene.reflectionProbes.indexOf(this);
  114525. if (index !== -1) {
  114526. // Remove from the scene if found
  114527. this._scene.reflectionProbes.splice(index, 1);
  114528. }
  114529. if (this._renderTargetTexture) {
  114530. this._renderTargetTexture.dispose();
  114531. this._renderTargetTexture = null;
  114532. }
  114533. };
  114534. return ReflectionProbe;
  114535. }());
  114536. BABYLON.ReflectionProbe = ReflectionProbe;
  114537. })(BABYLON || (BABYLON = {}));
  114538. //# sourceMappingURL=reflectionProbe.js.map
  114539. var BABYLON;
  114540. (function (BABYLON) {
  114541. /**
  114542. * Defines the layer scene component responsible to manage any layers
  114543. * in a given scene.
  114544. */
  114545. var LayerSceneComponent = /** @class */ (function () {
  114546. /**
  114547. * Creates a new instance of the component for the given scene
  114548. * @param scene Defines the scene to register the component in
  114549. */
  114550. function LayerSceneComponent(scene) {
  114551. /**
  114552. * The component name helpfull to identify the component in the list of scene components.
  114553. */
  114554. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114555. this.scene = scene;
  114556. this._engine = scene.getEngine();
  114557. scene.layers = new Array();
  114558. }
  114559. /**
  114560. * Registers the component in a given scene
  114561. */
  114562. LayerSceneComponent.prototype.register = function () {
  114563. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  114564. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  114565. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  114566. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  114567. };
  114568. /**
  114569. * Rebuilds the elements related to this component in case of
  114570. * context lost for instance.
  114571. */
  114572. LayerSceneComponent.prototype.rebuild = function () {
  114573. var layers = this.scene.layers;
  114574. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114575. var layer = layers_1[_i];
  114576. layer._rebuild();
  114577. }
  114578. };
  114579. /**
  114580. * Disposes the component and the associated ressources.
  114581. */
  114582. LayerSceneComponent.prototype.dispose = function () {
  114583. var layers = this.scene.layers;
  114584. while (layers.length) {
  114585. layers[0].dispose();
  114586. }
  114587. };
  114588. LayerSceneComponent.prototype._draw = function (predicate) {
  114589. var layers = this.scene.layers;
  114590. if (layers.length) {
  114591. this._engine.setDepthBuffer(false);
  114592. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114593. var layer = layers_2[_i];
  114594. if (predicate(layer)) {
  114595. layer.render();
  114596. }
  114597. }
  114598. this._engine.setDepthBuffer(true);
  114599. }
  114600. };
  114601. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  114602. return !layer.renderOnlyInRenderTargetTextures &&
  114603. layer.isBackground === isBackground &&
  114604. ((layer.layerMask & cameraLayerMask) !== 0);
  114605. };
  114606. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  114607. var _this = this;
  114608. this._draw(function (layer) {
  114609. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  114610. });
  114611. };
  114612. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  114613. var _this = this;
  114614. this._draw(function (layer) {
  114615. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  114616. });
  114617. };
  114618. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  114619. return (layer.renderTargetTextures.length > 0) &&
  114620. layer.isBackground === isBackground &&
  114621. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  114622. ((layer.layerMask & cameraLayerMask) !== 0);
  114623. };
  114624. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  114625. var _this = this;
  114626. this._draw(function (layer) {
  114627. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  114628. });
  114629. };
  114630. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  114631. var _this = this;
  114632. this._draw(function (layer) {
  114633. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  114634. });
  114635. };
  114636. return LayerSceneComponent;
  114637. }());
  114638. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114639. })(BABYLON || (BABYLON = {}));
  114640. //# sourceMappingURL=layerSceneComponent.js.map
  114641. var BABYLON;
  114642. (function (BABYLON) {
  114643. /**
  114644. * This represents a full screen 2d layer.
  114645. * This can be usefull to display a picture in the background of your scene for instance.
  114646. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114647. */
  114648. var Layer = /** @class */ (function () {
  114649. /**
  114650. * Instantiates a new layer.
  114651. * This represents a full screen 2d layer.
  114652. * This can be usefull to display a picture in the background of your scene for instance.
  114653. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114654. * @param name Define the name of the layer in the scene
  114655. * @param imgUrl Define the url of the texture to display in the layer
  114656. * @param scene Define the scene the layer belongs to
  114657. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114658. * @param color Defines a color for the layer
  114659. */
  114660. function Layer(
  114661. /**
  114662. * Define the name of the layer.
  114663. */
  114664. name, imgUrl, scene, isBackground, color) {
  114665. this.name = name;
  114666. /**
  114667. * Define the scale of the layer in order to zoom in out of the texture.
  114668. */
  114669. this.scale = new BABYLON.Vector2(1, 1);
  114670. /**
  114671. * Define an offset for the layer in order to shift the texture.
  114672. */
  114673. this.offset = new BABYLON.Vector2(0, 0);
  114674. /**
  114675. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114676. */
  114677. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114678. /**
  114679. * Define a mask to restrict the layer to only some of the scene cameras.
  114680. */
  114681. this.layerMask = 0x0FFFFFFF;
  114682. /**
  114683. * Define the list of render target the layer is visible into.
  114684. */
  114685. this.renderTargetTextures = [];
  114686. /**
  114687. * Define if the layer is only used in renderTarget or if it also
  114688. * renders in the main frame buffer of the canvas.
  114689. */
  114690. this.renderOnlyInRenderTargetTextures = false;
  114691. this._vertexBuffers = {};
  114692. /**
  114693. * An event triggered when the layer is disposed.
  114694. */
  114695. this.onDisposeObservable = new BABYLON.Observable();
  114696. /**
  114697. * An event triggered before rendering the scene
  114698. */
  114699. this.onBeforeRenderObservable = new BABYLON.Observable();
  114700. /**
  114701. * An event triggered after rendering the scene
  114702. */
  114703. this.onAfterRenderObservable = new BABYLON.Observable();
  114704. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114705. this.isBackground = isBackground === undefined ? true : isBackground;
  114706. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114707. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114708. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114709. if (!layerComponent) {
  114710. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114711. this._scene._addComponent(layerComponent);
  114712. }
  114713. this._scene.layers.push(this);
  114714. var engine = this._scene.getEngine();
  114715. // VBO
  114716. var vertices = [];
  114717. vertices.push(1, 1);
  114718. vertices.push(-1, 1);
  114719. vertices.push(-1, -1);
  114720. vertices.push(1, -1);
  114721. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114722. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114723. this._createIndexBuffer();
  114724. // Effects
  114725. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114726. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114727. }
  114728. Object.defineProperty(Layer.prototype, "onDispose", {
  114729. /**
  114730. * Back compatibility with callback before the onDisposeObservable existed.
  114731. * The set callback will be triggered when the layer has been disposed.
  114732. */
  114733. set: function (callback) {
  114734. if (this._onDisposeObserver) {
  114735. this.onDisposeObservable.remove(this._onDisposeObserver);
  114736. }
  114737. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114738. },
  114739. enumerable: true,
  114740. configurable: true
  114741. });
  114742. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114743. /**
  114744. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114745. * The set callback will be triggered just before rendering the layer.
  114746. */
  114747. set: function (callback) {
  114748. if (this._onBeforeRenderObserver) {
  114749. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114750. }
  114751. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114752. },
  114753. enumerable: true,
  114754. configurable: true
  114755. });
  114756. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114757. /**
  114758. * Back compatibility with callback before the onAfterRenderObservable existed.
  114759. * The set callback will be triggered just after rendering the layer.
  114760. */
  114761. set: function (callback) {
  114762. if (this._onAfterRenderObserver) {
  114763. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  114764. }
  114765. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  114766. },
  114767. enumerable: true,
  114768. configurable: true
  114769. });
  114770. Layer.prototype._createIndexBuffer = function () {
  114771. var engine = this._scene.getEngine();
  114772. // Indices
  114773. var indices = [];
  114774. indices.push(0);
  114775. indices.push(1);
  114776. indices.push(2);
  114777. indices.push(0);
  114778. indices.push(2);
  114779. indices.push(3);
  114780. this._indexBuffer = engine.createIndexBuffer(indices);
  114781. };
  114782. /** @hidden */
  114783. Layer.prototype._rebuild = function () {
  114784. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114785. if (vb) {
  114786. vb._rebuild();
  114787. }
  114788. this._createIndexBuffer();
  114789. };
  114790. /**
  114791. * Renders the layer in the scene.
  114792. */
  114793. Layer.prototype.render = function () {
  114794. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  114795. // Check
  114796. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  114797. return;
  114798. }
  114799. var engine = this._scene.getEngine();
  114800. this.onBeforeRenderObservable.notifyObservers(this);
  114801. // Render
  114802. engine.enableEffect(currentEffect);
  114803. engine.setState(false);
  114804. // Texture
  114805. currentEffect.setTexture("textureSampler", this.texture);
  114806. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  114807. // Color
  114808. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  114809. // Scale / offset
  114810. currentEffect.setVector2("offset", this.offset);
  114811. currentEffect.setVector2("scale", this.scale);
  114812. // VBOs
  114813. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  114814. // Draw order
  114815. if (!this.alphaTest) {
  114816. engine.setAlphaMode(this.alphaBlendingMode);
  114817. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114818. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  114819. }
  114820. else {
  114821. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114822. }
  114823. this.onAfterRenderObservable.notifyObservers(this);
  114824. };
  114825. /**
  114826. * Disposes and releases the associated ressources.
  114827. */
  114828. Layer.prototype.dispose = function () {
  114829. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114830. if (vertexBuffer) {
  114831. vertexBuffer.dispose();
  114832. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  114833. }
  114834. if (this._indexBuffer) {
  114835. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  114836. this._indexBuffer = null;
  114837. }
  114838. if (this.texture) {
  114839. this.texture.dispose();
  114840. this.texture = null;
  114841. }
  114842. // Clean RTT list
  114843. this.renderTargetTextures = [];
  114844. // Remove from scene
  114845. var index = this._scene.layers.indexOf(this);
  114846. this._scene.layers.splice(index, 1);
  114847. // Callback
  114848. this.onDisposeObservable.notifyObservers(this);
  114849. this.onDisposeObservable.clear();
  114850. this.onAfterRenderObservable.clear();
  114851. this.onBeforeRenderObservable.clear();
  114852. };
  114853. return Layer;
  114854. }());
  114855. BABYLON.Layer = Layer;
  114856. })(BABYLON || (BABYLON = {}));
  114857. //# sourceMappingURL=layer.js.map
  114858. var BABYLON;
  114859. (function (BABYLON) {
  114860. /**
  114861. * Class used to host texture specific utilities
  114862. */
  114863. var TextureTools = /** @class */ (function () {
  114864. function TextureTools() {
  114865. }
  114866. /**
  114867. * Uses the GPU to create a copy texture rescaled at a given size
  114868. * @param texture Texture to copy from
  114869. * @param width defines the desired width
  114870. * @param height defines the desired height
  114871. * @param useBilinearMode defines if bilinear mode has to be used
  114872. * @return the generated texture
  114873. */
  114874. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  114875. if (useBilinearMode === void 0) { useBilinearMode = true; }
  114876. var scene = texture.getScene();
  114877. var engine = scene.getEngine();
  114878. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  114879. rtt.wrapU = texture.wrapU;
  114880. rtt.wrapV = texture.wrapV;
  114881. rtt.uOffset = texture.uOffset;
  114882. rtt.vOffset = texture.vOffset;
  114883. rtt.uScale = texture.uScale;
  114884. rtt.vScale = texture.vScale;
  114885. rtt.uAng = texture.uAng;
  114886. rtt.vAng = texture.vAng;
  114887. rtt.wAng = texture.wAng;
  114888. rtt.coordinatesIndex = texture.coordinatesIndex;
  114889. rtt.level = texture.level;
  114890. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  114891. rtt._texture.isReady = false;
  114892. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114893. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114894. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  114895. passPostProcess.getEffect().executeWhenCompiled(function () {
  114896. passPostProcess.onApply = function (effect) {
  114897. effect.setTexture("textureSampler", texture);
  114898. };
  114899. var internalTexture = rtt.getInternalTexture();
  114900. if (internalTexture) {
  114901. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  114902. engine.unBindFramebuffer(internalTexture);
  114903. rtt.disposeFramebufferObjects();
  114904. passPostProcess.dispose();
  114905. internalTexture.isReady = true;
  114906. }
  114907. });
  114908. return rtt;
  114909. };
  114910. /**
  114911. * Gets an environment BRDF texture for a given scene
  114912. * @param scene defines the hosting scene
  114913. * @returns the environment BRDF texture
  114914. */
  114915. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  114916. if (!scene._environmentBRDFTexture) {
  114917. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114918. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114919. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114920. scene._environmentBRDFTexture = texture;
  114921. }
  114922. return scene._environmentBRDFTexture;
  114923. };
  114924. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  114925. return TextureTools;
  114926. }());
  114927. BABYLON.TextureTools = TextureTools;
  114928. })(BABYLON || (BABYLON = {}));
  114929. //# sourceMappingURL=textureTools.js.map
  114930. var BABYLON;
  114931. (function (BABYLON) {
  114932. /**
  114933. * 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.
  114934. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  114935. */
  114936. var FramingBehavior = /** @class */ (function () {
  114937. function FramingBehavior() {
  114938. this._mode = FramingBehavior.FitFrustumSidesMode;
  114939. this._radiusScale = 1.0;
  114940. this._positionScale = 0.5;
  114941. this._defaultElevation = 0.3;
  114942. this._elevationReturnTime = 1500;
  114943. this._elevationReturnWaitTime = 1000;
  114944. this._zoomStopsAnimation = false;
  114945. this._framingTime = 1500;
  114946. /**
  114947. * Define if the behavior should automatically change the configured
  114948. * camera limits and sensibilities.
  114949. */
  114950. this.autoCorrectCameraLimitsAndSensibility = true;
  114951. this._isPointerDown = false;
  114952. this._lastInteractionTime = -Infinity;
  114953. // Framing control
  114954. this._animatables = new Array();
  114955. this._betaIsAnimating = false;
  114956. }
  114957. Object.defineProperty(FramingBehavior.prototype, "name", {
  114958. /**
  114959. * Gets the name of the behavior.
  114960. */
  114961. get: function () {
  114962. return "Framing";
  114963. },
  114964. enumerable: true,
  114965. configurable: true
  114966. });
  114967. Object.defineProperty(FramingBehavior.prototype, "mode", {
  114968. /**
  114969. * Gets current mode used by the behavior.
  114970. */
  114971. get: function () {
  114972. return this._mode;
  114973. },
  114974. /**
  114975. * Sets the current mode used by the behavior
  114976. */
  114977. set: function (mode) {
  114978. this._mode = mode;
  114979. },
  114980. enumerable: true,
  114981. configurable: true
  114982. });
  114983. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  114984. /**
  114985. * Gets the scale applied to the radius
  114986. */
  114987. get: function () {
  114988. return this._radiusScale;
  114989. },
  114990. /**
  114991. * Sets the scale applied to the radius (1 by default)
  114992. */
  114993. set: function (radius) {
  114994. this._radiusScale = radius;
  114995. },
  114996. enumerable: true,
  114997. configurable: true
  114998. });
  114999. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115000. /**
  115001. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115002. */
  115003. get: function () {
  115004. return this._positionScale;
  115005. },
  115006. /**
  115007. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115008. */
  115009. set: function (scale) {
  115010. this._positionScale = scale;
  115011. },
  115012. enumerable: true,
  115013. configurable: true
  115014. });
  115015. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115016. /**
  115017. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115018. * behaviour is triggered, in radians.
  115019. */
  115020. get: function () {
  115021. return this._defaultElevation;
  115022. },
  115023. /**
  115024. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115025. * behaviour is triggered, in radians.
  115026. */
  115027. set: function (elevation) {
  115028. this._defaultElevation = elevation;
  115029. },
  115030. enumerable: true,
  115031. configurable: true
  115032. });
  115033. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115034. /**
  115035. * Gets the time (in milliseconds) taken to return to the default beta position.
  115036. * Negative value indicates camera should not return to default.
  115037. */
  115038. get: function () {
  115039. return this._elevationReturnTime;
  115040. },
  115041. /**
  115042. * Sets the time (in milliseconds) taken to return to the default beta position.
  115043. * Negative value indicates camera should not return to default.
  115044. */
  115045. set: function (speed) {
  115046. this._elevationReturnTime = speed;
  115047. },
  115048. enumerable: true,
  115049. configurable: true
  115050. });
  115051. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115052. /**
  115053. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115054. */
  115055. get: function () {
  115056. return this._elevationReturnWaitTime;
  115057. },
  115058. /**
  115059. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115060. */
  115061. set: function (time) {
  115062. this._elevationReturnWaitTime = time;
  115063. },
  115064. enumerable: true,
  115065. configurable: true
  115066. });
  115067. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115068. /**
  115069. * Gets the flag that indicates if user zooming should stop animation.
  115070. */
  115071. get: function () {
  115072. return this._zoomStopsAnimation;
  115073. },
  115074. /**
  115075. * Sets the flag that indicates if user zooming should stop animation.
  115076. */
  115077. set: function (flag) {
  115078. this._zoomStopsAnimation = flag;
  115079. },
  115080. enumerable: true,
  115081. configurable: true
  115082. });
  115083. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115084. /**
  115085. * Gets the transition time when framing the mesh, in milliseconds
  115086. */
  115087. get: function () {
  115088. return this._framingTime;
  115089. },
  115090. /**
  115091. * Sets the transition time when framing the mesh, in milliseconds
  115092. */
  115093. set: function (time) {
  115094. this._framingTime = time;
  115095. },
  115096. enumerable: true,
  115097. configurable: true
  115098. });
  115099. /**
  115100. * Initializes the behavior.
  115101. */
  115102. FramingBehavior.prototype.init = function () {
  115103. // Do notihng
  115104. };
  115105. /**
  115106. * Attaches the behavior to its arc rotate camera.
  115107. * @param camera Defines the camera to attach the behavior to
  115108. */
  115109. FramingBehavior.prototype.attach = function (camera) {
  115110. var _this = this;
  115111. this._attachedCamera = camera;
  115112. var scene = this._attachedCamera.getScene();
  115113. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115114. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115115. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115116. _this._isPointerDown = true;
  115117. return;
  115118. }
  115119. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115120. _this._isPointerDown = false;
  115121. }
  115122. });
  115123. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115124. if (mesh) {
  115125. _this.zoomOnMesh(mesh);
  115126. }
  115127. });
  115128. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115129. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115130. _this._applyUserInteraction();
  115131. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115132. // back to the default position after a given timeout
  115133. _this._maintainCameraAboveGround();
  115134. });
  115135. };
  115136. /**
  115137. * Detaches the behavior from its current arc rotate camera.
  115138. */
  115139. FramingBehavior.prototype.detach = function () {
  115140. if (!this._attachedCamera) {
  115141. return;
  115142. }
  115143. var scene = this._attachedCamera.getScene();
  115144. if (this._onPrePointerObservableObserver) {
  115145. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115146. }
  115147. if (this._onAfterCheckInputsObserver) {
  115148. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115149. }
  115150. if (this._onMeshTargetChangedObserver) {
  115151. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115152. }
  115153. this._attachedCamera = null;
  115154. };
  115155. /**
  115156. * Targets the given mesh and updates zoom level accordingly.
  115157. * @param mesh The mesh to target.
  115158. * @param radius Optional. If a cached radius position already exists, overrides default.
  115159. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115160. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115161. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115162. */
  115163. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115164. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115165. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115166. mesh.computeWorldMatrix(true);
  115167. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115168. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115169. };
  115170. /**
  115171. * Targets the given mesh with its children and updates zoom level accordingly.
  115172. * @param mesh The mesh to target.
  115173. * @param radius Optional. If a cached radius position already exists, overrides default.
  115174. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115175. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115176. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115177. */
  115178. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115179. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115180. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115181. mesh.computeWorldMatrix(true);
  115182. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115183. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115184. };
  115185. /**
  115186. * Targets the given meshes with their children and updates zoom level accordingly.
  115187. * @param meshes The mesh to target.
  115188. * @param radius Optional. If a cached radius position already exists, overrides default.
  115189. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115190. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115191. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115192. */
  115193. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115194. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115195. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115196. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115197. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115198. for (var i = 0; i < meshes.length; i++) {
  115199. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115200. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115201. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115202. }
  115203. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115204. };
  115205. /**
  115206. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115207. * @param minimumWorld Determines the smaller position of the bounding box extend
  115208. * @param maximumWorld Determines the bigger position of the bounding box extend
  115209. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115210. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115211. */
  115212. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115213. var _this = this;
  115214. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115215. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115216. var zoomTarget;
  115217. if (!this._attachedCamera) {
  115218. return;
  115219. }
  115220. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115221. var bottom = minimumWorld.y;
  115222. var top = maximumWorld.y;
  115223. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115224. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115225. if (focusOnOriginXZ) {
  115226. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115227. }
  115228. else {
  115229. var centerWorld = minimumWorld.add(radiusWorld);
  115230. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115231. }
  115232. if (!this._vectorTransition) {
  115233. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115234. }
  115235. this._betaIsAnimating = true;
  115236. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115237. if (animatable) {
  115238. this._animatables.push(animatable);
  115239. }
  115240. // sets the radius and lower radius bounds
  115241. // Small delta ensures camera is not always at lower zoom limit.
  115242. var radius = 0;
  115243. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115244. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115245. if (this.autoCorrectCameraLimitsAndSensibility) {
  115246. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115247. }
  115248. radius = position;
  115249. }
  115250. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115251. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115252. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115253. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115254. }
  115255. }
  115256. // Set sensibilities
  115257. if (this.autoCorrectCameraLimitsAndSensibility) {
  115258. var extend = maximumWorld.subtract(minimumWorld).length();
  115259. this._attachedCamera.panningSensibility = 5000 / extend;
  115260. this._attachedCamera.wheelPrecision = 100 / radius;
  115261. }
  115262. // transition to new radius
  115263. if (!this._radiusTransition) {
  115264. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115265. }
  115266. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115267. _this.stopAllAnimations();
  115268. if (onAnimationEnd) {
  115269. onAnimationEnd();
  115270. }
  115271. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115272. _this._attachedCamera.storeState();
  115273. }
  115274. });
  115275. if (animatable) {
  115276. this._animatables.push(animatable);
  115277. }
  115278. };
  115279. /**
  115280. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115281. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115282. * frustum width.
  115283. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115284. * to fully enclose the mesh in the viewing frustum.
  115285. */
  115286. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115287. var size = maximumWorld.subtract(minimumWorld);
  115288. var boxVectorGlobalDiagonal = size.length();
  115289. var frustumSlope = this._getFrustumSlope();
  115290. // Formula for setting distance
  115291. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115292. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115293. // Horizon distance
  115294. var radius = radiusWithoutFraming * this._radiusScale;
  115295. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115296. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115297. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115298. var camera = this._attachedCamera;
  115299. if (!camera) {
  115300. return 0;
  115301. }
  115302. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115303. // Don't exceed the requested limit
  115304. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115305. }
  115306. // Don't exceed the upper radius limit
  115307. if (camera.upperRadiusLimit) {
  115308. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115309. }
  115310. return distance;
  115311. };
  115312. /**
  115313. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115314. * is automatically returned to its default position (expected to be above ground plane).
  115315. */
  115316. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115317. var _this = this;
  115318. if (this._elevationReturnTime < 0) {
  115319. return;
  115320. }
  115321. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115322. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115323. var limitBeta = Math.PI * 0.5;
  115324. // Bring the camera back up if below the ground plane
  115325. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115326. this._betaIsAnimating = true;
  115327. //Transition to new position
  115328. this.stopAllAnimations();
  115329. if (!this._betaTransition) {
  115330. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115331. }
  115332. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115333. _this._clearAnimationLocks();
  115334. _this.stopAllAnimations();
  115335. });
  115336. if (animatabe) {
  115337. this._animatables.push(animatabe);
  115338. }
  115339. }
  115340. };
  115341. /**
  115342. * Returns the frustum slope based on the canvas ratio and camera FOV
  115343. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115344. */
  115345. FramingBehavior.prototype._getFrustumSlope = function () {
  115346. // Calculate the viewport ratio
  115347. // Aspect Ratio is Height/Width.
  115348. var camera = this._attachedCamera;
  115349. if (!camera) {
  115350. return BABYLON.Vector2.Zero();
  115351. }
  115352. var engine = camera.getScene().getEngine();
  115353. var aspectRatio = engine.getAspectRatio(camera);
  115354. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115355. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115356. var frustumSlopeY = Math.tan(camera.fov / 2);
  115357. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115358. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115359. // along the forward vector.
  115360. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115361. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115362. };
  115363. /**
  115364. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115365. */
  115366. FramingBehavior.prototype._clearAnimationLocks = function () {
  115367. this._betaIsAnimating = false;
  115368. };
  115369. /**
  115370. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115371. */
  115372. FramingBehavior.prototype._applyUserInteraction = function () {
  115373. if (this.isUserIsMoving) {
  115374. this._lastInteractionTime = BABYLON.Tools.Now;
  115375. this.stopAllAnimations();
  115376. this._clearAnimationLocks();
  115377. }
  115378. };
  115379. /**
  115380. * Stops and removes all animations that have been applied to the camera
  115381. */
  115382. FramingBehavior.prototype.stopAllAnimations = function () {
  115383. if (this._attachedCamera) {
  115384. this._attachedCamera.animations = [];
  115385. }
  115386. while (this._animatables.length) {
  115387. if (this._animatables[0]) {
  115388. this._animatables[0].onAnimationEnd = null;
  115389. this._animatables[0].stop();
  115390. }
  115391. this._animatables.shift();
  115392. }
  115393. };
  115394. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115395. /**
  115396. * Gets a value indicating if the user is moving the camera
  115397. */
  115398. get: function () {
  115399. if (!this._attachedCamera) {
  115400. return false;
  115401. }
  115402. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115403. this._attachedCamera.inertialBetaOffset !== 0 ||
  115404. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115405. this._attachedCamera.inertialPanningX !== 0 ||
  115406. this._attachedCamera.inertialPanningY !== 0 ||
  115407. this._isPointerDown;
  115408. },
  115409. enumerable: true,
  115410. configurable: true
  115411. });
  115412. /**
  115413. * The easing function used by animations
  115414. */
  115415. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115416. /**
  115417. * The easing mode used by animations
  115418. */
  115419. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115420. // Statics
  115421. /**
  115422. * The camera can move all the way towards the mesh.
  115423. */
  115424. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115425. /**
  115426. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115427. */
  115428. FramingBehavior.FitFrustumSidesMode = 1;
  115429. return FramingBehavior;
  115430. }());
  115431. BABYLON.FramingBehavior = FramingBehavior;
  115432. })(BABYLON || (BABYLON = {}));
  115433. //# sourceMappingURL=framingBehavior.js.map
  115434. var BABYLON;
  115435. (function (BABYLON) {
  115436. /**
  115437. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115438. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115439. */
  115440. var BouncingBehavior = /** @class */ (function () {
  115441. function BouncingBehavior() {
  115442. /**
  115443. * The duration of the animation, in milliseconds
  115444. */
  115445. this.transitionDuration = 450;
  115446. /**
  115447. * Length of the distance animated by the transition when lower radius is reached
  115448. */
  115449. this.lowerRadiusTransitionRange = 2;
  115450. /**
  115451. * Length of the distance animated by the transition when upper radius is reached
  115452. */
  115453. this.upperRadiusTransitionRange = -2;
  115454. this._autoTransitionRange = false;
  115455. // Animations
  115456. this._radiusIsAnimating = false;
  115457. this._radiusBounceTransition = null;
  115458. this._animatables = new Array();
  115459. }
  115460. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115461. /**
  115462. * Gets the name of the behavior.
  115463. */
  115464. get: function () {
  115465. return "Bouncing";
  115466. },
  115467. enumerable: true,
  115468. configurable: true
  115469. });
  115470. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115471. /**
  115472. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115473. */
  115474. get: function () {
  115475. return this._autoTransitionRange;
  115476. },
  115477. /**
  115478. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115479. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115480. */
  115481. set: function (value) {
  115482. var _this = this;
  115483. if (this._autoTransitionRange === value) {
  115484. return;
  115485. }
  115486. this._autoTransitionRange = value;
  115487. var camera = this._attachedCamera;
  115488. if (!camera) {
  115489. return;
  115490. }
  115491. if (value) {
  115492. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115493. if (!mesh) {
  115494. return;
  115495. }
  115496. mesh.computeWorldMatrix(true);
  115497. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115498. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115499. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115500. });
  115501. }
  115502. else if (this._onMeshTargetChangedObserver) {
  115503. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115504. }
  115505. },
  115506. enumerable: true,
  115507. configurable: true
  115508. });
  115509. /**
  115510. * Initializes the behavior.
  115511. */
  115512. BouncingBehavior.prototype.init = function () {
  115513. // Do notihng
  115514. };
  115515. /**
  115516. * Attaches the behavior to its arc rotate camera.
  115517. * @param camera Defines the camera to attach the behavior to
  115518. */
  115519. BouncingBehavior.prototype.attach = function (camera) {
  115520. var _this = this;
  115521. this._attachedCamera = camera;
  115522. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115523. if (!_this._attachedCamera) {
  115524. return;
  115525. }
  115526. // Add the bounce animation to the lower radius limit
  115527. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115528. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115529. }
  115530. // Add the bounce animation to the upper radius limit
  115531. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115532. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115533. }
  115534. });
  115535. };
  115536. /**
  115537. * Detaches the behavior from its current arc rotate camera.
  115538. */
  115539. BouncingBehavior.prototype.detach = function () {
  115540. if (!this._attachedCamera) {
  115541. return;
  115542. }
  115543. if (this._onAfterCheckInputsObserver) {
  115544. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115545. }
  115546. if (this._onMeshTargetChangedObserver) {
  115547. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115548. }
  115549. this._attachedCamera = null;
  115550. };
  115551. /**
  115552. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115553. * @param radiusLimit The limit to check against.
  115554. * @return Bool to indicate if at limit.
  115555. */
  115556. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115557. if (!this._attachedCamera) {
  115558. return false;
  115559. }
  115560. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115561. return true;
  115562. }
  115563. return false;
  115564. };
  115565. /**
  115566. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115567. * @param radiusDelta The delta by which to animate to. Can be negative.
  115568. */
  115569. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115570. var _this = this;
  115571. if (!this._attachedCamera) {
  115572. return;
  115573. }
  115574. if (!this._radiusBounceTransition) {
  115575. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115576. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115577. }
  115578. // Prevent zoom until bounce has completed
  115579. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115580. this._attachedCamera.wheelPrecision = Infinity;
  115581. this._attachedCamera.inertialRadiusOffset = 0;
  115582. // Animate to the radius limit
  115583. this.stopAllAnimations();
  115584. this._radiusIsAnimating = true;
  115585. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115586. if (animatable) {
  115587. this._animatables.push(animatable);
  115588. }
  115589. };
  115590. /**
  115591. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115592. */
  115593. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115594. this._radiusIsAnimating = false;
  115595. if (this._attachedCamera) {
  115596. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115597. }
  115598. };
  115599. /**
  115600. * Stops and removes all animations that have been applied to the camera
  115601. */
  115602. BouncingBehavior.prototype.stopAllAnimations = function () {
  115603. if (this._attachedCamera) {
  115604. this._attachedCamera.animations = [];
  115605. }
  115606. while (this._animatables.length) {
  115607. this._animatables[0].onAnimationEnd = null;
  115608. this._animatables[0].stop();
  115609. this._animatables.shift();
  115610. }
  115611. };
  115612. /**
  115613. * The easing function used by animations
  115614. */
  115615. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115616. /**
  115617. * The easing mode used by animations
  115618. */
  115619. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115620. return BouncingBehavior;
  115621. }());
  115622. BABYLON.BouncingBehavior = BouncingBehavior;
  115623. })(BABYLON || (BABYLON = {}));
  115624. //# sourceMappingURL=bouncingBehavior.js.map
  115625. var BABYLON;
  115626. (function (BABYLON) {
  115627. /**
  115628. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115629. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115630. */
  115631. var AutoRotationBehavior = /** @class */ (function () {
  115632. function AutoRotationBehavior() {
  115633. this._zoomStopsAnimation = false;
  115634. this._idleRotationSpeed = 0.05;
  115635. this._idleRotationWaitTime = 2000;
  115636. this._idleRotationSpinupTime = 2000;
  115637. this._isPointerDown = false;
  115638. this._lastFrameTime = null;
  115639. this._lastInteractionTime = -Infinity;
  115640. this._cameraRotationSpeed = 0;
  115641. this._lastFrameRadius = 0;
  115642. }
  115643. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115644. /**
  115645. * Gets the name of the behavior.
  115646. */
  115647. get: function () {
  115648. return "AutoRotation";
  115649. },
  115650. enumerable: true,
  115651. configurable: true
  115652. });
  115653. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115654. /**
  115655. * Gets the flag that indicates if user zooming should stop animation.
  115656. */
  115657. get: function () {
  115658. return this._zoomStopsAnimation;
  115659. },
  115660. /**
  115661. * Sets the flag that indicates if user zooming should stop animation.
  115662. */
  115663. set: function (flag) {
  115664. this._zoomStopsAnimation = flag;
  115665. },
  115666. enumerable: true,
  115667. configurable: true
  115668. });
  115669. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115670. /**
  115671. * Gets the default speed at which the camera rotates around the model.
  115672. */
  115673. get: function () {
  115674. return this._idleRotationSpeed;
  115675. },
  115676. /**
  115677. * Sets the default speed at which the camera rotates around the model.
  115678. */
  115679. set: function (speed) {
  115680. this._idleRotationSpeed = speed;
  115681. },
  115682. enumerable: true,
  115683. configurable: true
  115684. });
  115685. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115686. /**
  115687. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115688. */
  115689. get: function () {
  115690. return this._idleRotationWaitTime;
  115691. },
  115692. /**
  115693. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115694. */
  115695. set: function (time) {
  115696. this._idleRotationWaitTime = time;
  115697. },
  115698. enumerable: true,
  115699. configurable: true
  115700. });
  115701. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115702. /**
  115703. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115704. */
  115705. get: function () {
  115706. return this._idleRotationSpinupTime;
  115707. },
  115708. /**
  115709. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115710. */
  115711. set: function (time) {
  115712. this._idleRotationSpinupTime = time;
  115713. },
  115714. enumerable: true,
  115715. configurable: true
  115716. });
  115717. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115718. /**
  115719. * Gets a value indicating if the camera is currently rotating because of this behavior
  115720. */
  115721. get: function () {
  115722. return Math.abs(this._cameraRotationSpeed) > 0;
  115723. },
  115724. enumerable: true,
  115725. configurable: true
  115726. });
  115727. /**
  115728. * Initializes the behavior.
  115729. */
  115730. AutoRotationBehavior.prototype.init = function () {
  115731. // Do notihng
  115732. };
  115733. /**
  115734. * Attaches the behavior to its arc rotate camera.
  115735. * @param camera Defines the camera to attach the behavior to
  115736. */
  115737. AutoRotationBehavior.prototype.attach = function (camera) {
  115738. var _this = this;
  115739. this._attachedCamera = camera;
  115740. var scene = this._attachedCamera.getScene();
  115741. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115742. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115743. _this._isPointerDown = true;
  115744. return;
  115745. }
  115746. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115747. _this._isPointerDown = false;
  115748. }
  115749. });
  115750. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115751. var now = BABYLON.Tools.Now;
  115752. var dt = 0;
  115753. if (_this._lastFrameTime != null) {
  115754. dt = now - _this._lastFrameTime;
  115755. }
  115756. _this._lastFrameTime = now;
  115757. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115758. _this._applyUserInteraction();
  115759. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115760. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115761. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115762. // Step camera rotation by rotation speed
  115763. if (_this._attachedCamera) {
  115764. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  115765. }
  115766. });
  115767. };
  115768. /**
  115769. * Detaches the behavior from its current arc rotate camera.
  115770. */
  115771. AutoRotationBehavior.prototype.detach = function () {
  115772. if (!this._attachedCamera) {
  115773. return;
  115774. }
  115775. var scene = this._attachedCamera.getScene();
  115776. if (this._onPrePointerObservableObserver) {
  115777. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115778. }
  115779. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115780. this._attachedCamera = null;
  115781. };
  115782. /**
  115783. * Returns true if user is scrolling.
  115784. * @return true if user is scrolling.
  115785. */
  115786. AutoRotationBehavior.prototype._userIsZooming = function () {
  115787. if (!this._attachedCamera) {
  115788. return false;
  115789. }
  115790. return this._attachedCamera.inertialRadiusOffset !== 0;
  115791. };
  115792. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  115793. if (!this._attachedCamera) {
  115794. return false;
  115795. }
  115796. var zoomHasHitLimit = false;
  115797. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  115798. zoomHasHitLimit = true;
  115799. }
  115800. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  115801. this._lastFrameRadius = this._attachedCamera.radius;
  115802. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  115803. };
  115804. /**
  115805. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115806. */
  115807. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  115808. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  115809. this._lastInteractionTime = BABYLON.Tools.Now;
  115810. }
  115811. };
  115812. // Tools
  115813. AutoRotationBehavior.prototype._userIsMoving = function () {
  115814. if (!this._attachedCamera) {
  115815. return false;
  115816. }
  115817. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115818. this._attachedCamera.inertialBetaOffset !== 0 ||
  115819. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115820. this._attachedCamera.inertialPanningX !== 0 ||
  115821. this._attachedCamera.inertialPanningY !== 0 ||
  115822. this._isPointerDown;
  115823. };
  115824. return AutoRotationBehavior;
  115825. }());
  115826. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  115827. })(BABYLON || (BABYLON = {}));
  115828. //# sourceMappingURL=autoRotationBehavior.js.map
  115829. var BABYLON;
  115830. (function (BABYLON) {
  115831. /**
  115832. * Options to create the null engine
  115833. */
  115834. var NullEngineOptions = /** @class */ (function () {
  115835. function NullEngineOptions() {
  115836. /**
  115837. * Render width (Default: 512)
  115838. */
  115839. this.renderWidth = 512;
  115840. /**
  115841. * Render height (Default: 256)
  115842. */
  115843. this.renderHeight = 256;
  115844. /**
  115845. * Texture size (Default: 512)
  115846. */
  115847. this.textureSize = 512;
  115848. /**
  115849. * If delta time between frames should be constant
  115850. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115851. */
  115852. this.deterministicLockstep = false;
  115853. /**
  115854. * Maximum about of steps between frames (Default: 4)
  115855. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115856. */
  115857. this.lockstepMaxSteps = 4;
  115858. }
  115859. return NullEngineOptions;
  115860. }());
  115861. BABYLON.NullEngineOptions = NullEngineOptions;
  115862. /**
  115863. * The null engine class provides support for headless version of babylon.js.
  115864. * This can be used in server side scenario or for testing purposes
  115865. */
  115866. var NullEngine = /** @class */ (function (_super) {
  115867. __extends(NullEngine, _super);
  115868. function NullEngine(options) {
  115869. if (options === void 0) { options = new NullEngineOptions(); }
  115870. var _this = _super.call(this, null) || this;
  115871. if (options.deterministicLockstep === undefined) {
  115872. options.deterministicLockstep = false;
  115873. }
  115874. if (options.lockstepMaxSteps === undefined) {
  115875. options.lockstepMaxSteps = 4;
  115876. }
  115877. _this._options = options;
  115878. // Init caps
  115879. // We consider we are on a webgl1 capable device
  115880. _this._caps = new BABYLON.EngineCapabilities();
  115881. _this._caps.maxTexturesImageUnits = 16;
  115882. _this._caps.maxVertexTextureImageUnits = 16;
  115883. _this._caps.maxTextureSize = 512;
  115884. _this._caps.maxCubemapTextureSize = 512;
  115885. _this._caps.maxRenderTextureSize = 512;
  115886. _this._caps.maxVertexAttribs = 16;
  115887. _this._caps.maxVaryingVectors = 16;
  115888. _this._caps.maxFragmentUniformVectors = 16;
  115889. _this._caps.maxVertexUniformVectors = 16;
  115890. // Extensions
  115891. _this._caps.standardDerivatives = false;
  115892. _this._caps.astc = null;
  115893. _this._caps.s3tc = null;
  115894. _this._caps.pvrtc = null;
  115895. _this._caps.etc1 = null;
  115896. _this._caps.etc2 = null;
  115897. _this._caps.textureAnisotropicFilterExtension = null;
  115898. _this._caps.maxAnisotropy = 0;
  115899. _this._caps.uintIndices = false;
  115900. _this._caps.fragmentDepthSupported = false;
  115901. _this._caps.highPrecisionShaderSupported = true;
  115902. _this._caps.colorBufferFloat = false;
  115903. _this._caps.textureFloat = false;
  115904. _this._caps.textureFloatLinearFiltering = false;
  115905. _this._caps.textureFloatRender = false;
  115906. _this._caps.textureHalfFloat = false;
  115907. _this._caps.textureHalfFloatLinearFiltering = false;
  115908. _this._caps.textureHalfFloatRender = false;
  115909. _this._caps.textureLOD = false;
  115910. _this._caps.drawBuffersExtension = false;
  115911. _this._caps.depthTextureExtension = false;
  115912. _this._caps.vertexArrayObject = false;
  115913. _this._caps.instancedArrays = false;
  115914. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  115915. // Wrappers
  115916. if (typeof URL === "undefined") {
  115917. URL = {
  115918. createObjectURL: function () { },
  115919. revokeObjectURL: function () { }
  115920. };
  115921. }
  115922. if (typeof Blob === "undefined") {
  115923. Blob = function () { };
  115924. }
  115925. return _this;
  115926. }
  115927. /**
  115928. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115929. */
  115930. NullEngine.prototype.isDeterministicLockStep = function () {
  115931. return this._options.deterministicLockstep;
  115932. };
  115933. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  115934. NullEngine.prototype.getLockstepMaxSteps = function () {
  115935. return this._options.lockstepMaxSteps;
  115936. };
  115937. /**
  115938. * Sets hardware scaling, used to save performance if needed
  115939. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  115940. */
  115941. NullEngine.prototype.getHardwareScalingLevel = function () {
  115942. return 1.0;
  115943. };
  115944. NullEngine.prototype.createVertexBuffer = function (vertices) {
  115945. return {
  115946. capacity: 0,
  115947. references: 1,
  115948. is32Bits: false
  115949. };
  115950. };
  115951. NullEngine.prototype.createIndexBuffer = function (indices) {
  115952. return {
  115953. capacity: 0,
  115954. references: 1,
  115955. is32Bits: false
  115956. };
  115957. };
  115958. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  115959. if (stencil === void 0) { stencil = false; }
  115960. };
  115961. NullEngine.prototype.getRenderWidth = function (useScreen) {
  115962. if (useScreen === void 0) { useScreen = false; }
  115963. if (!useScreen && this._currentRenderTarget) {
  115964. return this._currentRenderTarget.width;
  115965. }
  115966. return this._options.renderWidth;
  115967. };
  115968. NullEngine.prototype.getRenderHeight = function (useScreen) {
  115969. if (useScreen === void 0) { useScreen = false; }
  115970. if (!useScreen && this._currentRenderTarget) {
  115971. return this._currentRenderTarget.height;
  115972. }
  115973. return this._options.renderHeight;
  115974. };
  115975. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  115976. this._cachedViewport = viewport;
  115977. };
  115978. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  115979. return {
  115980. transformFeedback: null,
  115981. __SPECTOR_rebuildProgram: null,
  115982. isParallelCompiled: false
  115983. };
  115984. };
  115985. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  115986. return [];
  115987. };
  115988. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  115989. return [];
  115990. };
  115991. NullEngine.prototype.bindSamplers = function (effect) {
  115992. this._currentEffect = null;
  115993. };
  115994. NullEngine.prototype.enableEffect = function (effect) {
  115995. this._currentEffect = effect;
  115996. if (effect.onBind) {
  115997. effect.onBind(effect);
  115998. }
  115999. if (effect._onBindObservable) {
  116000. effect._onBindObservable.notifyObservers(effect);
  116001. }
  116002. };
  116003. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116004. if (zOffset === void 0) { zOffset = 0; }
  116005. if (reverseSide === void 0) { reverseSide = false; }
  116006. };
  116007. NullEngine.prototype.setIntArray = function (uniform, array) {
  116008. };
  116009. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116010. };
  116011. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116012. };
  116013. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116014. };
  116015. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116016. };
  116017. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116018. };
  116019. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116020. };
  116021. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116022. };
  116023. NullEngine.prototype.setArray = function (uniform, array) {
  116024. };
  116025. NullEngine.prototype.setArray2 = function (uniform, array) {
  116026. };
  116027. NullEngine.prototype.setArray3 = function (uniform, array) {
  116028. };
  116029. NullEngine.prototype.setArray4 = function (uniform, array) {
  116030. };
  116031. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116032. };
  116033. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116034. };
  116035. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116036. };
  116037. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116038. };
  116039. NullEngine.prototype.setFloat = function (uniform, value) {
  116040. };
  116041. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116042. };
  116043. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116044. };
  116045. NullEngine.prototype.setBool = function (uniform, bool) {
  116046. };
  116047. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116048. };
  116049. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116050. };
  116051. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116052. };
  116053. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116054. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116055. if (this._alphaMode === mode) {
  116056. return;
  116057. }
  116058. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116059. if (!noDepthWriteChange) {
  116060. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116061. }
  116062. this._alphaMode = mode;
  116063. };
  116064. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116065. };
  116066. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116067. if (this.preventCacheWipeBetweenFrames) {
  116068. return;
  116069. }
  116070. this.resetTextureCache();
  116071. this._currentEffect = null;
  116072. if (bruteForce) {
  116073. this._currentProgram = null;
  116074. this._stencilState.reset();
  116075. this._depthCullingState.reset();
  116076. this._alphaState.reset();
  116077. }
  116078. this._cachedVertexBuffers = null;
  116079. this._cachedIndexBuffer = null;
  116080. this._cachedEffectForVertexBuffers = null;
  116081. };
  116082. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116083. };
  116084. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116085. };
  116086. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116087. };
  116088. /** @hidden */
  116089. NullEngine.prototype._createTexture = function () {
  116090. return {};
  116091. };
  116092. /** @hidden */
  116093. NullEngine.prototype._releaseTexture = function (texture) {
  116094. };
  116095. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116096. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116097. if (onLoad === void 0) { onLoad = null; }
  116098. if (onError === void 0) { onError = null; }
  116099. if (buffer === void 0) { buffer = null; }
  116100. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116101. var url = String(urlArg);
  116102. texture.url = url;
  116103. texture.generateMipMaps = !noMipmap;
  116104. texture.samplingMode = samplingMode;
  116105. texture.invertY = invertY;
  116106. texture.baseWidth = this._options.textureSize;
  116107. texture.baseHeight = this._options.textureSize;
  116108. texture.width = this._options.textureSize;
  116109. texture.height = this._options.textureSize;
  116110. if (format) {
  116111. texture.format = format;
  116112. }
  116113. texture.isReady = true;
  116114. if (onLoad) {
  116115. onLoad();
  116116. }
  116117. this._internalTexturesCache.push(texture);
  116118. return texture;
  116119. };
  116120. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116121. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116122. if (options !== undefined && typeof options === "object") {
  116123. fullOptions.generateMipMaps = options.generateMipMaps;
  116124. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116125. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116126. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116127. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116128. }
  116129. else {
  116130. fullOptions.generateMipMaps = options;
  116131. fullOptions.generateDepthBuffer = true;
  116132. fullOptions.generateStencilBuffer = false;
  116133. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116134. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116135. }
  116136. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116137. var width = size.width || size;
  116138. var height = size.height || size;
  116139. texture._depthStencilBuffer = {};
  116140. texture._framebuffer = {};
  116141. texture.baseWidth = width;
  116142. texture.baseHeight = height;
  116143. texture.width = width;
  116144. texture.height = height;
  116145. texture.isReady = true;
  116146. texture.samples = 1;
  116147. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116148. texture.samplingMode = fullOptions.samplingMode;
  116149. texture.type = fullOptions.type;
  116150. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116151. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116152. this._internalTexturesCache.push(texture);
  116153. return texture;
  116154. };
  116155. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116156. texture.samplingMode = samplingMode;
  116157. };
  116158. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116159. if (this._currentRenderTarget) {
  116160. this.unBindFramebuffer(this._currentRenderTarget);
  116161. }
  116162. this._currentRenderTarget = texture;
  116163. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116164. if (this._cachedViewport && !forceFullscreenViewport) {
  116165. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116166. }
  116167. };
  116168. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116169. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116170. this._currentRenderTarget = null;
  116171. if (onBeforeUnbind) {
  116172. if (texture._MSAAFramebuffer) {
  116173. this._currentFramebuffer = texture._framebuffer;
  116174. }
  116175. onBeforeUnbind();
  116176. }
  116177. this._currentFramebuffer = null;
  116178. };
  116179. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116180. var vbo = {
  116181. capacity: 1,
  116182. references: 1,
  116183. is32Bits: false
  116184. };
  116185. return vbo;
  116186. };
  116187. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116188. if (premulAlpha === void 0) { premulAlpha = false; }
  116189. };
  116190. NullEngine.prototype.areAllEffectsReady = function () {
  116191. return true;
  116192. };
  116193. /**
  116194. * @hidden
  116195. * Get the current error code of the webGL context
  116196. * @returns the error code
  116197. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116198. */
  116199. NullEngine.prototype.getError = function () {
  116200. return 0;
  116201. };
  116202. /** @hidden */
  116203. NullEngine.prototype._getUnpackAlignement = function () {
  116204. return 1;
  116205. };
  116206. /** @hidden */
  116207. NullEngine.prototype._unpackFlipY = function (value) {
  116208. };
  116209. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116210. if (offset === void 0) { offset = 0; }
  116211. };
  116212. /**
  116213. * Updates a dynamic vertex buffer.
  116214. * @param vertexBuffer the vertex buffer to update
  116215. * @param data the data used to update the vertex buffer
  116216. * @param byteOffset the byte offset of the data (optional)
  116217. * @param byteLength the byte length of the data (optional)
  116218. */
  116219. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116220. };
  116221. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116222. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116223. this._boundTexturesCache[this._activeChannel] = texture;
  116224. return true;
  116225. }
  116226. return false;
  116227. };
  116228. /** @hidden */
  116229. NullEngine.prototype._bindTexture = function (channel, texture) {
  116230. if (channel < 0) {
  116231. return;
  116232. }
  116233. this._bindTextureDirectly(0, texture);
  116234. };
  116235. /** @hidden */
  116236. NullEngine.prototype._releaseBuffer = function (buffer) {
  116237. buffer.references--;
  116238. if (buffer.references === 0) {
  116239. return true;
  116240. }
  116241. return false;
  116242. };
  116243. NullEngine.prototype.releaseEffects = function () {
  116244. };
  116245. NullEngine.prototype.displayLoadingUI = function () {
  116246. };
  116247. NullEngine.prototype.hideLoadingUI = function () {
  116248. };
  116249. /** @hidden */
  116250. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116251. if (faceIndex === void 0) { faceIndex = 0; }
  116252. if (lod === void 0) { lod = 0; }
  116253. };
  116254. /** @hidden */
  116255. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116256. if (faceIndex === void 0) { faceIndex = 0; }
  116257. if (lod === void 0) { lod = 0; }
  116258. };
  116259. /** @hidden */
  116260. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116261. if (faceIndex === void 0) { faceIndex = 0; }
  116262. if (lod === void 0) { lod = 0; }
  116263. };
  116264. /** @hidden */
  116265. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116266. if (faceIndex === void 0) { faceIndex = 0; }
  116267. if (lod === void 0) { lod = 0; }
  116268. };
  116269. return NullEngine;
  116270. }(BABYLON.Engine));
  116271. BABYLON.NullEngine = NullEngine;
  116272. })(BABYLON || (BABYLON = {}));
  116273. //# sourceMappingURL=nullEngine.js.map
  116274. var BABYLON;
  116275. (function (BABYLON) {
  116276. /**
  116277. * This class can be used to get instrumentation data from a Babylon engine
  116278. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116279. */
  116280. var EngineInstrumentation = /** @class */ (function () {
  116281. /**
  116282. * Instantiates a new engine instrumentation.
  116283. * This class can be used to get instrumentation data from a Babylon engine
  116284. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116285. * @param engine Defines the engine to instrument
  116286. */
  116287. function EngineInstrumentation(
  116288. /**
  116289. * Define the instrumented engine.
  116290. */
  116291. engine) {
  116292. this.engine = engine;
  116293. this._captureGPUFrameTime = false;
  116294. this._gpuFrameTime = new BABYLON.PerfCounter();
  116295. this._captureShaderCompilationTime = false;
  116296. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116297. // Observers
  116298. this._onBeginFrameObserver = null;
  116299. this._onEndFrameObserver = null;
  116300. this._onBeforeShaderCompilationObserver = null;
  116301. this._onAfterShaderCompilationObserver = null;
  116302. }
  116303. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116304. // Properties
  116305. /**
  116306. * Gets the perf counter used for GPU frame time
  116307. */
  116308. get: function () {
  116309. return this._gpuFrameTime;
  116310. },
  116311. enumerable: true,
  116312. configurable: true
  116313. });
  116314. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116315. /**
  116316. * Gets the GPU frame time capture status
  116317. */
  116318. get: function () {
  116319. return this._captureGPUFrameTime;
  116320. },
  116321. /**
  116322. * Enable or disable the GPU frame time capture
  116323. */
  116324. set: function (value) {
  116325. var _this = this;
  116326. if (value === this._captureGPUFrameTime) {
  116327. return;
  116328. }
  116329. this._captureGPUFrameTime = value;
  116330. if (value) {
  116331. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116332. if (!_this._gpuFrameTimeToken) {
  116333. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116334. }
  116335. });
  116336. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116337. if (!_this._gpuFrameTimeToken) {
  116338. return;
  116339. }
  116340. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116341. if (time > -1) {
  116342. _this._gpuFrameTimeToken = null;
  116343. _this._gpuFrameTime.fetchNewFrame();
  116344. _this._gpuFrameTime.addCount(time, true);
  116345. }
  116346. });
  116347. }
  116348. else {
  116349. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116350. this._onBeginFrameObserver = null;
  116351. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116352. this._onEndFrameObserver = null;
  116353. }
  116354. },
  116355. enumerable: true,
  116356. configurable: true
  116357. });
  116358. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116359. /**
  116360. * Gets the perf counter used for shader compilation time
  116361. */
  116362. get: function () {
  116363. return this._shaderCompilationTime;
  116364. },
  116365. enumerable: true,
  116366. configurable: true
  116367. });
  116368. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116369. /**
  116370. * Gets the shader compilation time capture status
  116371. */
  116372. get: function () {
  116373. return this._captureShaderCompilationTime;
  116374. },
  116375. /**
  116376. * Enable or disable the shader compilation time capture
  116377. */
  116378. set: function (value) {
  116379. var _this = this;
  116380. if (value === this._captureShaderCompilationTime) {
  116381. return;
  116382. }
  116383. this._captureShaderCompilationTime = value;
  116384. if (value) {
  116385. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116386. _this._shaderCompilationTime.fetchNewFrame();
  116387. _this._shaderCompilationTime.beginMonitoring();
  116388. });
  116389. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116390. _this._shaderCompilationTime.endMonitoring();
  116391. });
  116392. }
  116393. else {
  116394. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116395. this._onBeforeShaderCompilationObserver = null;
  116396. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116397. this._onAfterShaderCompilationObserver = null;
  116398. }
  116399. },
  116400. enumerable: true,
  116401. configurable: true
  116402. });
  116403. /**
  116404. * Dispose and release associated resources.
  116405. */
  116406. EngineInstrumentation.prototype.dispose = function () {
  116407. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116408. this._onBeginFrameObserver = null;
  116409. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116410. this._onEndFrameObserver = null;
  116411. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116412. this._onBeforeShaderCompilationObserver = null;
  116413. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116414. this._onAfterShaderCompilationObserver = null;
  116415. this.engine = null;
  116416. };
  116417. return EngineInstrumentation;
  116418. }());
  116419. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116420. })(BABYLON || (BABYLON = {}));
  116421. //# sourceMappingURL=engineInstrumentation.js.map
  116422. var BABYLON;
  116423. (function (BABYLON) {
  116424. /**
  116425. * This class can be used to get instrumentation data from a Babylon engine
  116426. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116427. */
  116428. var SceneInstrumentation = /** @class */ (function () {
  116429. /**
  116430. * Instantiates a new scene instrumentation.
  116431. * This class can be used to get instrumentation data from a Babylon engine
  116432. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116433. * @param scene Defines the scene to instrument
  116434. */
  116435. function SceneInstrumentation(
  116436. /**
  116437. * Defines the scene to instrument
  116438. */
  116439. scene) {
  116440. var _this = this;
  116441. this.scene = scene;
  116442. this._captureActiveMeshesEvaluationTime = false;
  116443. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116444. this._captureRenderTargetsRenderTime = false;
  116445. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116446. this._captureFrameTime = false;
  116447. this._frameTime = new BABYLON.PerfCounter();
  116448. this._captureRenderTime = false;
  116449. this._renderTime = new BABYLON.PerfCounter();
  116450. this._captureInterFrameTime = false;
  116451. this._interFrameTime = new BABYLON.PerfCounter();
  116452. this._captureParticlesRenderTime = false;
  116453. this._particlesRenderTime = new BABYLON.PerfCounter();
  116454. this._captureSpritesRenderTime = false;
  116455. this._spritesRenderTime = new BABYLON.PerfCounter();
  116456. this._capturePhysicsTime = false;
  116457. this._physicsTime = new BABYLON.PerfCounter();
  116458. this._captureAnimationsTime = false;
  116459. this._animationsTime = new BABYLON.PerfCounter();
  116460. this._captureCameraRenderTime = false;
  116461. this._cameraRenderTime = new BABYLON.PerfCounter();
  116462. // Observers
  116463. this._onBeforeActiveMeshesEvaluationObserver = null;
  116464. this._onAfterActiveMeshesEvaluationObserver = null;
  116465. this._onBeforeRenderTargetsRenderObserver = null;
  116466. this._onAfterRenderTargetsRenderObserver = null;
  116467. this._onAfterRenderObserver = null;
  116468. this._onBeforeDrawPhaseObserver = null;
  116469. this._onAfterDrawPhaseObserver = null;
  116470. this._onBeforeAnimationsObserver = null;
  116471. this._onBeforeParticlesRenderingObserver = null;
  116472. this._onAfterParticlesRenderingObserver = null;
  116473. this._onBeforeSpritesRenderingObserver = null;
  116474. this._onAfterSpritesRenderingObserver = null;
  116475. this._onBeforePhysicsObserver = null;
  116476. this._onAfterPhysicsObserver = null;
  116477. this._onAfterAnimationsObserver = null;
  116478. this._onBeforeCameraRenderObserver = null;
  116479. this._onAfterCameraRenderObserver = null;
  116480. // Before render
  116481. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116482. if (_this._captureActiveMeshesEvaluationTime) {
  116483. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116484. }
  116485. if (_this._captureRenderTargetsRenderTime) {
  116486. _this._renderTargetsRenderTime.fetchNewFrame();
  116487. }
  116488. if (_this._captureFrameTime) {
  116489. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116490. _this._frameTime.beginMonitoring();
  116491. }
  116492. if (_this._captureInterFrameTime) {
  116493. _this._interFrameTime.endMonitoring();
  116494. }
  116495. if (_this._captureParticlesRenderTime) {
  116496. _this._particlesRenderTime.fetchNewFrame();
  116497. }
  116498. if (_this._captureSpritesRenderTime) {
  116499. _this._spritesRenderTime.fetchNewFrame();
  116500. }
  116501. if (_this._captureAnimationsTime) {
  116502. _this._animationsTime.beginMonitoring();
  116503. }
  116504. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116505. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116506. });
  116507. // After render
  116508. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116509. if (_this._captureFrameTime) {
  116510. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116511. _this._frameTime.endMonitoring();
  116512. }
  116513. if (_this._captureRenderTime) {
  116514. _this._renderTime.endMonitoring(false);
  116515. }
  116516. if (_this._captureInterFrameTime) {
  116517. _this._interFrameTime.beginMonitoring();
  116518. }
  116519. });
  116520. }
  116521. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116522. // Properties
  116523. /**
  116524. * Gets the perf counter used for active meshes evaluation time
  116525. */
  116526. get: function () {
  116527. return this._activeMeshesEvaluationTime;
  116528. },
  116529. enumerable: true,
  116530. configurable: true
  116531. });
  116532. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116533. /**
  116534. * Gets the active meshes evaluation time capture status
  116535. */
  116536. get: function () {
  116537. return this._captureActiveMeshesEvaluationTime;
  116538. },
  116539. /**
  116540. * Enable or disable the active meshes evaluation time capture
  116541. */
  116542. set: function (value) {
  116543. var _this = this;
  116544. if (value === this._captureActiveMeshesEvaluationTime) {
  116545. return;
  116546. }
  116547. this._captureActiveMeshesEvaluationTime = value;
  116548. if (value) {
  116549. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116550. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116551. _this._activeMeshesEvaluationTime.beginMonitoring();
  116552. });
  116553. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116554. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116555. _this._activeMeshesEvaluationTime.endMonitoring();
  116556. });
  116557. }
  116558. else {
  116559. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116560. this._onBeforeActiveMeshesEvaluationObserver = null;
  116561. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116562. this._onAfterActiveMeshesEvaluationObserver = null;
  116563. }
  116564. },
  116565. enumerable: true,
  116566. configurable: true
  116567. });
  116568. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116569. /**
  116570. * Gets the perf counter used for render targets render time
  116571. */
  116572. get: function () {
  116573. return this._renderTargetsRenderTime;
  116574. },
  116575. enumerable: true,
  116576. configurable: true
  116577. });
  116578. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116579. /**
  116580. * Gets the render targets render time capture status
  116581. */
  116582. get: function () {
  116583. return this._captureRenderTargetsRenderTime;
  116584. },
  116585. /**
  116586. * Enable or disable the render targets render time capture
  116587. */
  116588. set: function (value) {
  116589. var _this = this;
  116590. if (value === this._captureRenderTargetsRenderTime) {
  116591. return;
  116592. }
  116593. this._captureRenderTargetsRenderTime = value;
  116594. if (value) {
  116595. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116596. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116597. _this._renderTargetsRenderTime.beginMonitoring();
  116598. });
  116599. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116600. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116601. _this._renderTargetsRenderTime.endMonitoring(false);
  116602. });
  116603. }
  116604. else {
  116605. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116606. this._onBeforeRenderTargetsRenderObserver = null;
  116607. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116608. this._onAfterRenderTargetsRenderObserver = null;
  116609. }
  116610. },
  116611. enumerable: true,
  116612. configurable: true
  116613. });
  116614. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116615. /**
  116616. * Gets the perf counter used for particles render time
  116617. */
  116618. get: function () {
  116619. return this._particlesRenderTime;
  116620. },
  116621. enumerable: true,
  116622. configurable: true
  116623. });
  116624. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116625. /**
  116626. * Gets the particles render time capture status
  116627. */
  116628. get: function () {
  116629. return this._captureParticlesRenderTime;
  116630. },
  116631. /**
  116632. * Enable or disable the particles render time capture
  116633. */
  116634. set: function (value) {
  116635. var _this = this;
  116636. if (value === this._captureParticlesRenderTime) {
  116637. return;
  116638. }
  116639. this._captureParticlesRenderTime = value;
  116640. if (value) {
  116641. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116642. BABYLON.Tools.StartPerformanceCounter("Particles");
  116643. _this._particlesRenderTime.beginMonitoring();
  116644. });
  116645. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116646. BABYLON.Tools.EndPerformanceCounter("Particles");
  116647. _this._particlesRenderTime.endMonitoring(false);
  116648. });
  116649. }
  116650. else {
  116651. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116652. this._onBeforeParticlesRenderingObserver = null;
  116653. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116654. this._onAfterParticlesRenderingObserver = null;
  116655. }
  116656. },
  116657. enumerable: true,
  116658. configurable: true
  116659. });
  116660. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116661. /**
  116662. * Gets the perf counter used for sprites render time
  116663. */
  116664. get: function () {
  116665. return this._spritesRenderTime;
  116666. },
  116667. enumerable: true,
  116668. configurable: true
  116669. });
  116670. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116671. /**
  116672. * Gets the sprites render time capture status
  116673. */
  116674. get: function () {
  116675. return this._captureSpritesRenderTime;
  116676. },
  116677. /**
  116678. * Enable or disable the sprites render time capture
  116679. */
  116680. set: function (value) {
  116681. var _this = this;
  116682. if (value === this._captureSpritesRenderTime) {
  116683. return;
  116684. }
  116685. this._captureSpritesRenderTime = value;
  116686. if (!this.scene.spriteManagers) {
  116687. return;
  116688. }
  116689. if (value) {
  116690. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116691. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116692. _this._spritesRenderTime.beginMonitoring();
  116693. });
  116694. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116695. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116696. _this._spritesRenderTime.endMonitoring(false);
  116697. });
  116698. }
  116699. else {
  116700. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116701. this._onBeforeSpritesRenderingObserver = null;
  116702. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116703. this._onAfterSpritesRenderingObserver = null;
  116704. }
  116705. },
  116706. enumerable: true,
  116707. configurable: true
  116708. });
  116709. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116710. /**
  116711. * Gets the perf counter used for physics time
  116712. */
  116713. get: function () {
  116714. return this._physicsTime;
  116715. },
  116716. enumerable: true,
  116717. configurable: true
  116718. });
  116719. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116720. /**
  116721. * Gets the physics time capture status
  116722. */
  116723. get: function () {
  116724. return this._capturePhysicsTime;
  116725. },
  116726. /**
  116727. * Enable or disable the physics time capture
  116728. */
  116729. set: function (value) {
  116730. var _this = this;
  116731. if (value === this._capturePhysicsTime) {
  116732. return;
  116733. }
  116734. if (!this.scene.onBeforePhysicsObservable) {
  116735. return;
  116736. }
  116737. this._capturePhysicsTime = value;
  116738. if (value) {
  116739. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116740. BABYLON.Tools.StartPerformanceCounter("Physics");
  116741. _this._physicsTime.beginMonitoring();
  116742. });
  116743. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116744. BABYLON.Tools.EndPerformanceCounter("Physics");
  116745. _this._physicsTime.endMonitoring();
  116746. });
  116747. }
  116748. else {
  116749. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116750. this._onBeforePhysicsObserver = null;
  116751. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116752. this._onAfterPhysicsObserver = null;
  116753. }
  116754. },
  116755. enumerable: true,
  116756. configurable: true
  116757. });
  116758. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116759. /**
  116760. * Gets the perf counter used for animations time
  116761. */
  116762. get: function () {
  116763. return this._animationsTime;
  116764. },
  116765. enumerable: true,
  116766. configurable: true
  116767. });
  116768. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  116769. /**
  116770. * Gets the animations time capture status
  116771. */
  116772. get: function () {
  116773. return this._captureAnimationsTime;
  116774. },
  116775. /**
  116776. * Enable or disable the animations time capture
  116777. */
  116778. set: function (value) {
  116779. var _this = this;
  116780. if (value === this._captureAnimationsTime) {
  116781. return;
  116782. }
  116783. this._captureAnimationsTime = value;
  116784. if (value) {
  116785. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  116786. _this._animationsTime.endMonitoring();
  116787. });
  116788. }
  116789. else {
  116790. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116791. this._onAfterAnimationsObserver = null;
  116792. }
  116793. },
  116794. enumerable: true,
  116795. configurable: true
  116796. });
  116797. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  116798. /**
  116799. * Gets the perf counter used for frame time capture
  116800. */
  116801. get: function () {
  116802. return this._frameTime;
  116803. },
  116804. enumerable: true,
  116805. configurable: true
  116806. });
  116807. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  116808. /**
  116809. * Gets the frame time capture status
  116810. */
  116811. get: function () {
  116812. return this._captureFrameTime;
  116813. },
  116814. /**
  116815. * Enable or disable the frame time capture
  116816. */
  116817. set: function (value) {
  116818. this._captureFrameTime = value;
  116819. },
  116820. enumerable: true,
  116821. configurable: true
  116822. });
  116823. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  116824. /**
  116825. * Gets the perf counter used for inter-frames time capture
  116826. */
  116827. get: function () {
  116828. return this._interFrameTime;
  116829. },
  116830. enumerable: true,
  116831. configurable: true
  116832. });
  116833. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  116834. /**
  116835. * Gets the inter-frames time capture status
  116836. */
  116837. get: function () {
  116838. return this._captureInterFrameTime;
  116839. },
  116840. /**
  116841. * Enable or disable the inter-frames time capture
  116842. */
  116843. set: function (value) {
  116844. this._captureInterFrameTime = value;
  116845. },
  116846. enumerable: true,
  116847. configurable: true
  116848. });
  116849. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  116850. /**
  116851. * Gets the perf counter used for render time capture
  116852. */
  116853. get: function () {
  116854. return this._renderTime;
  116855. },
  116856. enumerable: true,
  116857. configurable: true
  116858. });
  116859. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  116860. /**
  116861. * Gets the render time capture status
  116862. */
  116863. get: function () {
  116864. return this._captureRenderTime;
  116865. },
  116866. /**
  116867. * Enable or disable the render time capture
  116868. */
  116869. set: function (value) {
  116870. var _this = this;
  116871. if (value === this._captureRenderTime) {
  116872. return;
  116873. }
  116874. this._captureRenderTime = value;
  116875. if (value) {
  116876. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  116877. _this._renderTime.beginMonitoring();
  116878. BABYLON.Tools.StartPerformanceCounter("Main render");
  116879. });
  116880. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  116881. _this._renderTime.endMonitoring(false);
  116882. BABYLON.Tools.EndPerformanceCounter("Main render");
  116883. });
  116884. }
  116885. else {
  116886. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116887. this._onBeforeDrawPhaseObserver = null;
  116888. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116889. this._onAfterDrawPhaseObserver = null;
  116890. }
  116891. },
  116892. enumerable: true,
  116893. configurable: true
  116894. });
  116895. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  116896. /**
  116897. * Gets the perf counter used for camera render time capture
  116898. */
  116899. get: function () {
  116900. return this._cameraRenderTime;
  116901. },
  116902. enumerable: true,
  116903. configurable: true
  116904. });
  116905. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  116906. /**
  116907. * Gets the camera render time capture status
  116908. */
  116909. get: function () {
  116910. return this._captureCameraRenderTime;
  116911. },
  116912. /**
  116913. * Enable or disable the camera render time capture
  116914. */
  116915. set: function (value) {
  116916. var _this = this;
  116917. if (value === this._captureCameraRenderTime) {
  116918. return;
  116919. }
  116920. this._captureCameraRenderTime = value;
  116921. if (value) {
  116922. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  116923. _this._cameraRenderTime.beginMonitoring();
  116924. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  116925. });
  116926. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  116927. _this._cameraRenderTime.endMonitoring(false);
  116928. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  116929. });
  116930. }
  116931. else {
  116932. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116933. this._onBeforeCameraRenderObserver = null;
  116934. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116935. this._onAfterCameraRenderObserver = null;
  116936. }
  116937. },
  116938. enumerable: true,
  116939. configurable: true
  116940. });
  116941. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  116942. /**
  116943. * Gets the perf counter used for draw calls
  116944. */
  116945. get: function () {
  116946. return this.scene.getEngine()._drawCalls;
  116947. },
  116948. enumerable: true,
  116949. configurable: true
  116950. });
  116951. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  116952. /**
  116953. * Gets the perf counter used for texture collisions
  116954. */
  116955. get: function () {
  116956. return this.scene.getEngine()._textureCollisions;
  116957. },
  116958. enumerable: true,
  116959. configurable: true
  116960. });
  116961. /**
  116962. * Dispose and release associated resources.
  116963. */
  116964. SceneInstrumentation.prototype.dispose = function () {
  116965. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116966. this._onAfterRenderObserver = null;
  116967. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116968. this._onBeforeActiveMeshesEvaluationObserver = null;
  116969. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116970. this._onAfterActiveMeshesEvaluationObserver = null;
  116971. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116972. this._onBeforeRenderTargetsRenderObserver = null;
  116973. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116974. this._onAfterRenderTargetsRenderObserver = null;
  116975. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  116976. this._onBeforeAnimationsObserver = null;
  116977. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116978. this._onBeforeParticlesRenderingObserver = null;
  116979. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116980. this._onAfterParticlesRenderingObserver = null;
  116981. if (this._onBeforeSpritesRenderingObserver) {
  116982. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116983. this._onBeforeSpritesRenderingObserver = null;
  116984. }
  116985. if (this._onAfterSpritesRenderingObserver) {
  116986. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116987. this._onAfterSpritesRenderingObserver = null;
  116988. }
  116989. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116990. this._onBeforeDrawPhaseObserver = null;
  116991. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116992. this._onAfterDrawPhaseObserver = null;
  116993. if (this._onBeforePhysicsObserver) {
  116994. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116995. this._onBeforePhysicsObserver = null;
  116996. }
  116997. if (this._onAfterPhysicsObserver) {
  116998. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116999. this._onAfterPhysicsObserver = null;
  117000. }
  117001. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117002. this._onAfterAnimationsObserver = null;
  117003. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117004. this._onBeforeCameraRenderObserver = null;
  117005. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117006. this._onAfterCameraRenderObserver = null;
  117007. this.scene = null;
  117008. };
  117009. return SceneInstrumentation;
  117010. }());
  117011. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117012. })(BABYLON || (BABYLON = {}));
  117013. //# sourceMappingURL=sceneInstrumentation.js.map
  117014. var BABYLON;
  117015. (function (BABYLON) {
  117016. /**
  117017. * @hidden
  117018. **/
  117019. var _TimeToken = /** @class */ (function () {
  117020. function _TimeToken() {
  117021. this._timeElapsedQueryEnded = false;
  117022. }
  117023. return _TimeToken;
  117024. }());
  117025. BABYLON._TimeToken = _TimeToken;
  117026. })(BABYLON || (BABYLON = {}));
  117027. //# sourceMappingURL=timeToken.js.map
  117028. var BABYLON;
  117029. (function (BABYLON) {
  117030. /**
  117031. * Background material defines definition.
  117032. * @hidden Mainly internal Use
  117033. */
  117034. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117035. __extends(BackgroundMaterialDefines, _super);
  117036. /**
  117037. * Constructor of the defines.
  117038. */
  117039. function BackgroundMaterialDefines() {
  117040. var _this = _super.call(this) || this;
  117041. /**
  117042. * True if the diffuse texture is in use.
  117043. */
  117044. _this.DIFFUSE = false;
  117045. /**
  117046. * The direct UV channel to use.
  117047. */
  117048. _this.DIFFUSEDIRECTUV = 0;
  117049. /**
  117050. * True if the diffuse texture is in gamma space.
  117051. */
  117052. _this.GAMMADIFFUSE = false;
  117053. /**
  117054. * True if the diffuse texture has opacity in the alpha channel.
  117055. */
  117056. _this.DIFFUSEHASALPHA = false;
  117057. /**
  117058. * True if you want the material to fade to transparent at grazing angle.
  117059. */
  117060. _this.OPACITYFRESNEL = false;
  117061. /**
  117062. * True if an extra blur needs to be added in the reflection.
  117063. */
  117064. _this.REFLECTIONBLUR = false;
  117065. /**
  117066. * True if you want the material to fade to reflection at grazing angle.
  117067. */
  117068. _this.REFLECTIONFRESNEL = false;
  117069. /**
  117070. * True if you want the material to falloff as far as you move away from the scene center.
  117071. */
  117072. _this.REFLECTIONFALLOFF = false;
  117073. /**
  117074. * False if the current Webgl implementation does not support the texture lod extension.
  117075. */
  117076. _this.TEXTURELODSUPPORT = false;
  117077. /**
  117078. * True to ensure the data are premultiplied.
  117079. */
  117080. _this.PREMULTIPLYALPHA = false;
  117081. /**
  117082. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117083. */
  117084. _this.USERGBCOLOR = false;
  117085. /**
  117086. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117087. * stays aligned with the desired configuration.
  117088. */
  117089. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117090. /**
  117091. * True to add noise in order to reduce the banding effect.
  117092. */
  117093. _this.NOISE = false;
  117094. /**
  117095. * is the reflection texture in BGR color scheme?
  117096. * Mainly used to solve a bug in ios10 video tag
  117097. */
  117098. _this.REFLECTIONBGR = false;
  117099. _this.IMAGEPROCESSING = false;
  117100. _this.VIGNETTE = false;
  117101. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117102. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117103. _this.TONEMAPPING = false;
  117104. _this.TONEMAPPING_ACES = false;
  117105. _this.CONTRAST = false;
  117106. _this.COLORCURVES = false;
  117107. _this.COLORGRADING = false;
  117108. _this.COLORGRADING3D = false;
  117109. _this.SAMPLER3DGREENDEPTH = false;
  117110. _this.SAMPLER3DBGRMAP = false;
  117111. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117112. _this.EXPOSURE = false;
  117113. // Reflection.
  117114. _this.REFLECTION = false;
  117115. _this.REFLECTIONMAP_3D = false;
  117116. _this.REFLECTIONMAP_SPHERICAL = false;
  117117. _this.REFLECTIONMAP_PLANAR = false;
  117118. _this.REFLECTIONMAP_CUBIC = false;
  117119. _this.REFLECTIONMAP_PROJECTION = false;
  117120. _this.REFLECTIONMAP_SKYBOX = false;
  117121. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117122. _this.REFLECTIONMAP_EXPLICIT = false;
  117123. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117124. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117125. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117126. _this.INVERTCUBICMAP = false;
  117127. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117128. _this.LODINREFLECTIONALPHA = false;
  117129. _this.GAMMAREFLECTION = false;
  117130. _this.RGBDREFLECTION = false;
  117131. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117132. // Default BJS.
  117133. _this.MAINUV1 = false;
  117134. _this.MAINUV2 = false;
  117135. _this.UV1 = false;
  117136. _this.UV2 = false;
  117137. _this.CLIPPLANE = false;
  117138. _this.CLIPPLANE2 = false;
  117139. _this.CLIPPLANE3 = false;
  117140. _this.CLIPPLANE4 = false;
  117141. _this.POINTSIZE = false;
  117142. _this.FOG = false;
  117143. _this.NORMAL = false;
  117144. _this.NUM_BONE_INFLUENCERS = 0;
  117145. _this.BonesPerMesh = 0;
  117146. _this.INSTANCES = false;
  117147. _this.SHADOWFLOAT = false;
  117148. _this.rebuild();
  117149. return _this;
  117150. }
  117151. return BackgroundMaterialDefines;
  117152. }(BABYLON.MaterialDefines));
  117153. /**
  117154. * Background material used to create an efficient environement around your scene.
  117155. */
  117156. var BackgroundMaterial = /** @class */ (function (_super) {
  117157. __extends(BackgroundMaterial, _super);
  117158. /**
  117159. * Instantiates a Background Material in the given scene
  117160. * @param name The friendly name of the material
  117161. * @param scene The scene to add the material to
  117162. */
  117163. function BackgroundMaterial(name, scene) {
  117164. var _this = _super.call(this, name, scene) || this;
  117165. /**
  117166. * Key light Color (multiply against the environement texture)
  117167. */
  117168. _this.primaryColor = BABYLON.Color3.White();
  117169. _this._primaryColorShadowLevel = 0;
  117170. _this._primaryColorHighlightLevel = 0;
  117171. /**
  117172. * Reflection Texture used in the material.
  117173. * Should be author in a specific way for the best result (refer to the documentation).
  117174. */
  117175. _this.reflectionTexture = null;
  117176. /**
  117177. * Reflection Texture level of blur.
  117178. *
  117179. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117180. * texture twice.
  117181. */
  117182. _this.reflectionBlur = 0;
  117183. /**
  117184. * Diffuse Texture used in the material.
  117185. * Should be author in a specific way for the best result (refer to the documentation).
  117186. */
  117187. _this.diffuseTexture = null;
  117188. _this._shadowLights = null;
  117189. /**
  117190. * Specify the list of lights casting shadow on the material.
  117191. * All scene shadow lights will be included if null.
  117192. */
  117193. _this.shadowLights = null;
  117194. /**
  117195. * Helps adjusting the shadow to a softer level if required.
  117196. * 0 means black shadows and 1 means no shadows.
  117197. */
  117198. _this.shadowLevel = 0;
  117199. /**
  117200. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117201. * It is usually zero but might be interesting to modify according to your setup.
  117202. */
  117203. _this.sceneCenter = BABYLON.Vector3.Zero();
  117204. /**
  117205. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117206. * This helps ensuring a nice transition when the camera goes under the ground.
  117207. */
  117208. _this.opacityFresnel = true;
  117209. /**
  117210. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117211. * This helps adding a mirror texture on the ground.
  117212. */
  117213. _this.reflectionFresnel = false;
  117214. /**
  117215. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117216. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117217. */
  117218. _this.reflectionFalloffDistance = 0.0;
  117219. /**
  117220. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117221. */
  117222. _this.reflectionAmount = 1.0;
  117223. /**
  117224. * This specifies the weight of the reflection at grazing angle.
  117225. */
  117226. _this.reflectionReflectance0 = 0.05;
  117227. /**
  117228. * This specifies the weight of the reflection at a perpendicular point of view.
  117229. */
  117230. _this.reflectionReflectance90 = 0.5;
  117231. /**
  117232. * Helps to directly use the maps channels instead of their level.
  117233. */
  117234. _this.useRGBColor = true;
  117235. /**
  117236. * This helps reducing the banding effect that could occur on the background.
  117237. */
  117238. _this.enableNoise = false;
  117239. _this._fovMultiplier = 1.0;
  117240. /**
  117241. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117242. */
  117243. _this.useEquirectangularFOV = false;
  117244. _this._maxSimultaneousLights = 4;
  117245. /**
  117246. * Number of Simultaneous lights allowed on the material.
  117247. */
  117248. _this.maxSimultaneousLights = 4;
  117249. /**
  117250. * Keep track of the image processing observer to allow dispose and replace.
  117251. */
  117252. _this._imageProcessingObserver = null;
  117253. /**
  117254. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117255. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117256. */
  117257. _this.switchToBGR = false;
  117258. // Temp values kept as cache in the material.
  117259. _this._renderTargets = new BABYLON.SmartArray(16);
  117260. _this._reflectionControls = BABYLON.Vector4.Zero();
  117261. _this._white = BABYLON.Color3.White();
  117262. _this._primaryShadowColor = BABYLON.Color3.Black();
  117263. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117264. // Setup the default processing configuration to the scene.
  117265. _this._attachImageProcessingConfiguration(null);
  117266. _this.getRenderTargetTextures = function () {
  117267. _this._renderTargets.reset();
  117268. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117269. _this._renderTargets.push(_this._diffuseTexture);
  117270. }
  117271. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117272. _this._renderTargets.push(_this._reflectionTexture);
  117273. }
  117274. return _this._renderTargets;
  117275. };
  117276. return _this;
  117277. }
  117278. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117279. /**
  117280. * Experimental Internal Use Only.
  117281. *
  117282. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117283. * This acts as a helper to set the primary color to a more "human friendly" value.
  117284. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117285. * output color as close as possible from the chosen value.
  117286. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117287. * part of lighting setup.)
  117288. */
  117289. get: function () {
  117290. return this.__perceptualColor;
  117291. },
  117292. set: function (value) {
  117293. this.__perceptualColor = value;
  117294. this._computePrimaryColorFromPerceptualColor();
  117295. this._markAllSubMeshesAsLightsDirty();
  117296. },
  117297. enumerable: true,
  117298. configurable: true
  117299. });
  117300. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117301. /**
  117302. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117303. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117304. */
  117305. get: function () {
  117306. return this._primaryColorShadowLevel;
  117307. },
  117308. set: function (value) {
  117309. this._primaryColorShadowLevel = value;
  117310. this._computePrimaryColors();
  117311. this._markAllSubMeshesAsLightsDirty();
  117312. },
  117313. enumerable: true,
  117314. configurable: true
  117315. });
  117316. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117317. /**
  117318. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117319. * The primary color is used at the level chosen to define what the white area would look.
  117320. */
  117321. get: function () {
  117322. return this._primaryColorHighlightLevel;
  117323. },
  117324. set: function (value) {
  117325. this._primaryColorHighlightLevel = value;
  117326. this._computePrimaryColors();
  117327. this._markAllSubMeshesAsLightsDirty();
  117328. },
  117329. enumerable: true,
  117330. configurable: true
  117331. });
  117332. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117333. /**
  117334. * Sets the reflection reflectance fresnel values according to the default standard
  117335. * empirically know to work well :-)
  117336. */
  117337. set: function (value) {
  117338. var reflectionWeight = value;
  117339. if (reflectionWeight < 0.5) {
  117340. reflectionWeight = reflectionWeight * 2.0;
  117341. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117342. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117343. }
  117344. else {
  117345. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117346. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117347. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117348. }
  117349. },
  117350. enumerable: true,
  117351. configurable: true
  117352. });
  117353. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117354. /**
  117355. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117356. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117357. * Recommended to be keep at 1.0 except for special cases.
  117358. */
  117359. get: function () {
  117360. return this._fovMultiplier;
  117361. },
  117362. set: function (value) {
  117363. if (isNaN(value)) {
  117364. value = 1.0;
  117365. }
  117366. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117367. },
  117368. enumerable: true,
  117369. configurable: true
  117370. });
  117371. /**
  117372. * Attaches a new image processing configuration to the PBR Material.
  117373. * @param configuration (if null the scene configuration will be use)
  117374. */
  117375. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117376. var _this = this;
  117377. if (configuration === this._imageProcessingConfiguration) {
  117378. return;
  117379. }
  117380. // Detaches observer.
  117381. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117382. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117383. }
  117384. // Pick the scene configuration if needed.
  117385. if (!configuration) {
  117386. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117387. }
  117388. else {
  117389. this._imageProcessingConfiguration = configuration;
  117390. }
  117391. // Attaches observer.
  117392. if (this._imageProcessingConfiguration) {
  117393. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117394. _this._computePrimaryColorFromPerceptualColor();
  117395. _this._markAllSubMeshesAsImageProcessingDirty();
  117396. });
  117397. }
  117398. };
  117399. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117400. /**
  117401. * Gets the image processing configuration used either in this material.
  117402. */
  117403. get: function () {
  117404. return this._imageProcessingConfiguration;
  117405. },
  117406. /**
  117407. * Sets the Default image processing configuration used either in the this material.
  117408. *
  117409. * If sets to null, the scene one is in use.
  117410. */
  117411. set: function (value) {
  117412. this._attachImageProcessingConfiguration(value);
  117413. // Ensure the effect will be rebuilt.
  117414. this._markAllSubMeshesAsTexturesDirty();
  117415. },
  117416. enumerable: true,
  117417. configurable: true
  117418. });
  117419. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117420. /**
  117421. * Gets wether the color curves effect is enabled.
  117422. */
  117423. get: function () {
  117424. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117425. },
  117426. /**
  117427. * Sets wether the color curves effect is enabled.
  117428. */
  117429. set: function (value) {
  117430. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117431. },
  117432. enumerable: true,
  117433. configurable: true
  117434. });
  117435. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117436. /**
  117437. * Gets wether the color grading effect is enabled.
  117438. */
  117439. get: function () {
  117440. return this.imageProcessingConfiguration.colorGradingEnabled;
  117441. },
  117442. /**
  117443. * Gets wether the color grading effect is enabled.
  117444. */
  117445. set: function (value) {
  117446. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117447. },
  117448. enumerable: true,
  117449. configurable: true
  117450. });
  117451. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117452. /**
  117453. * Gets wether tonemapping is enabled or not.
  117454. */
  117455. get: function () {
  117456. return this._imageProcessingConfiguration.toneMappingEnabled;
  117457. },
  117458. /**
  117459. * Sets wether tonemapping is enabled or not
  117460. */
  117461. set: function (value) {
  117462. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117463. },
  117464. enumerable: true,
  117465. configurable: true
  117466. });
  117467. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117468. /**
  117469. * The camera exposure used on this material.
  117470. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117471. * This corresponds to a photographic exposure.
  117472. */
  117473. get: function () {
  117474. return this._imageProcessingConfiguration.exposure;
  117475. },
  117476. /**
  117477. * The camera exposure used on this material.
  117478. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117479. * This corresponds to a photographic exposure.
  117480. */
  117481. set: function (value) {
  117482. this._imageProcessingConfiguration.exposure = value;
  117483. },
  117484. enumerable: true,
  117485. configurable: true
  117486. });
  117487. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117488. /**
  117489. * Gets The camera contrast used on this material.
  117490. */
  117491. get: function () {
  117492. return this._imageProcessingConfiguration.contrast;
  117493. },
  117494. /**
  117495. * Sets The camera contrast used on this material.
  117496. */
  117497. set: function (value) {
  117498. this._imageProcessingConfiguration.contrast = value;
  117499. },
  117500. enumerable: true,
  117501. configurable: true
  117502. });
  117503. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117504. /**
  117505. * Gets the Color Grading 2D Lookup Texture.
  117506. */
  117507. get: function () {
  117508. return this._imageProcessingConfiguration.colorGradingTexture;
  117509. },
  117510. /**
  117511. * Sets the Color Grading 2D Lookup Texture.
  117512. */
  117513. set: function (value) {
  117514. this.imageProcessingConfiguration.colorGradingTexture = value;
  117515. },
  117516. enumerable: true,
  117517. configurable: true
  117518. });
  117519. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117520. /**
  117521. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117522. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117523. * 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;
  117524. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117525. */
  117526. get: function () {
  117527. return this.imageProcessingConfiguration.colorCurves;
  117528. },
  117529. /**
  117530. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117531. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117532. * 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;
  117533. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117534. */
  117535. set: function (value) {
  117536. this.imageProcessingConfiguration.colorCurves = value;
  117537. },
  117538. enumerable: true,
  117539. configurable: true
  117540. });
  117541. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117542. /**
  117543. * Gets a boolean indicating that current material needs to register RTT
  117544. */
  117545. get: function () {
  117546. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117547. return true;
  117548. }
  117549. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117550. return true;
  117551. }
  117552. return false;
  117553. },
  117554. enumerable: true,
  117555. configurable: true
  117556. });
  117557. /**
  117558. * The entire material has been created in order to prevent overdraw.
  117559. * @returns false
  117560. */
  117561. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117562. return true;
  117563. };
  117564. /**
  117565. * The entire material has been created in order to prevent overdraw.
  117566. * @returns true if blending is enable
  117567. */
  117568. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117569. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117570. };
  117571. /**
  117572. * Checks wether the material is ready to be rendered for a given mesh.
  117573. * @param mesh The mesh to render
  117574. * @param subMesh The submesh to check against
  117575. * @param useInstances Specify wether or not the material is used with instances
  117576. * @returns true if all the dependencies are ready (Textures, Effects...)
  117577. */
  117578. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117579. var _this = this;
  117580. if (useInstances === void 0) { useInstances = false; }
  117581. if (subMesh.effect && this.isFrozen) {
  117582. if (this._wasPreviouslyReady) {
  117583. return true;
  117584. }
  117585. }
  117586. if (!subMesh._materialDefines) {
  117587. subMesh._materialDefines = new BackgroundMaterialDefines();
  117588. }
  117589. var scene = this.getScene();
  117590. var defines = subMesh._materialDefines;
  117591. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117592. if (defines._renderId === scene.getRenderId()) {
  117593. return true;
  117594. }
  117595. }
  117596. var engine = scene.getEngine();
  117597. // Lights
  117598. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117599. defines._needNormals = true;
  117600. // Textures
  117601. if (defines._areTexturesDirty) {
  117602. defines._needUVs = false;
  117603. if (scene.texturesEnabled) {
  117604. if (scene.getEngine().getCaps().textureLOD) {
  117605. defines.TEXTURELODSUPPORT = true;
  117606. }
  117607. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117608. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117609. return false;
  117610. }
  117611. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117612. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117613. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117614. defines.OPACITYFRESNEL = this._opacityFresnel;
  117615. }
  117616. else {
  117617. defines.DIFFUSE = false;
  117618. defines.DIFFUSEHASALPHA = false;
  117619. defines.GAMMADIFFUSE = false;
  117620. defines.OPACITYFRESNEL = false;
  117621. }
  117622. var reflectionTexture = this._reflectionTexture;
  117623. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117624. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117625. return false;
  117626. }
  117627. defines.REFLECTION = true;
  117628. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117629. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117630. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117631. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117632. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117633. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117634. defines.REFLECTIONBGR = this.switchToBGR;
  117635. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117636. defines.INVERTCUBICMAP = true;
  117637. }
  117638. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117639. switch (reflectionTexture.coordinatesMode) {
  117640. case BABYLON.Texture.EXPLICIT_MODE:
  117641. defines.REFLECTIONMAP_EXPLICIT = true;
  117642. break;
  117643. case BABYLON.Texture.PLANAR_MODE:
  117644. defines.REFLECTIONMAP_PLANAR = true;
  117645. break;
  117646. case BABYLON.Texture.PROJECTION_MODE:
  117647. defines.REFLECTIONMAP_PROJECTION = true;
  117648. break;
  117649. case BABYLON.Texture.SKYBOX_MODE:
  117650. defines.REFLECTIONMAP_SKYBOX = true;
  117651. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117652. break;
  117653. case BABYLON.Texture.SPHERICAL_MODE:
  117654. defines.REFLECTIONMAP_SPHERICAL = true;
  117655. break;
  117656. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117657. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117658. break;
  117659. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117660. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117661. break;
  117662. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117663. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117664. break;
  117665. case BABYLON.Texture.CUBIC_MODE:
  117666. case BABYLON.Texture.INVCUBIC_MODE:
  117667. default:
  117668. defines.REFLECTIONMAP_CUBIC = true;
  117669. break;
  117670. }
  117671. if (this.reflectionFresnel) {
  117672. defines.REFLECTIONFRESNEL = true;
  117673. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117674. this._reflectionControls.x = this.reflectionAmount;
  117675. this._reflectionControls.y = this.reflectionReflectance0;
  117676. this._reflectionControls.z = this.reflectionReflectance90;
  117677. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117678. }
  117679. else {
  117680. defines.REFLECTIONFRESNEL = false;
  117681. defines.REFLECTIONFALLOFF = false;
  117682. }
  117683. }
  117684. else {
  117685. defines.REFLECTION = false;
  117686. defines.REFLECTIONFRESNEL = false;
  117687. defines.REFLECTIONFALLOFF = false;
  117688. defines.REFLECTIONBLUR = false;
  117689. defines.REFLECTIONMAP_3D = false;
  117690. defines.REFLECTIONMAP_SPHERICAL = false;
  117691. defines.REFLECTIONMAP_PLANAR = false;
  117692. defines.REFLECTIONMAP_CUBIC = false;
  117693. defines.REFLECTIONMAP_PROJECTION = false;
  117694. defines.REFLECTIONMAP_SKYBOX = false;
  117695. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117696. defines.REFLECTIONMAP_EXPLICIT = false;
  117697. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117698. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117699. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117700. defines.INVERTCUBICMAP = false;
  117701. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117702. defines.LODINREFLECTIONALPHA = false;
  117703. defines.GAMMAREFLECTION = false;
  117704. defines.RGBDREFLECTION = false;
  117705. }
  117706. }
  117707. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117708. defines.USERGBCOLOR = this._useRGBColor;
  117709. defines.NOISE = this._enableNoise;
  117710. }
  117711. if (defines._areLightsDirty) {
  117712. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117713. }
  117714. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117715. if (!this._imageProcessingConfiguration.isReady()) {
  117716. return false;
  117717. }
  117718. this._imageProcessingConfiguration.prepareDefines(defines);
  117719. }
  117720. // Misc.
  117721. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117722. // Values that need to be evaluated on every frame
  117723. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117724. // Attribs
  117725. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117726. if (mesh) {
  117727. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117728. mesh.createNormals(true);
  117729. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117730. }
  117731. }
  117732. }
  117733. // Get correct effect
  117734. if (defines.isDirty) {
  117735. defines.markAsProcessed();
  117736. scene.resetCachedMaterial();
  117737. // Fallbacks
  117738. var fallbacks = new BABYLON.EffectFallbacks();
  117739. if (defines.FOG) {
  117740. fallbacks.addFallback(0, "FOG");
  117741. }
  117742. if (defines.POINTSIZE) {
  117743. fallbacks.addFallback(1, "POINTSIZE");
  117744. }
  117745. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117746. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117747. fallbacks.addCPUSkinningFallback(0, mesh);
  117748. }
  117749. //Attributes
  117750. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117751. if (defines.NORMAL) {
  117752. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117753. }
  117754. if (defines.UV1) {
  117755. attribs.push(BABYLON.VertexBuffer.UVKind);
  117756. }
  117757. if (defines.UV2) {
  117758. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117759. }
  117760. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117761. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117762. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117763. "vFogInfos", "vFogColor", "pointSize",
  117764. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  117765. "vPrimaryColor", "vPrimaryColorShadow",
  117766. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  117767. "shadowLevel", "alpha",
  117768. "vBackgroundCenter", "vReflectionControl",
  117769. "vDiffuseInfos", "diffuseMatrix",
  117770. ];
  117771. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  117772. var uniformBuffers = ["Material", "Scene"];
  117773. if (BABYLON.ImageProcessingConfiguration) {
  117774. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  117775. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  117776. }
  117777. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  117778. uniformsNames: uniforms,
  117779. uniformBuffersNames: uniformBuffers,
  117780. samplers: samplers,
  117781. defines: defines,
  117782. maxSimultaneousLights: this._maxSimultaneousLights
  117783. });
  117784. var onCompiled = function (effect) {
  117785. if (_this.onCompiled) {
  117786. _this.onCompiled(effect);
  117787. }
  117788. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  117789. };
  117790. var join = defines.toString();
  117791. subMesh.setEffect(scene.getEngine().createEffect("background", {
  117792. attributes: attribs,
  117793. uniformsNames: uniforms,
  117794. uniformBuffersNames: uniformBuffers,
  117795. samplers: samplers,
  117796. defines: join,
  117797. fallbacks: fallbacks,
  117798. onCompiled: onCompiled,
  117799. onError: this.onError,
  117800. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  117801. }, engine), defines);
  117802. this.buildUniformLayout();
  117803. }
  117804. if (!subMesh.effect || !subMesh.effect.isReady()) {
  117805. return false;
  117806. }
  117807. defines._renderId = scene.getRenderId();
  117808. this._wasPreviouslyReady = true;
  117809. return true;
  117810. };
  117811. /**
  117812. * Compute the primary color according to the chosen perceptual color.
  117813. */
  117814. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  117815. if (!this.__perceptualColor) {
  117816. return;
  117817. }
  117818. this._primaryColor.copyFrom(this.__perceptualColor);
  117819. // Revert gamma space.
  117820. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  117821. // Revert image processing configuration.
  117822. if (this._imageProcessingConfiguration) {
  117823. // Revert Exposure.
  117824. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  117825. }
  117826. this._computePrimaryColors();
  117827. };
  117828. /**
  117829. * Compute the highlights and shadow colors according to their chosen levels.
  117830. */
  117831. BackgroundMaterial.prototype._computePrimaryColors = function () {
  117832. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  117833. return;
  117834. }
  117835. // Find the highlight color based on the configuration.
  117836. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  117837. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  117838. // Find the shadow color based on the configuration.
  117839. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  117840. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  117841. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  117842. };
  117843. /**
  117844. * Build the uniform buffer used in the material.
  117845. */
  117846. BackgroundMaterial.prototype.buildUniformLayout = function () {
  117847. // Order is important !
  117848. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  117849. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  117850. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  117851. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  117852. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  117853. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  117854. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  117855. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  117856. this._uniformBuffer.addUniform("pointSize", 1);
  117857. this._uniformBuffer.addUniform("shadowLevel", 1);
  117858. this._uniformBuffer.addUniform("alpha", 1);
  117859. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  117860. this._uniformBuffer.addUniform("vReflectionControl", 4);
  117861. this._uniformBuffer.create();
  117862. };
  117863. /**
  117864. * Unbind the material.
  117865. */
  117866. BackgroundMaterial.prototype.unbind = function () {
  117867. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117868. this._uniformBuffer.setTexture("diffuseSampler", null);
  117869. }
  117870. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117871. this._uniformBuffer.setTexture("reflectionSampler", null);
  117872. }
  117873. _super.prototype.unbind.call(this);
  117874. };
  117875. /**
  117876. * Bind only the world matrix to the material.
  117877. * @param world The world matrix to bind.
  117878. */
  117879. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  117880. this._activeEffect.setMatrix("world", world);
  117881. };
  117882. /**
  117883. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  117884. * @param world The world matrix to bind.
  117885. * @param subMesh The submesh to bind for.
  117886. */
  117887. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  117888. var scene = this.getScene();
  117889. var defines = subMesh._materialDefines;
  117890. if (!defines) {
  117891. return;
  117892. }
  117893. var effect = subMesh.effect;
  117894. if (!effect) {
  117895. return;
  117896. }
  117897. this._activeEffect = effect;
  117898. // Matrices
  117899. this.bindOnlyWorldMatrix(world);
  117900. // Bones
  117901. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  117902. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  117903. if (mustRebind) {
  117904. this._uniformBuffer.bindToEffect(effect, "Material");
  117905. this.bindViewProjection(effect);
  117906. var reflectionTexture = this._reflectionTexture;
  117907. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  117908. // Texture uniforms
  117909. if (scene.texturesEnabled) {
  117910. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117911. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  117912. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  117913. }
  117914. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117915. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  117916. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  117917. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  117918. }
  117919. }
  117920. if (this.shadowLevel > 0) {
  117921. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  117922. }
  117923. this._uniformBuffer.updateFloat("alpha", this.alpha);
  117924. // Point size
  117925. if (this.pointsCloud) {
  117926. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  117927. }
  117928. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  117929. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  117930. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  117931. }
  117932. else {
  117933. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  117934. }
  117935. }
  117936. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  117937. // Textures
  117938. if (scene.texturesEnabled) {
  117939. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117940. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  117941. }
  117942. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117943. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  117944. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117945. }
  117946. else if (!defines.REFLECTIONBLUR) {
  117947. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117948. }
  117949. else {
  117950. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  117951. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  117952. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  117953. }
  117954. if (defines.REFLECTIONFRESNEL) {
  117955. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  117956. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  117957. }
  117958. }
  117959. }
  117960. // Clip plane
  117961. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  117962. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  117963. }
  117964. if (mustRebind || !this.isFrozen) {
  117965. if (scene.lightsEnabled) {
  117966. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  117967. }
  117968. // View
  117969. this.bindView(effect);
  117970. // Fog
  117971. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  117972. // image processing
  117973. if (this._imageProcessingConfiguration) {
  117974. this._imageProcessingConfiguration.bind(this._activeEffect);
  117975. }
  117976. }
  117977. this._uniformBuffer.update();
  117978. this._afterBind(mesh, this._activeEffect);
  117979. };
  117980. /**
  117981. * Dispose the material.
  117982. * @param forceDisposeEffect Force disposal of the associated effect.
  117983. * @param forceDisposeTextures Force disposal of the associated textures.
  117984. */
  117985. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  117986. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  117987. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  117988. if (forceDisposeTextures) {
  117989. if (this.diffuseTexture) {
  117990. this.diffuseTexture.dispose();
  117991. }
  117992. if (this.reflectionTexture) {
  117993. this.reflectionTexture.dispose();
  117994. }
  117995. }
  117996. this._renderTargets.dispose();
  117997. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117998. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117999. }
  118000. _super.prototype.dispose.call(this, forceDisposeEffect);
  118001. };
  118002. /**
  118003. * Clones the material.
  118004. * @param name The cloned name.
  118005. * @returns The cloned material.
  118006. */
  118007. BackgroundMaterial.prototype.clone = function (name) {
  118008. var _this = this;
  118009. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118010. };
  118011. /**
  118012. * Serializes the current material to its JSON representation.
  118013. * @returns The JSON representation.
  118014. */
  118015. BackgroundMaterial.prototype.serialize = function () {
  118016. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118017. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118018. return serializationObject;
  118019. };
  118020. /**
  118021. * Gets the class name of the material
  118022. * @returns "BackgroundMaterial"
  118023. */
  118024. BackgroundMaterial.prototype.getClassName = function () {
  118025. return "BackgroundMaterial";
  118026. };
  118027. /**
  118028. * Parse a JSON input to create back a background material.
  118029. * @param source The JSON data to parse
  118030. * @param scene The scene to create the parsed material in
  118031. * @param rootUrl The root url of the assets the material depends upon
  118032. * @returns the instantiated BackgroundMaterial.
  118033. */
  118034. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118035. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118036. };
  118037. /**
  118038. * Standard reflectance value at parallel view angle.
  118039. */
  118040. BackgroundMaterial.StandardReflectance0 = 0.05;
  118041. /**
  118042. * Standard reflectance value at grazing angle.
  118043. */
  118044. BackgroundMaterial.StandardReflectance90 = 0.5;
  118045. __decorate([
  118046. BABYLON.serializeAsColor3()
  118047. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118048. __decorate([
  118049. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118050. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118051. __decorate([
  118052. BABYLON.serializeAsColor3()
  118053. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118054. __decorate([
  118055. BABYLON.serialize()
  118056. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118057. __decorate([
  118058. BABYLON.serialize()
  118059. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118060. __decorate([
  118061. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118062. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118063. __decorate([
  118064. BABYLON.serializeAsTexture()
  118065. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118066. __decorate([
  118067. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118068. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118069. __decorate([
  118070. BABYLON.serialize()
  118071. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118072. __decorate([
  118073. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118074. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118075. __decorate([
  118076. BABYLON.serializeAsTexture()
  118077. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118078. __decorate([
  118079. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118080. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118081. __decorate([
  118082. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118083. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118084. __decorate([
  118085. BABYLON.serialize()
  118086. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118087. __decorate([
  118088. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118089. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118090. __decorate([
  118091. BABYLON.serializeAsVector3()
  118092. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118093. __decorate([
  118094. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118095. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118096. __decorate([
  118097. BABYLON.serialize()
  118098. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118099. __decorate([
  118100. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118101. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118102. __decorate([
  118103. BABYLON.serialize()
  118104. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118105. __decorate([
  118106. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118107. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118108. __decorate([
  118109. BABYLON.serialize()
  118110. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118111. __decorate([
  118112. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118113. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118114. __decorate([
  118115. BABYLON.serialize()
  118116. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118117. __decorate([
  118118. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118119. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118120. __decorate([
  118121. BABYLON.serialize()
  118122. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118123. __decorate([
  118124. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118125. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118126. __decorate([
  118127. BABYLON.serialize()
  118128. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118129. __decorate([
  118130. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118131. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118132. __decorate([
  118133. BABYLON.serialize()
  118134. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118135. __decorate([
  118136. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118137. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118138. __decorate([
  118139. BABYLON.serialize()
  118140. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118141. __decorate([
  118142. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118143. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118144. __decorate([
  118145. BABYLON.serialize()
  118146. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118147. __decorate([
  118148. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118149. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118150. __decorate([
  118151. BABYLON.serializeAsImageProcessingConfiguration()
  118152. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118153. return BackgroundMaterial;
  118154. }(BABYLON.PushMaterial));
  118155. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118156. })(BABYLON || (BABYLON = {}));
  118157. //# sourceMappingURL=backgroundMaterial.js.map
  118158. var __assign = (this && this.__assign) || function () {
  118159. __assign = Object.assign || function(t) {
  118160. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118161. s = arguments[i];
  118162. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118163. t[p] = s[p];
  118164. }
  118165. return t;
  118166. };
  118167. return __assign.apply(this, arguments);
  118168. };
  118169. var BABYLON;
  118170. (function (BABYLON) {
  118171. /**
  118172. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118173. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118174. * It also helps with the default setup of your imageProcessing configuration.
  118175. */
  118176. var EnvironmentHelper = /** @class */ (function () {
  118177. /**
  118178. * constructor
  118179. * @param options
  118180. * @param scene The scene to add the material to
  118181. */
  118182. function EnvironmentHelper(options, scene) {
  118183. var _this = this;
  118184. this._errorHandler = function (message, exception) {
  118185. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118186. };
  118187. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118188. this._scene = scene;
  118189. this.onErrorObservable = new BABYLON.Observable();
  118190. this._setupBackground();
  118191. this._setupImageProcessing();
  118192. }
  118193. /**
  118194. * Creates the default options for the helper.
  118195. */
  118196. EnvironmentHelper._getDefaultOptions = function () {
  118197. return {
  118198. createGround: true,
  118199. groundSize: 15,
  118200. groundTexture: this._groundTextureCDNUrl,
  118201. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118202. groundOpacity: 0.9,
  118203. enableGroundShadow: true,
  118204. groundShadowLevel: 0.5,
  118205. enableGroundMirror: false,
  118206. groundMirrorSizeRatio: 0.3,
  118207. groundMirrorBlurKernel: 64,
  118208. groundMirrorAmount: 1,
  118209. groundMirrorFresnelWeight: 1,
  118210. groundMirrorFallOffDistance: 0,
  118211. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118212. groundYBias: 0.00001,
  118213. createSkybox: true,
  118214. skyboxSize: 20,
  118215. skyboxTexture: this._skyboxTextureCDNUrl,
  118216. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118217. backgroundYRotation: 0,
  118218. sizeAuto: true,
  118219. rootPosition: BABYLON.Vector3.Zero(),
  118220. setupImageProcessing: true,
  118221. environmentTexture: this._environmentTextureCDNUrl,
  118222. cameraExposure: 0.8,
  118223. cameraContrast: 1.2,
  118224. toneMappingEnabled: true,
  118225. };
  118226. };
  118227. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118228. /**
  118229. * Gets the root mesh created by the helper.
  118230. */
  118231. get: function () {
  118232. return this._rootMesh;
  118233. },
  118234. enumerable: true,
  118235. configurable: true
  118236. });
  118237. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118238. /**
  118239. * Gets the skybox created by the helper.
  118240. */
  118241. get: function () {
  118242. return this._skybox;
  118243. },
  118244. enumerable: true,
  118245. configurable: true
  118246. });
  118247. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118248. /**
  118249. * Gets the skybox texture created by the helper.
  118250. */
  118251. get: function () {
  118252. return this._skyboxTexture;
  118253. },
  118254. enumerable: true,
  118255. configurable: true
  118256. });
  118257. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118258. /**
  118259. * Gets the skybox material created by the helper.
  118260. */
  118261. get: function () {
  118262. return this._skyboxMaterial;
  118263. },
  118264. enumerable: true,
  118265. configurable: true
  118266. });
  118267. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118268. /**
  118269. * Gets the ground mesh created by the helper.
  118270. */
  118271. get: function () {
  118272. return this._ground;
  118273. },
  118274. enumerable: true,
  118275. configurable: true
  118276. });
  118277. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118278. /**
  118279. * Gets the ground texture created by the helper.
  118280. */
  118281. get: function () {
  118282. return this._groundTexture;
  118283. },
  118284. enumerable: true,
  118285. configurable: true
  118286. });
  118287. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118288. /**
  118289. * Gets the ground mirror created by the helper.
  118290. */
  118291. get: function () {
  118292. return this._groundMirror;
  118293. },
  118294. enumerable: true,
  118295. configurable: true
  118296. });
  118297. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118298. /**
  118299. * Gets the ground mirror render list to helps pushing the meshes
  118300. * you wish in the ground reflection.
  118301. */
  118302. get: function () {
  118303. if (this._groundMirror) {
  118304. return this._groundMirror.renderList;
  118305. }
  118306. return null;
  118307. },
  118308. enumerable: true,
  118309. configurable: true
  118310. });
  118311. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118312. /**
  118313. * Gets the ground material created by the helper.
  118314. */
  118315. get: function () {
  118316. return this._groundMaterial;
  118317. },
  118318. enumerable: true,
  118319. configurable: true
  118320. });
  118321. /**
  118322. * Updates the background according to the new options
  118323. * @param options
  118324. */
  118325. EnvironmentHelper.prototype.updateOptions = function (options) {
  118326. var newOptions = __assign({}, this._options, options);
  118327. if (this._ground && !newOptions.createGround) {
  118328. this._ground.dispose();
  118329. this._ground = null;
  118330. }
  118331. if (this._groundMaterial && !newOptions.createGround) {
  118332. this._groundMaterial.dispose();
  118333. this._groundMaterial = null;
  118334. }
  118335. if (this._groundTexture) {
  118336. if (this._options.groundTexture != newOptions.groundTexture) {
  118337. this._groundTexture.dispose();
  118338. this._groundTexture = null;
  118339. }
  118340. }
  118341. if (this._skybox && !newOptions.createSkybox) {
  118342. this._skybox.dispose();
  118343. this._skybox = null;
  118344. }
  118345. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118346. this._skyboxMaterial.dispose();
  118347. this._skyboxMaterial = null;
  118348. }
  118349. if (this._skyboxTexture) {
  118350. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118351. this._skyboxTexture.dispose();
  118352. this._skyboxTexture = null;
  118353. }
  118354. }
  118355. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118356. this._groundMirror.dispose();
  118357. this._groundMirror = null;
  118358. }
  118359. if (this._scene.environmentTexture) {
  118360. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118361. this._scene.environmentTexture.dispose();
  118362. }
  118363. }
  118364. this._options = newOptions;
  118365. this._setupBackground();
  118366. this._setupImageProcessing();
  118367. };
  118368. /**
  118369. * Sets the primary color of all the available elements.
  118370. * @param color the main color to affect to the ground and the background
  118371. */
  118372. EnvironmentHelper.prototype.setMainColor = function (color) {
  118373. if (this.groundMaterial) {
  118374. this.groundMaterial.primaryColor = color;
  118375. }
  118376. if (this.skyboxMaterial) {
  118377. this.skyboxMaterial.primaryColor = color;
  118378. }
  118379. if (this.groundMirror) {
  118380. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118381. }
  118382. };
  118383. /**
  118384. * Setup the image processing according to the specified options.
  118385. */
  118386. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118387. if (this._options.setupImageProcessing) {
  118388. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118389. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118390. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118391. this._setupEnvironmentTexture();
  118392. }
  118393. };
  118394. /**
  118395. * Setup the environment texture according to the specified options.
  118396. */
  118397. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118398. if (this._scene.environmentTexture) {
  118399. return;
  118400. }
  118401. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118402. this._scene.environmentTexture = this._options.environmentTexture;
  118403. return;
  118404. }
  118405. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118406. this._scene.environmentTexture = environmentTexture;
  118407. };
  118408. /**
  118409. * Setup the background according to the specified options.
  118410. */
  118411. EnvironmentHelper.prototype._setupBackground = function () {
  118412. if (!this._rootMesh) {
  118413. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118414. }
  118415. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118416. var sceneSize = this._getSceneSize();
  118417. if (this._options.createGround) {
  118418. this._setupGround(sceneSize);
  118419. this._setupGroundMaterial();
  118420. this._setupGroundDiffuseTexture();
  118421. if (this._options.enableGroundMirror) {
  118422. this._setupGroundMirrorTexture(sceneSize);
  118423. }
  118424. this._setupMirrorInGroundMaterial();
  118425. }
  118426. if (this._options.createSkybox) {
  118427. this._setupSkybox(sceneSize);
  118428. this._setupSkyboxMaterial();
  118429. this._setupSkyboxReflectionTexture();
  118430. }
  118431. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118432. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118433. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118434. };
  118435. /**
  118436. * Get the scene sizes according to the setup.
  118437. */
  118438. EnvironmentHelper.prototype._getSceneSize = function () {
  118439. var _this = this;
  118440. var groundSize = this._options.groundSize;
  118441. var skyboxSize = this._options.skyboxSize;
  118442. var rootPosition = this._options.rootPosition;
  118443. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118444. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118445. }
  118446. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118447. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118448. });
  118449. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118450. if (this._options.sizeAuto) {
  118451. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118452. this._scene.activeCamera.upperRadiusLimit) {
  118453. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118454. skyboxSize = groundSize;
  118455. }
  118456. var sceneDiagonalLenght = sceneDiagonal.length();
  118457. if (sceneDiagonalLenght > groundSize) {
  118458. groundSize = sceneDiagonalLenght * 2;
  118459. skyboxSize = groundSize;
  118460. }
  118461. // 10 % bigger.
  118462. groundSize *= 1.1;
  118463. skyboxSize *= 1.5;
  118464. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118465. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118466. }
  118467. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118468. };
  118469. /**
  118470. * Setup the ground according to the specified options.
  118471. */
  118472. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118473. var _this = this;
  118474. if (!this._ground || this._ground.isDisposed()) {
  118475. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118476. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118477. this._ground.parent = this._rootMesh;
  118478. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118479. }
  118480. this._ground.receiveShadows = this._options.enableGroundShadow;
  118481. };
  118482. /**
  118483. * Setup the ground material according to the specified options.
  118484. */
  118485. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118486. if (!this._groundMaterial) {
  118487. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118488. }
  118489. this._groundMaterial.alpha = this._options.groundOpacity;
  118490. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118491. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118492. this._groundMaterial.primaryColor = this._options.groundColor;
  118493. this._groundMaterial.useRGBColor = false;
  118494. this._groundMaterial.enableNoise = true;
  118495. if (this._ground) {
  118496. this._ground.material = this._groundMaterial;
  118497. }
  118498. };
  118499. /**
  118500. * Setup the ground diffuse texture according to the specified options.
  118501. */
  118502. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118503. if (!this._groundMaterial) {
  118504. return;
  118505. }
  118506. if (this._groundTexture) {
  118507. return;
  118508. }
  118509. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118510. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118511. return;
  118512. }
  118513. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118514. diffuseTexture.gammaSpace = false;
  118515. diffuseTexture.hasAlpha = true;
  118516. this._groundMaterial.diffuseTexture = diffuseTexture;
  118517. };
  118518. /**
  118519. * Setup the ground mirror texture according to the specified options.
  118520. */
  118521. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118522. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118523. if (!this._groundMirror) {
  118524. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118525. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118526. this._groundMirror.anisotropicFilteringLevel = 1;
  118527. this._groundMirror.wrapU = wrapping;
  118528. this._groundMirror.wrapV = wrapping;
  118529. this._groundMirror.gammaSpace = false;
  118530. if (this._groundMirror.renderList) {
  118531. for (var i = 0; i < this._scene.meshes.length; i++) {
  118532. var mesh = this._scene.meshes[i];
  118533. if (mesh !== this._ground &&
  118534. mesh !== this._skybox &&
  118535. mesh !== this._rootMesh) {
  118536. this._groundMirror.renderList.push(mesh);
  118537. }
  118538. }
  118539. }
  118540. }
  118541. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118542. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118543. };
  118544. /**
  118545. * Setup the ground to receive the mirror texture.
  118546. */
  118547. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118548. if (this._groundMaterial) {
  118549. this._groundMaterial.reflectionTexture = this._groundMirror;
  118550. this._groundMaterial.reflectionFresnel = true;
  118551. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118552. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118553. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118554. }
  118555. };
  118556. /**
  118557. * Setup the skybox according to the specified options.
  118558. */
  118559. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118560. var _this = this;
  118561. if (!this._skybox || this._skybox.isDisposed()) {
  118562. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118563. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118564. }
  118565. this._skybox.parent = this._rootMesh;
  118566. };
  118567. /**
  118568. * Setup the skybox material according to the specified options.
  118569. */
  118570. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118571. if (!this._skybox) {
  118572. return;
  118573. }
  118574. if (!this._skyboxMaterial) {
  118575. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118576. }
  118577. this._skyboxMaterial.useRGBColor = false;
  118578. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118579. this._skyboxMaterial.enableNoise = true;
  118580. this._skybox.material = this._skyboxMaterial;
  118581. };
  118582. /**
  118583. * Setup the skybox reflection texture according to the specified options.
  118584. */
  118585. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118586. if (!this._skyboxMaterial) {
  118587. return;
  118588. }
  118589. if (this._skyboxTexture) {
  118590. return;
  118591. }
  118592. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118593. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118594. return;
  118595. }
  118596. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118597. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118598. this._skyboxTexture.gammaSpace = false;
  118599. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118600. };
  118601. /**
  118602. * Dispose all the elements created by the Helper.
  118603. */
  118604. EnvironmentHelper.prototype.dispose = function () {
  118605. if (this._groundMaterial) {
  118606. this._groundMaterial.dispose(true, true);
  118607. }
  118608. if (this._skyboxMaterial) {
  118609. this._skyboxMaterial.dispose(true, true);
  118610. }
  118611. this._rootMesh.dispose(false);
  118612. };
  118613. /**
  118614. * Default ground texture URL.
  118615. */
  118616. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118617. /**
  118618. * Default skybox texture URL.
  118619. */
  118620. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118621. /**
  118622. * Default environment texture URL.
  118623. */
  118624. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118625. return EnvironmentHelper;
  118626. }());
  118627. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118628. })(BABYLON || (BABYLON = {}));
  118629. //# sourceMappingURL=environmentHelper.js.map
  118630. var BABYLON;
  118631. (function (BABYLON) {
  118632. /** Internal class used to store shapes for emitters */
  118633. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118634. function ParticleSystemSetEmitterCreationOptions() {
  118635. }
  118636. return ParticleSystemSetEmitterCreationOptions;
  118637. }());
  118638. /**
  118639. * Represents a set of particle systems working together to create a specific effect
  118640. */
  118641. var ParticleSystemSet = /** @class */ (function () {
  118642. function ParticleSystemSet() {
  118643. /**
  118644. * Gets the particle system list
  118645. */
  118646. this.systems = new Array();
  118647. }
  118648. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118649. /**
  118650. * Gets the emitter node used with this set
  118651. */
  118652. get: function () {
  118653. return this._emitterNode;
  118654. },
  118655. enumerable: true,
  118656. configurable: true
  118657. });
  118658. /**
  118659. * Creates a new emitter mesh as a sphere
  118660. * @param options defines the options used to create the sphere
  118661. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118662. * @param scene defines the hosting scene
  118663. */
  118664. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118665. if (this._emitterNode) {
  118666. this._emitterNode.dispose();
  118667. }
  118668. this._emitterCreationOptions = {
  118669. kind: "Sphere",
  118670. options: options,
  118671. renderingGroupId: renderingGroupId
  118672. };
  118673. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118674. emitterMesh.renderingGroupId = renderingGroupId;
  118675. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118676. material.emissiveColor = options.color;
  118677. emitterMesh.material = material;
  118678. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118679. var system = _a[_i];
  118680. system.emitter = emitterMesh;
  118681. }
  118682. this._emitterNode = emitterMesh;
  118683. };
  118684. /**
  118685. * Starts all particle systems of the set
  118686. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118687. */
  118688. ParticleSystemSet.prototype.start = function (emitter) {
  118689. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118690. var system = _a[_i];
  118691. if (emitter) {
  118692. system.emitter = emitter;
  118693. }
  118694. system.start();
  118695. }
  118696. };
  118697. /**
  118698. * Release all associated resources
  118699. */
  118700. ParticleSystemSet.prototype.dispose = function () {
  118701. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118702. var system = _a[_i];
  118703. system.dispose();
  118704. }
  118705. this.systems = [];
  118706. if (this._emitterNode) {
  118707. this._emitterNode.dispose();
  118708. this._emitterNode = null;
  118709. }
  118710. };
  118711. /**
  118712. * Serialize the set into a JSON compatible object
  118713. * @returns a JSON compatible representation of the set
  118714. */
  118715. ParticleSystemSet.prototype.serialize = function () {
  118716. var result = {};
  118717. result.systems = [];
  118718. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118719. var system = _a[_i];
  118720. result.systems.push(system.serialize());
  118721. }
  118722. if (this._emitterNode) {
  118723. result.emitter = this._emitterCreationOptions;
  118724. }
  118725. return result;
  118726. };
  118727. /**
  118728. * Parse a new ParticleSystemSet from a serialized source
  118729. * @param data defines a JSON compatible representation of the set
  118730. * @param scene defines the hosting scene
  118731. * @param gpu defines if we want GPU particles or CPU particles
  118732. * @returns a new ParticleSystemSet
  118733. */
  118734. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118735. if (gpu === void 0) { gpu = false; }
  118736. var result = new ParticleSystemSet();
  118737. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118738. scene = scene || BABYLON.Engine.LastCreatedScene;
  118739. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118740. var system = _a[_i];
  118741. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118742. }
  118743. if (data.emitter) {
  118744. var options = data.emitter.options;
  118745. switch (data.emitter.kind) {
  118746. case "Sphere":
  118747. result.setEmitterAsSphere({
  118748. diameter: options.diameter,
  118749. segments: options.segments,
  118750. color: BABYLON.Color3.FromArray(options.color)
  118751. }, data.emitter.renderingGroupId, scene);
  118752. break;
  118753. }
  118754. }
  118755. return result;
  118756. };
  118757. return ParticleSystemSet;
  118758. }());
  118759. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118760. })(BABYLON || (BABYLON = {}));
  118761. //# sourceMappingURL=particleSystemSet.js.map
  118762. var BABYLON;
  118763. (function (BABYLON) {
  118764. /**
  118765. * This class is made for on one-liner static method to help creating particle system set.
  118766. */
  118767. var ParticleHelper = /** @class */ (function () {
  118768. function ParticleHelper() {
  118769. }
  118770. /**
  118771. * Create a default particle system that you can tweak
  118772. * @param emitter defines the emitter to use
  118773. * @param capacity defines the system capacity (default is 500 particles)
  118774. * @param scene defines the hosting scene
  118775. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118776. * @returns the new Particle system
  118777. */
  118778. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  118779. if (capacity === void 0) { capacity = 500; }
  118780. if (useGPU === void 0) { useGPU = false; }
  118781. var system;
  118782. if (useGPU) {
  118783. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  118784. }
  118785. else {
  118786. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  118787. }
  118788. system.emitter = emitter;
  118789. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  118790. system.createConeEmitter(0.1, Math.PI / 4);
  118791. // Particle color
  118792. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118793. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118794. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  118795. // Particle Size
  118796. system.minSize = 0.1;
  118797. system.maxSize = 0.1;
  118798. // Emission speed
  118799. system.minEmitPower = 2;
  118800. system.maxEmitPower = 2;
  118801. // Update speed
  118802. system.updateSpeed = 1 / 60;
  118803. system.emitRate = 30;
  118804. return system;
  118805. };
  118806. /**
  118807. * This is the main static method (one-liner) of this helper to create different particle systems
  118808. * @param type This string represents the type to the particle system to create
  118809. * @param scene The scene where the particle system should live
  118810. * @param gpu If the system will use gpu
  118811. * @returns the ParticleSystemSet created
  118812. */
  118813. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  118814. if (gpu === void 0) { gpu = false; }
  118815. if (!scene) {
  118816. scene = BABYLON.Engine.LastCreatedScene;
  118817. }
  118818. var token = {};
  118819. scene._addPendingData(token);
  118820. return new Promise(function (resolve, reject) {
  118821. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  118822. scene._removePendingData(token);
  118823. return reject("Particle system with GPU is not supported.");
  118824. }
  118825. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  118826. scene._removePendingData(token);
  118827. var newData = JSON.parse(data.toString());
  118828. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  118829. }, undefined, undefined, undefined, function (req, exception) {
  118830. scene._removePendingData(token);
  118831. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  118832. });
  118833. });
  118834. };
  118835. /**
  118836. * Static function used to export a particle system to a ParticleSystemSet variable.
  118837. * Please note that the emitter shape is not exported
  118838. * @param systems defines the particle systems to export
  118839. * @returns the created particle system set
  118840. */
  118841. ParticleHelper.ExportSet = function (systems) {
  118842. var set = new BABYLON.ParticleSystemSet();
  118843. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  118844. var system = systems_1[_i];
  118845. set.systems.push(system);
  118846. }
  118847. return set;
  118848. };
  118849. /**
  118850. * Gets or sets base Assets URL
  118851. */
  118852. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  118853. return ParticleHelper;
  118854. }());
  118855. BABYLON.ParticleHelper = ParticleHelper;
  118856. })(BABYLON || (BABYLON = {}));
  118857. //# sourceMappingURL=particleHelper.js.map
  118858. var BABYLON;
  118859. (function (BABYLON) {
  118860. /**
  118861. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118862. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118863. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118864. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118865. */
  118866. var VideoDome = /** @class */ (function (_super) {
  118867. __extends(VideoDome, _super);
  118868. /**
  118869. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118870. * @param name Element's name, child elements will append suffixes for their own names.
  118871. * @param urlsOrVideo defines the url(s) or the video element to use
  118872. * @param options An object containing optional or exposed sub element properties
  118873. */
  118874. function VideoDome(name, urlsOrVideo, options, scene) {
  118875. var _this = _super.call(this, name, scene) || this;
  118876. _this._useDirectMapping = false;
  118877. // set defaults and manage values
  118878. name = name || "videoDome";
  118879. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118880. options.clickToPlay = Boolean(options.clickToPlay);
  118881. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  118882. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  118883. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118884. if (options.useDirectMapping === undefined) {
  118885. _this._useDirectMapping = true;
  118886. }
  118887. else {
  118888. _this._useDirectMapping = options.useDirectMapping;
  118889. }
  118890. _this._setReady(false);
  118891. // create
  118892. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  118893. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118894. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  118895. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118896. texture.onLoadObservable.addOnce(function () {
  118897. _this._setReady(true);
  118898. });
  118899. // configure material
  118900. material.useEquirectangularFOV = true;
  118901. material.fovMultiplier = 1.0;
  118902. material.opacityFresnel = false;
  118903. if (_this._useDirectMapping) {
  118904. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118905. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118906. material.diffuseTexture = texture;
  118907. }
  118908. else {
  118909. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118910. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118911. material.reflectionTexture = texture;
  118912. }
  118913. // configure mesh
  118914. _this._mesh.material = material;
  118915. _this._mesh.parent = _this;
  118916. // optional configuration
  118917. if (options.clickToPlay) {
  118918. scene.onPointerUp = function () {
  118919. _this._videoTexture.video.play();
  118920. };
  118921. }
  118922. return _this;
  118923. }
  118924. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  118925. /**
  118926. * Gets the video texture being displayed on the sphere
  118927. */
  118928. get: function () {
  118929. return this._videoTexture;
  118930. },
  118931. enumerable: true,
  118932. configurable: true
  118933. });
  118934. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  118935. /**
  118936. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118937. * Also see the options.resolution property.
  118938. */
  118939. get: function () {
  118940. return this._material.fovMultiplier;
  118941. },
  118942. set: function (value) {
  118943. this._material.fovMultiplier = value;
  118944. },
  118945. enumerable: true,
  118946. configurable: true
  118947. });
  118948. /**
  118949. * Releases resources associated with this node.
  118950. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118951. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118952. */
  118953. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118954. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118955. this._videoTexture.dispose();
  118956. this._mesh.dispose();
  118957. this._material.dispose();
  118958. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118959. };
  118960. return VideoDome;
  118961. }(BABYLON.TransformNode));
  118962. BABYLON.VideoDome = VideoDome;
  118963. })(BABYLON || (BABYLON = {}));
  118964. //# sourceMappingURL=videoDome.js.map
  118965. var BABYLON;
  118966. (function (BABYLON) {
  118967. /**
  118968. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  118969. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  118970. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  118971. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118972. */
  118973. var PhotoDome = /** @class */ (function (_super) {
  118974. __extends(PhotoDome, _super);
  118975. /**
  118976. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  118977. * @param name Element's name, child elements will append suffixes for their own names.
  118978. * @param urlsOfPhoto defines the url of the photo to display
  118979. * @param options defines an object containing optional or exposed sub element properties
  118980. * @param onError defines a callback called when an error occured while loading the texture
  118981. */
  118982. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  118983. if (onError === void 0) { onError = null; }
  118984. var _this = _super.call(this, name, scene) || this;
  118985. _this._useDirectMapping = false;
  118986. /**
  118987. * Observable raised when an error occured while loading the 360 image
  118988. */
  118989. _this.onLoadErrorObservable = new BABYLON.Observable();
  118990. // set defaults and manage values
  118991. name = name || "photoDome";
  118992. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118993. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118994. if (options.useDirectMapping === undefined) {
  118995. _this._useDirectMapping = true;
  118996. }
  118997. else {
  118998. _this._useDirectMapping = options.useDirectMapping;
  118999. }
  119000. _this._setReady(false);
  119001. // create
  119002. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119003. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119004. // configure material
  119005. material.opacityFresnel = false;
  119006. material.useEquirectangularFOV = true;
  119007. material.fovMultiplier = 1.0;
  119008. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119009. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119010. if (onError) {
  119011. onError(message, exception);
  119012. }
  119013. });
  119014. _this.photoTexture.onLoadObservable.addOnce(function () {
  119015. _this._setReady(true);
  119016. });
  119017. // configure mesh
  119018. _this._mesh.material = material;
  119019. _this._mesh.parent = _this;
  119020. return _this;
  119021. }
  119022. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119023. /**
  119024. * Gets or sets the texture being displayed on the sphere
  119025. */
  119026. get: function () {
  119027. return this._photoTexture;
  119028. },
  119029. set: function (value) {
  119030. if (this._photoTexture === value) {
  119031. return;
  119032. }
  119033. this._photoTexture = value;
  119034. if (this._useDirectMapping) {
  119035. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119036. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119037. this._material.diffuseTexture = this._photoTexture;
  119038. }
  119039. else {
  119040. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119041. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119042. this._material.reflectionTexture = this._photoTexture;
  119043. }
  119044. },
  119045. enumerable: true,
  119046. configurable: true
  119047. });
  119048. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119049. /**
  119050. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119051. * Also see the options.resolution property.
  119052. */
  119053. get: function () {
  119054. return this._material.fovMultiplier;
  119055. },
  119056. set: function (value) {
  119057. this._material.fovMultiplier = value;
  119058. },
  119059. enumerable: true,
  119060. configurable: true
  119061. });
  119062. /**
  119063. * Releases resources associated with this node.
  119064. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119065. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119066. */
  119067. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119068. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119069. this._photoTexture.dispose();
  119070. this._mesh.dispose();
  119071. this._material.dispose();
  119072. this.onLoadErrorObservable.clear();
  119073. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119074. };
  119075. return PhotoDome;
  119076. }(BABYLON.TransformNode));
  119077. BABYLON.PhotoDome = PhotoDome;
  119078. })(BABYLON || (BABYLON = {}));
  119079. //# sourceMappingURL=photoDome.js.map
  119080. var BABYLON;
  119081. (function (BABYLON) {
  119082. /** @hidden */
  119083. var _OcclusionDataStorage = /** @class */ (function () {
  119084. function _OcclusionDataStorage() {
  119085. /** @hidden */
  119086. this.occlusionInternalRetryCounter = 0;
  119087. /** @hidden */
  119088. this.isOcclusionQueryInProgress = false;
  119089. /** @hidden */
  119090. this.isOccluded = false;
  119091. /** @hidden */
  119092. this.occlusionRetryCount = -1;
  119093. /** @hidden */
  119094. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119095. /** @hidden */
  119096. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119097. }
  119098. return _OcclusionDataStorage;
  119099. }());
  119100. BABYLON.Engine.prototype.createQuery = function () {
  119101. return this._gl.createQuery();
  119102. };
  119103. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119104. this._gl.deleteQuery(query);
  119105. return this;
  119106. };
  119107. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119108. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119109. };
  119110. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119111. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119112. };
  119113. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119114. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119115. this._gl.beginQuery(glAlgorithm, query);
  119116. return this;
  119117. };
  119118. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119119. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119120. this._gl.endQuery(glAlgorithm);
  119121. return this;
  119122. };
  119123. BABYLON.Engine.prototype._createTimeQuery = function () {
  119124. var timerQuery = this.getCaps().timerQuery;
  119125. if (timerQuery.createQueryEXT) {
  119126. return timerQuery.createQueryEXT();
  119127. }
  119128. return this.createQuery();
  119129. };
  119130. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119131. var timerQuery = this.getCaps().timerQuery;
  119132. if (timerQuery.deleteQueryEXT) {
  119133. timerQuery.deleteQueryEXT(query);
  119134. return;
  119135. }
  119136. this.deleteQuery(query);
  119137. };
  119138. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119139. var timerQuery = this.getCaps().timerQuery;
  119140. if (timerQuery.getQueryObjectEXT) {
  119141. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119142. }
  119143. return this.getQueryResult(query);
  119144. };
  119145. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119146. var timerQuery = this.getCaps().timerQuery;
  119147. if (timerQuery.getQueryObjectEXT) {
  119148. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119149. }
  119150. return this.isQueryResultAvailable(query);
  119151. };
  119152. BABYLON.Engine.prototype.startTimeQuery = function () {
  119153. var caps = this.getCaps();
  119154. var timerQuery = caps.timerQuery;
  119155. if (!timerQuery) {
  119156. return null;
  119157. }
  119158. var token = new BABYLON._TimeToken();
  119159. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119160. if (caps.canUseTimestampForTimerQuery) {
  119161. token._startTimeQuery = this._createTimeQuery();
  119162. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119163. }
  119164. else {
  119165. if (this._currentNonTimestampToken) {
  119166. return this._currentNonTimestampToken;
  119167. }
  119168. token._timeElapsedQuery = this._createTimeQuery();
  119169. if (timerQuery.beginQueryEXT) {
  119170. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119171. }
  119172. else {
  119173. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119174. }
  119175. this._currentNonTimestampToken = token;
  119176. }
  119177. return token;
  119178. };
  119179. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119180. var caps = this.getCaps();
  119181. var timerQuery = caps.timerQuery;
  119182. if (!timerQuery || !token) {
  119183. return -1;
  119184. }
  119185. if (caps.canUseTimestampForTimerQuery) {
  119186. if (!token._startTimeQuery) {
  119187. return -1;
  119188. }
  119189. if (!token._endTimeQuery) {
  119190. token._endTimeQuery = this._createTimeQuery();
  119191. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119192. }
  119193. }
  119194. else if (!token._timeElapsedQueryEnded) {
  119195. if (!token._timeElapsedQuery) {
  119196. return -1;
  119197. }
  119198. if (timerQuery.endQueryEXT) {
  119199. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119200. }
  119201. else {
  119202. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119203. }
  119204. token._timeElapsedQueryEnded = true;
  119205. }
  119206. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119207. var available = false;
  119208. if (token._endTimeQuery) {
  119209. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119210. }
  119211. else if (token._timeElapsedQuery) {
  119212. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119213. }
  119214. if (available && !disjoint) {
  119215. var result = 0;
  119216. if (caps.canUseTimestampForTimerQuery) {
  119217. if (!token._startTimeQuery || !token._endTimeQuery) {
  119218. return -1;
  119219. }
  119220. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119221. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119222. result = timeEnd - timeStart;
  119223. this._deleteTimeQuery(token._startTimeQuery);
  119224. this._deleteTimeQuery(token._endTimeQuery);
  119225. token._startTimeQuery = null;
  119226. token._endTimeQuery = null;
  119227. }
  119228. else {
  119229. if (!token._timeElapsedQuery) {
  119230. return -1;
  119231. }
  119232. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119233. this._deleteTimeQuery(token._timeElapsedQuery);
  119234. token._timeElapsedQuery = null;
  119235. token._timeElapsedQueryEnded = false;
  119236. this._currentNonTimestampToken = null;
  119237. }
  119238. return result;
  119239. }
  119240. return -1;
  119241. };
  119242. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119243. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119244. };
  119245. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119246. get: function () {
  119247. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119248. },
  119249. enumerable: false,
  119250. configurable: true
  119251. });
  119252. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119253. get: function () {
  119254. if (!this.__occlusionDataStorage) {
  119255. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119256. }
  119257. return this.__occlusionDataStorage;
  119258. },
  119259. enumerable: false,
  119260. configurable: true
  119261. });
  119262. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119263. get: function () {
  119264. return this._occlusionDataStorage.isOccluded;
  119265. },
  119266. set: function (value) {
  119267. this._occlusionDataStorage.isOccluded = value;
  119268. },
  119269. enumerable: true,
  119270. configurable: true
  119271. });
  119272. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119273. get: function () {
  119274. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119275. },
  119276. set: function (value) {
  119277. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119278. },
  119279. enumerable: true,
  119280. configurable: true
  119281. });
  119282. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119283. get: function () {
  119284. return this._occlusionDataStorage.occlusionType;
  119285. },
  119286. set: function (value) {
  119287. this._occlusionDataStorage.occlusionType = value;
  119288. },
  119289. enumerable: true,
  119290. configurable: true
  119291. });
  119292. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119293. get: function () {
  119294. return this._occlusionDataStorage.occlusionRetryCount;
  119295. },
  119296. set: function (value) {
  119297. this._occlusionDataStorage.occlusionRetryCount = value;
  119298. },
  119299. enumerable: true,
  119300. configurable: true
  119301. });
  119302. // We also need to update AbstractMesh as there is a portion of the code there
  119303. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119304. var dataStorage = this._occlusionDataStorage;
  119305. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119306. dataStorage.isOccluded = false;
  119307. return false;
  119308. }
  119309. var engine = this.getEngine();
  119310. if (engine.webGLVersion < 2) {
  119311. dataStorage.isOccluded = false;
  119312. return false;
  119313. }
  119314. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119315. dataStorage.isOccluded = false;
  119316. return false;
  119317. }
  119318. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119319. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119320. if (isOcclusionQueryAvailable) {
  119321. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119322. dataStorage.isOcclusionQueryInProgress = false;
  119323. dataStorage.occlusionInternalRetryCounter = 0;
  119324. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119325. }
  119326. else {
  119327. dataStorage.occlusionInternalRetryCounter++;
  119328. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119329. dataStorage.isOcclusionQueryInProgress = false;
  119330. dataStorage.occlusionInternalRetryCounter = 0;
  119331. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119332. // if strict continue the last state of the object.
  119333. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119334. }
  119335. else {
  119336. return false;
  119337. }
  119338. }
  119339. }
  119340. var scene = this.getScene();
  119341. if (scene.getBoundingBoxRenderer) {
  119342. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119343. if (!this._occlusionQuery) {
  119344. this._occlusionQuery = engine.createQuery();
  119345. }
  119346. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119347. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119348. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119349. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119350. }
  119351. return dataStorage.isOccluded;
  119352. };
  119353. })(BABYLON || (BABYLON = {}));
  119354. //# sourceMappingURL=engine.occlusionQuery.js.map
  119355. var BABYLON;
  119356. (function (BABYLON) {
  119357. /**
  119358. * Class used to generate noise procedural textures
  119359. */
  119360. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119361. __extends(NoiseProceduralTexture, _super);
  119362. /**
  119363. * Creates a new NoiseProceduralTexture
  119364. * @param name defines the name fo the texture
  119365. * @param size defines the size of the texture (default is 256)
  119366. * @param scene defines the hosting scene
  119367. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119368. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119369. */
  119370. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119371. if (size === void 0) { size = 256; }
  119372. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119373. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119374. _this._time = 0;
  119375. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119376. _this.brightness = 0.2;
  119377. /** Defines the number of octaves to process */
  119378. _this.octaves = 3;
  119379. /** Defines the level of persistence (0.8 by default) */
  119380. _this.persistence = 0.8;
  119381. /** Gets or sets animation speed factor (default is 1) */
  119382. _this.animationSpeedFactor = 1;
  119383. _this.autoClear = false;
  119384. _this._updateShaderUniforms();
  119385. return _this;
  119386. }
  119387. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119388. var scene = this.getScene();
  119389. if (!scene) {
  119390. return;
  119391. }
  119392. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119393. this.setFloat("brightness", this.brightness);
  119394. this.setFloat("persistence", this.persistence);
  119395. this.setFloat("timeScale", this._time);
  119396. };
  119397. NoiseProceduralTexture.prototype._getDefines = function () {
  119398. return "#define OCTAVES " + (this.octaves | 0);
  119399. };
  119400. /** Generate the current state of the procedural texture */
  119401. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119402. this._updateShaderUniforms();
  119403. _super.prototype.render.call(this, useCameraPostProcess);
  119404. };
  119405. /**
  119406. * Serializes this noise procedural texture
  119407. * @returns a serialized noise procedural texture object
  119408. */
  119409. NoiseProceduralTexture.prototype.serialize = function () {
  119410. var serializationObject = {};
  119411. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119412. serializationObject.brightness = this.brightness;
  119413. serializationObject.octaves = this.octaves;
  119414. serializationObject.persistence = this.persistence;
  119415. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119416. serializationObject.size = this.getSize().width;
  119417. serializationObject.generateMipMaps = this._generateMipMaps;
  119418. return serializationObject;
  119419. };
  119420. /**
  119421. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119422. * @param parsedTexture defines parsed texture data
  119423. * @param scene defines the current scene
  119424. * @param rootUrl defines the root URL containing noise procedural texture information
  119425. * @returns a parsed NoiseProceduralTexture
  119426. */
  119427. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119428. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119429. texture.brightness = parsedTexture.brightness;
  119430. texture.octaves = parsedTexture.octaves;
  119431. texture.persistence = parsedTexture.persistence;
  119432. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119433. return texture;
  119434. };
  119435. return NoiseProceduralTexture;
  119436. }(BABYLON.ProceduralTexture));
  119437. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119438. })(BABYLON || (BABYLON = {}));
  119439. //# sourceMappingURL=noiseProceduralTexture.js.map
  119440. var __assign = (this && this.__assign) || function () {
  119441. __assign = Object.assign || function(t) {
  119442. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119443. s = arguments[i];
  119444. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119445. t[p] = s[p];
  119446. }
  119447. return t;
  119448. };
  119449. return __assign.apply(this, arguments);
  119450. };
  119451. var BABYLON;
  119452. (function (BABYLON) {
  119453. /**
  119454. * This can helps recording videos from BabylonJS.
  119455. * This is based on the available WebRTC functionalities of the browser.
  119456. *
  119457. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119458. */
  119459. var VideoRecorder = /** @class */ (function () {
  119460. /**
  119461. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119462. * a video file.
  119463. * @param engine Defines the BabylonJS Engine you wish to record
  119464. * @param options Defines options that can be used to customized the capture
  119465. */
  119466. function VideoRecorder(engine, options) {
  119467. if (options === void 0) { options = null; }
  119468. if (!VideoRecorder.IsSupported(engine)) {
  119469. throw "Your browser does not support recording so far.";
  119470. }
  119471. var canvas = engine.getRenderingCanvas();
  119472. if (!canvas) {
  119473. throw "The babylon engine must have a canvas to be recorded";
  119474. }
  119475. this._canvas = canvas;
  119476. this._canvas.isRecording = false;
  119477. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119478. var stream = this._canvas.captureStream(this._options.fps);
  119479. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119480. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119481. this._mediaRecorder.onerror = this._handleError.bind(this);
  119482. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119483. }
  119484. /**
  119485. * Returns wehther or not the VideoRecorder is available in your browser.
  119486. * @param engine Defines the Babylon Engine to check the support for
  119487. * @returns true if supported otherwise false
  119488. */
  119489. VideoRecorder.IsSupported = function (engine) {
  119490. var canvas = engine.getRenderingCanvas();
  119491. return (!!canvas && typeof canvas.captureStream === "function");
  119492. };
  119493. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119494. /**
  119495. * True wether a recording is already in progress.
  119496. */
  119497. get: function () {
  119498. return !!this._canvas && this._canvas.isRecording;
  119499. },
  119500. enumerable: true,
  119501. configurable: true
  119502. });
  119503. /**
  119504. * Stops the current recording before the default capture timeout passed in the startRecording
  119505. * functions.
  119506. */
  119507. VideoRecorder.prototype.stopRecording = function () {
  119508. if (!this._canvas || !this._mediaRecorder) {
  119509. return;
  119510. }
  119511. if (!this.isRecording) {
  119512. return;
  119513. }
  119514. this._canvas.isRecording = false;
  119515. this._mediaRecorder.stop();
  119516. };
  119517. /**
  119518. * Starts recording the canvas for a max duration specified in parameters.
  119519. * @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.
  119520. * @param maxDuration Defines the maximum recording time in seconds.
  119521. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119522. * @return a promise callback at the end of the recording with the video data in Blob.
  119523. */
  119524. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119525. var _this = this;
  119526. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119527. if (maxDuration === void 0) { maxDuration = 7; }
  119528. if (!this._canvas || !this._mediaRecorder) {
  119529. throw "Recorder has already been disposed";
  119530. }
  119531. if (this.isRecording) {
  119532. throw "Recording already in progress";
  119533. }
  119534. if (maxDuration > 0) {
  119535. setTimeout(function () {
  119536. _this.stopRecording();
  119537. }, maxDuration * 1000);
  119538. }
  119539. this._fileName = fileName;
  119540. this._recordedChunks = [];
  119541. this._resolve = null;
  119542. this._reject = null;
  119543. this._canvas.isRecording = true;
  119544. this._mediaRecorder.start(this._options.recordChunckSize);
  119545. return new Promise(function (resolve, reject) {
  119546. _this._resolve = resolve;
  119547. _this._reject = reject;
  119548. });
  119549. };
  119550. /**
  119551. * Releases internal resources used during the recording.
  119552. */
  119553. VideoRecorder.prototype.dispose = function () {
  119554. this._canvas = null;
  119555. this._mediaRecorder = null;
  119556. this._recordedChunks = [];
  119557. this._fileName = null;
  119558. this._resolve = null;
  119559. this._reject = null;
  119560. };
  119561. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119562. if (event.data.size > 0) {
  119563. this._recordedChunks.push(event.data);
  119564. }
  119565. };
  119566. VideoRecorder.prototype._handleError = function (event) {
  119567. this.stopRecording();
  119568. if (this._reject) {
  119569. this._reject(event.error);
  119570. }
  119571. else {
  119572. throw new event.error();
  119573. }
  119574. };
  119575. VideoRecorder.prototype._handleStop = function () {
  119576. this.stopRecording();
  119577. var superBuffer = new Blob(this._recordedChunks);
  119578. if (this._resolve) {
  119579. this._resolve(superBuffer);
  119580. }
  119581. window.URL.createObjectURL(superBuffer);
  119582. if (this._fileName) {
  119583. BABYLON.Tools.Download(superBuffer, this._fileName);
  119584. }
  119585. };
  119586. VideoRecorder._defaultOptions = {
  119587. mimeType: "video/webm",
  119588. fps: 25,
  119589. recordChunckSize: 3000
  119590. };
  119591. return VideoRecorder;
  119592. }());
  119593. BABYLON.VideoRecorder = VideoRecorder;
  119594. })(BABYLON || (BABYLON = {}));
  119595. //# sourceMappingURL=videoRecorder.js.map
  119596. var BABYLON;
  119597. (function (BABYLON) {
  119598. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119599. if (replace === void 0) { replace = false; }
  119600. // Dispose existing light in replace mode.
  119601. if (replace) {
  119602. if (this.lights) {
  119603. for (var i = 0; i < this.lights.length; i++) {
  119604. this.lights[i].dispose();
  119605. }
  119606. }
  119607. }
  119608. // Light
  119609. if (this.lights.length === 0) {
  119610. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119611. }
  119612. };
  119613. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119614. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119615. if (replace === void 0) { replace = false; }
  119616. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119617. // Dispose existing camera in replace mode.
  119618. if (replace) {
  119619. if (this.activeCamera) {
  119620. this.activeCamera.dispose();
  119621. this.activeCamera = null;
  119622. }
  119623. }
  119624. // Camera
  119625. if (!this.activeCamera) {
  119626. var worldExtends = this.getWorldExtends();
  119627. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119628. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119629. var camera;
  119630. var radius = worldSize.length() * 1.5;
  119631. // empty scene scenario!
  119632. if (!isFinite(radius)) {
  119633. radius = 1;
  119634. worldCenter.copyFromFloats(0, 0, 0);
  119635. }
  119636. if (createArcRotateCamera) {
  119637. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119638. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119639. arcRotateCamera.wheelPrecision = 100 / radius;
  119640. camera = arcRotateCamera;
  119641. }
  119642. else {
  119643. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119644. freeCamera.setTarget(worldCenter);
  119645. camera = freeCamera;
  119646. }
  119647. camera.minZ = radius * 0.01;
  119648. camera.maxZ = radius * 1000;
  119649. camera.speed = radius * 0.2;
  119650. this.activeCamera = camera;
  119651. var canvas = this.getEngine().getRenderingCanvas();
  119652. if (attachCameraControls && canvas) {
  119653. camera.attachControl(canvas);
  119654. }
  119655. }
  119656. };
  119657. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119658. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119659. if (replace === void 0) { replace = false; }
  119660. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119661. this.createDefaultLight(replace);
  119662. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119663. };
  119664. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119665. if (pbr === void 0) { pbr = false; }
  119666. if (scale === void 0) { scale = 1000; }
  119667. if (blur === void 0) { blur = 0; }
  119668. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119669. if (!environmentTexture) {
  119670. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119671. return null;
  119672. }
  119673. if (setGlobalEnvTexture) {
  119674. if (environmentTexture) {
  119675. this.environmentTexture = environmentTexture;
  119676. }
  119677. }
  119678. // Skybox
  119679. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119680. if (pbr) {
  119681. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119682. hdrSkyboxMaterial.backFaceCulling = false;
  119683. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119684. if (hdrSkyboxMaterial.reflectionTexture) {
  119685. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119686. }
  119687. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119688. hdrSkyboxMaterial.disableLighting = true;
  119689. hdrSkyboxMaterial.twoSidedLighting = true;
  119690. hdrSkybox.infiniteDistance = true;
  119691. hdrSkybox.material = hdrSkyboxMaterial;
  119692. }
  119693. else {
  119694. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119695. skyboxMaterial.backFaceCulling = false;
  119696. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119697. if (skyboxMaterial.reflectionTexture) {
  119698. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119699. }
  119700. skyboxMaterial.disableLighting = true;
  119701. hdrSkybox.infiniteDistance = true;
  119702. hdrSkybox.material = skyboxMaterial;
  119703. }
  119704. return hdrSkybox;
  119705. };
  119706. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119707. if (BABYLON.EnvironmentHelper) {
  119708. return new BABYLON.EnvironmentHelper(options, this);
  119709. }
  119710. return null;
  119711. };
  119712. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119713. if (webVROptions === void 0) { webVROptions = {}; }
  119714. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119715. };
  119716. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119717. var _this = this;
  119718. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119719. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119720. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119721. .then(function (ui) {
  119722. new BABYLON.WebXRInput(helper);
  119723. return helper;
  119724. });
  119725. });
  119726. };
  119727. })(BABYLON || (BABYLON = {}));
  119728. //# sourceMappingURL=sceneHelpers.js.map
  119729. 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"};
  119730. 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};"};